Orc Shaman

Erzuuk of Garaguum's page

39 posts. Organized Play character for Massee.


Race

HP: 20/20 | AC: 16(17) | F: +5, R: +4, W: +6 | Perc: +6 | Hero Points: 1 |

Classes/Levels

| Speed: 25 ft. | Active Conditions:

Gender

Orcish Male Bard 1 |

Size

Medium

Strength 16
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 12
Charisma 14

About Erzuuk of Garaguum

Erzuuk | 202046-2010 | PFS(2ed Remaster) | Generalist
XP 4 | Cash 15.79g| Horizon Hunters: Ignored: 4/19
Male Orcish Bard 1 | Trained in Bard Class DC15
Medium Humanoid | Senses: Darkvision, Expert Perception: +6

LANGUAGES: Common, Orcish, Undercommon (new names?)

DEFENSE: Trained in Unarmored and Light Armor
AC 16(17) | HP 20 | Speed 25 ft |
Trained Fort: +5 Trained Reflex: +4 Expert Will: +6

TEMPORARY GEAR:

1x Minor Healing Potion (PFS)

OFFENSE: Trained in Simple, Martial, and Unarmed Attacks. Orcish Weapons.
[dice=◆ Butchering Axe (2H, Shove, Sweep)]1d20+6[/dice] [dice=Slashing Damage]1d12+3[/dice]
[dice=◆ Butchering Axe (2H, Shove, Sweep), CA]1d20+6+1[/dice] [dice=Slashing Damage, CA]1d12+3+1[/dice]
[dice=◆ Orc Necksplitter (1H, Forceful, Sweep)]1d20+6[/dice] [dice=Slashing Damage]1d8+3[/dice]
[dice=◆ Orc Necksplitter (1H, Forceful, Sweep), CA]1d20+6+1[/dice] [dice=Slashing Damage, CA]1d8+3+1[/dice]
[dice=◆ Orc Knuckle Dagger (1H, Agile, Disarm)]1d20+6[/dice] [dice=Piercing Damage]1d6+3[/dice]
[dice=◆ Orc Knuckle Dagger (1H, Agile, Disarm), CA]1d20+6+1[/dice] [dice=Piercing Damage, CA]1d6+3+1[/dice]
[dice=◆◆ Telekinetic Projectile (Spell Range 30')]1d20+5[/dice] [dice=(Choose P/B/S)]2d6[/dice]
[dice=◆◆ Telekinetic Projectile (Spell Range 30'), CA]1d20+5+1[/dice] [dice=(Choose P/B/S), CA]2d6+1[/dice]

SPELLS: Trained in Occult Spells.
Focus Pool: 1 | Spell Attack Roll +5 | Spell DC 15 |
. . Focus Spells Known (1) | ↺ Counter Performance |
. . Cantrips Known (5+1) (@Will) ◆ Courageous Anthem, ◆◆ Know the Way, ◆ Guidance, ◆ Shield, ◆◆ Sigil, ◆◆ Telekinetic Projectile
. . 1st Known (3) (2/2) ◆◆ Fear, ◆◆ Soothe, ◆◆ Runic Weapon

SKILLS: ACP: 0
Trained in Acrobatics (DEX) +4
Trained in Athletics (STR) +6
Trained in Intimidate (CHA) +5
Trained in Farming Lore (INT) +3
Trained in Scouting Lore (INT) +3 (PFS)
Trained in Nature (WIS) +4
Trained in Occult (INT) +3
Trained in Performance (CHA) +5
Trained in Survival (WIS) +4 (+5 Underground)

BARD CLASS FEATS - ABILITIES
Martial Performance: Feat 1: Bard: Source Advanced Player's Guide pg. 112 2.0: Prerequisites warrior muse
Your muse has taught you how to handle a wider variety of weapons than most bards, empowering you to effortlessly blend your performance into combat tools. When you have a courageous anthem composition cantrip active, and you damage an enemy with a strike, the spell's duration is extended by 1 round. You can extend an individual casting only once in this way. If you gain the rallying anthem or song of strength composition cantrips, you can apply this benefit to those cantrips as well.

SKILL FEATS:
Terrain Expertise: Feat 1: General Skill: Source Core Rulebook pg. 267 4.0: Prerequisites trained in Survival
Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to Survival checks in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground. Special You can select this feat more than once, choosing a different type of terrain each time.

Combat Climber: Feat 1: General Skill: Source Core Rulebook pg. 260 4.0: Prerequisites trained in Athletics
Your techniques allow you to fight as you climb. You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.

Assurance (Athletics): Feat 1: Fortune General Skill : Source Core Rulebook pg. 258 4.0: Prerequisites trained in at least one skill
Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers). Special You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.

GENERAL FEATS

STATS:
Strength: 16
Dexterity: 12
Constitution: 14
Intellect: 10
Wisdom: 12
Charisma: 14

EQUIPMENT
Studded Leather Armor
Butchering Axe
Orc Neck Splitter
Orc Knuckle Dagger
Backpack
Bedroll
Waterskin
Flint and steel
Climbing Kit

CONSUMABLES
Rations (1 Week)

ORC ANCESTRY:

Base 10hp; Medium Size; 25ft Stride; Ability Boosts: Strength, Free Constitution

Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Deep Orc: Source Advanced Player's Guide pg. 18 2.0
Your calloused hands and red eyes speak to a life spent in the deep darkness of mountain caverns, where you learned to battle on rocky cliffs and survive with minimal resources. You gain the Terrain Expertise skill feat for underground terrain and the Combat Climber skill feat.

Orc Weapon Familiarity: Feat 1: In combat, you favor the brutal weapons that are traditional for your orc ancestors. You are trained with the falchion and greataxe. In addition, you gain access to all uncommon orc weapons. For the purpose of determining your proficiency, martial orc weapons are simple weapons and advanced orc weapons are martial weapons.

FARMHAND BACKGROUND:

I'm sick of these mushroom farms, constantly feeding, picking, and watering. Not to mention the vermin! One day I'll escape these dark elves and this servitude, make my way to the surface I've heard rumors of...

With a strong back and an understanding of seasonal cycles, you tilled the land and tended crops. Your farm could have been razed by invaders, you could have lost the family tying you to the land, or you might have simply tired of the drudgery, but at some point you became an adventurer. Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost Strength. You're trained in the Athletics skill, and the Farming Lore skill. You gain the Assurance skill feat with Athletics.

CHRONICLES:

Chronicle; Gold; Fame; XP; Faction;
Starting Gold 15.00 0 0
Year of Boundless Wonder 4.01 15.60 4 4 Horizon Hunters

BOONS:

PURCHASABLE LOOT:

Brooch of shielding U (item 2, 30 gp, limit 1)
Dagger of venom (item 5, discounted to 140 gp, limit 1)
Demon mask (item 4, discounted to 79 gp, limit 1)
Wand of comprehend language (item 5, discounted to 150 gp, limit 1)
Wand of heal (item 3, discounted to 56 gp, limit 1)
Wand of manifold missiles (1st-level spell; item 5, discounted to 150 gp, limit 1)
Wand of widening (1st-level spell; item 4, discounted to 94 gp, limit 1)

DESCRIPTION:

Before you stoops a pale, aged orc with red eyes, stocky frame with long, strong arms. He's armed for battle with traditional orcish blades and protected from such with ill-fitting armor from an unlucky foe. "I am Erzuuk and I will show you the way, for the right price.." He bellows in a deep voice as he offers a strong handshake in greeting.

SPELL DESCRIPTIONS:

Courageous Anthem: Cantrip 1: Uncommon Bard Cantrip Composition Concentrate Emotion Mental: Source Player Core pg. 370
Cast ◆ Area 60-foot emanation: Duration 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.

Counter Performance: Focus 1: Uncommon Bard Composition Concentrate Focus Fortune Mental: Source Player Core pg. 370
Cast [↺] Trigger You or an ally within 60 feet rolls a saving throw against an auditory or visual effect.
Area 60-foot emanation. Your performance protects you and your allies. Roll a Performance check for a type you know: it must be an auditory performance if the trigger was auditory, or a visual one for a visual trigger, and this action gains the traits for the type of performance (page 243). You and allies in the area can use the better result between your Performance check and the saving throw.

Fear: Spell 1: Concentrate Emotion Fear Manipulate Mental: Source Player Core pg. 331: Traditions arcane, divine, occult, primal
Cast ◆◆ 30 foot range; Targets 1 creature: Saving Throw Will; Duration varies
You plant fear in the target; it must attempt a Will save.
Critical Success The target is unaffected.
Success The target is frightened 1.
Failure The target is frightened 2.
Critical Failure The target is frightened 3 and fleeing for 1 round.
Heightened (3rd) You can target up to five creatures.

Guidance: Cantrip 1: Cantrip Concentrate: Source Player Core pg. 334: Traditions divine, occult, primal
Cast ◆ Range 30 feet; Targets 1 creature: Duration until the start of your next turn
You ask for guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.

Know the Way: Cantrip 1: Cantrip Concentrate Detection Manipulate: Source Player Core pg. 340: Traditions divine, occult, primal
Cast ◆◆ In your mind's eye, you magicall reorient yourself. You immediately know which direction is north (if it exists at your current location), and you can choose a location you were at within the last 24 hours and learn what direction it lies.
Heightened (3rd) You can choose a location you were at within the last week.
Heightened (7th) You can choose a location you were at regardless of how long ago you were there.

Runic Weapon: Spell 1: Concentrate Manipulate: Source Player Core pg. 354: Traditions arcane, divine, occult, primal
Cast ◆◆ Range touch; Targets 1 weapon that is unattended or wielded by a willing creature; Duration 1 minute
The weapon glimmers with magic as temporary runes carve down its length. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.

Shield: Cantrip 1: Cantrip Concentrate Force: Source Player Core pg. 356: Traditions arcane, divine, occult
Cast ◆ Duration until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action (page 419), giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use. While the spell is in effect, you can use the Shield Block reaction (page 262) with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Heightened (+2) The shield's hardness increases by 5.

Sigil: Cantrip 1: Cantrip Concentrate Manipulate: Source Player Core pg. 357: Traditions arcane, divine, occult, primal
Cast ◆◆ Range touch; Targets 1 creature or object: Duration unlimited (see below)
You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the targeted creature or object. The mark can be visible or invisible, and you can change it from one state to another by using an Interact action to touch the target. The mark can be scrubbed or scraped off with 5 minutes of work. If it's on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your heightened rank. Heightened (3rd) The sigil instead fades after 1 month. Heightened (5th) The sigil instead fades after 1 year. Heightened (7th) The sigil never fades.

Soothe: Spell 1: Concentrate Emotion Healing Manipulate Mental: Source Player Core pg. 357: Traditions occult
Cast ◆◆ Range 30 feet; Targets 1 willing creature: Duration 1 minute
You grace the target's mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
Heightened (+1) The amount of healing increases by 1d10+4.

Telekinetic Projectile: Cantrip 1: Attack Cantrip Concentrate Manipulate: Source Player Core pg. 363: Traditions arcane, occult
Cast ◆◆ Range 30 feet; Targets 1 creature; Defense AC
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target's AC. If you hit, you deal 2d6 bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled. No specific traits or magic properties of the hurled item affect the attack or the damage.*Critical Success You deal double damage. *Success You deal full damage. Heightened (+1) The damage increases by 1d6.

ITEM DESCRIPTIONS: