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About FloriHalf Orc Sorcerer/ Orc Bloodline Defense:
Init: +8, Senses: Darkvision 90' Perception: +3 (trait)
AC: 13, touch 12, flat-footed 11 (+2 dex, +1 natural) hp: 23 (6,4,4 +3 con, +3 favored, +3 toughness) Saves: Fort: +4, Ref: +5, Will: +3 (+7 vs. fear) Defensive Abilities: Sacred Tatoo Weakness: Light Sensitivity (Ex) Creatures with light sensitivity are dazzled (–1 penalty on attack rolls and sight-based Perception checks) in areas of bright sunlight or within the radius of a daylight spell. Offense:
Speed: 30'
Melee: +1 falchion +4 (2d4+4/18-20, S) dagger +3 (1d4+2/19-20, S or P) Touch of Rage (Sp) 7/day Ranged: light crossbow +3 (1d8/19-20, P) ranged touch spells +3 BAB: +1 CMB: +3 CMD: +15 Skills:
Points/Ranks
Appraise: 1/0 Bluff: 8/1 Craft: 1/0 Fly: 2/0 Intimidate: 10/1 Knowledge (arcana): 4/1 Perception: 3/1 Profession (sailor): 0/0 Spellcraft: 4/1 Survival: -2/0 Use Magic Device: 8/1 Non-Class Skills: (2/level) Traits:
Observant: (Grand Lodge) Sometimes it helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you. Reactionary: Add +2 to initiative checks. Touched by the Sea: You’ve always felt the call of the sea and your blood surges with the ebb and f low of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1. Spells:
Spells per Day: 1st: 6 Spells Known: 0 Level (DC 14): Acid Splash*, Dancing Lights, Detect Magic, Prestidigitation, Read Magic 1st Level (DC 15): Burning Hands*#,Mage Armor, Magic Missile*, Shield * ~+1 per die damage (Orc bloodline) # ~Bloodline Spell Touch of Rage (Sp) 7/day Bonus Spells: burning hands (3rd), bull’s strength (5th), rage (7th), wall of fire (9th), cloudkill (11th), transformation (13th), delayed blast fireball (15th), iron body (17th), meteor swarm (19th). Major Gear:
+1 Falchion, 1375gp
+1 Cloak of Protection 1000 Mundane Gear:
+1 falchion 1375gp. / 8 lbs. dagger 2gp. / 1 lb. light crossbow 35 gp. / 4lbs. 20 bolts 2gp. / 2 lbs. backpack 2 gp. / 2 lbs. pouch, belt 1 gp. / 1/2 lb. waterskin 1 gp. / 4 lbs. entertainer's outfit 3 gp. / 4 lbs. explorer's outfit 0 gp. / 8lbs. mirror, small steel 10 gp. / 1/2 lb. sack 1 sp. / 1/2 lb. acid flask 10 gp. / 1 lb. _______________________________ Total: 1121 gp., 1 sp. / 22 1/2 lbs. Carrying Capacity: 43/86/130
Half Orc Traits:
•Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature. •Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. •Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity. •Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon. •Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. Orc Bloodline:
The rage of your ancestors burns within you, and the taint of savage orc blood flows through your veins. Your anger is never far from the surface, giving you strength and driving you to seek greater power.
Class Skill: Survival. Bonus Spells: burning hands (3rd), bull’s strength (5th), rage (7th), wall of fire (9th), cloudkill (11th), transformation (13th), delayed blast fireball (15th), iron body (17th), meteor swarm (19th). Bonus Feats: Diehard, Endurance, Great Fortitude, Intimidating Prowess, Improved Overrun, Power Attack, Toughness, Widen Spell. Bloodline Arcana: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled. Bloodline Powers: You are heir to the bestial power of the great orc warlords of the past. You feel their rage in your blood, and must take care lest the urge to despoil and destroy consumes you. Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Fearless (Ex): At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2. Strength of the Beast (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level. Power of Giants (Sp): At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments. Warlord Reborn (Su): At 20th level, you become a true orc warlord of legend. You gain immunity to fire and DR 5/—. Once per day, you can cast transformation as a spell-like ability using your sorcerer level as your caster level. Flori:
Flori is a half orc sorcerer. On the tall side, she cuts a strong and shapely figure, with greenish skin, green eyes and black, thick, well-styled hair. Flori has an eye for fashion, and likes to look her best, with elegant clothes and makeup accentuating her charms. On adventures, though, she dresses practically, but still hates to look disheveled, and casts prestidigitation on herself whenever she gets a little dirty. She's quite charming and even pretty to some non-orcs, but is only attracted to human men. The problem is, they don't reciprocate that attraction due to her prominent half-orc canine teeth and green skin. She spent some time as a hired hand on some ships based in Absalom, but to be honest, she wasn't much of a sailor. She got by because her magic and darkvision are useful on a ship, and her cheerful personality made her popular with the crews. Like many half orcs, Flori has conflicting desires. She read lots of romance stories as a youth, and part of her dreams of finding her true love and becoming a mother, but her orcish side craves action, and even violence. Adventuring gives her plenty of outlets for that. For a sorcerer, she's just a little too good with a falchion to be believed, and her magic tends to bring the pain. Flori sometimes gives in to her innate fierceness, but she's getting better at knowing when that's actually a good idea and when it isn't. |