About Garduk the Unteachable
Garduk the Unteachable
AC 13, touch 13, flat-footed 12 (+1 deflection, +2 Dex, +1 insight to FF & surprise round)
hp 42 (7d6+12)
Fort +4, Ref +5, Will +6; +1 insight bonus on saving throws against death effects.
Defensive Abilities orc ferocity
Speed 30 ft.
Melee club +3 (1d6) or
. . cold iron dagger +3 (1d4/19-20) or
. . dagger +3 (1d4/19-20) or
. . handaxe -1 (1d6/×3)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks arcane reservoir (4/13), arcanist exploits (dimensional slide[ACG], quick study[ACG]), consume spells
Arcanist Spell-Like Abilities (CL 7th; concentration +12)
. . 1/day—augury
. . 1/week—contact other plane
Arcanist (Occultist) Spells Prepared (CL 7th; concentration +12)
. . 3rd (4/day)—haste, pellet blast[UC] (DC 19)
. . 2nd (5/day)—create pit[APG] (DC 18), false life, mirror image
. . 1st (6/day)—burning hands (DC 16), feather fall, grease, mage armor, vanish[APG] (DC 16)
. . 0 (at will)—detect magic, ghost sound (DC 15), mage hand, message, open/close (DC 15), prestidigitation, read magic
Str 10, Dex 14, Con 12, Int 21, Wis 10, Cha 14
Base Atk +3; CMB +3; CMD 16
Feats Augment Summoning, Endurance, Extra Reservoir[ACG], Spell Focus (conjuration), Superior Summoning[UM]
Traits outsider ties, reactionary
Skills Appraise +9, Craft (bookbinding) +9, Diplomacy +4 (+6 vs. geniekind), Fly +7, Knowledge (arcana) +15, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +10 (+12 vs. Azlant), Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +15 (+17 vs. geniekind), Knowledge (religion) +9, Linguistics +13 (+15 to learn about Azlanti sentence construction and idioms), Perception +7, Spellcraft +15, Survival +0 (+2 to navigate Jungles of Mwangi Expanse, +2 to avoid becoming lost), Use Magic Device +6
Languages Abyssal, Aquan, Auran, Common, Dwarven, Giant, Ignan, Orc, Skald, Terran, Tien, Varisian, Vudrani
SQ conjurer's focus (Summon Monster IV, 7 minutes), half-orc arcanist, orc blood
Combat Gear cold iron crossbow bolts (30), cold iron crossbow bolts (8), potion of cure light wounds (2), potion of cure moderate wounds, potion of lesser restoration, potion of remove blindness/deafness, potion of remove sickness, runestone of power (1st)[ACG], scroll of abundant ammunition, gravity bow, scroll of alarm, scroll of ant haul, scroll of anticipate peril, scroll of arcane pocket, expeditious retreat, stumble gap, scroll of burning hands, scroll of comprehend languages, scroll of comprehend languages (x2), scroll of daylight, scroll of detect undead (x3), scroll of endure elements, scroll of expeditious excavation, scroll of expeditious retreat (x2), scroll of false life, scroll of floating disk, scroll of fly (x2), scroll of heightened awareness (x4), scroll of identify (x2), scroll of levitate, scroll of magic missile, scroll of magic weapon, scroll of memorize page, scroll of mount, scroll of polypurpose panacea, scroll of remove sickness, scroll of shield, scroll of speak local language, scroll of touch of the sea (x3), scroll of unseen servant, scroll of vanish, wand of endure elements (24 charges), wand of infernal healing (35 charges), wand of mage armor (11 charges), wand of magic missile (CL 3rd, 6 charges), wand of magic missile (CL 3rd, 25 charges), wand of shield (30 charges), acid (3), air crystal, alchemical grease[APG] (3), alchemist's fire (3), alchemist's fire (2), alchemist's kindness[APG], alkali flask[APG], antiplague[APG], antitoxin, holy water, padzahr[UE] (2), smelling salts[APG], soul stimulant[UE], tanglefoot bag, twitch tonic[UE]; Other Gear club, cold iron dagger, crossbow bolts (2), dagger, handaxe, light crossbow, aegis of recovery[UE], belt of mighty constitution +2, cloak of resistance +1, cracked dusty rose prism ioun stone, cracked mossy disk ioun stone, cracked tourmaline sphere ioun stone, handy haversack, headband of vast intelligence +2, hex nail, ring of protection +1, wayfinder[ISWG], bandolier[UE], bedroll, belt pouch, bookbinding tools, canvas (sq. yd.), chalk (3), cheat sheath[ACG], cold weather outfit, filter scarf[UW], flint and steel, garlic tablets (3), grappling bolt[UE], ink, inkpen, journal[UE], mask of the tiger's eye (pss 01-33) (worth 55 gp), mug/tankard, pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicles, volume 1, potion sponge[ARG], sb1, sb2, silk rope (50 ft.), smoked goggles[APG], soap, soul candle, spell component (f) - miniature shovel for create pit spells (worth 10 gp), spell component pouch, spell component (m): pellet blast, adamantine (worth 100 gp), spell component (m): pellet blast, cold iron (worth 50 gp), spell component (m): pellet blast, silver (worth 20 gp), tindertwig (5), trail rations (7), twine (50')[APG], vial, waterproof bag[UE], waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 522 gp, 2 sp, 7 cp
+1 to concentration checks from damage Gain a +1 bonus on concentration checks made due to taking damage while casting arcanist spells.
Arcane Reservoir +1 DC or CL (13/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Conjurer's Focus (Summon Monster IV, 7 minutes) (Sp) Cast summon monster spells with points from arcane reservoir.
Consume Spells (2/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Darkvision (60 feet) You can see in the dark (black and white only).
Dimensional Slide (70 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Sight of the Unseeing (Seer's District boon from PSS 6-00 chronicle): You gain a +1 insight bonus to AC and on saving throws when flat-footed or during a surprise round.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Superior Summoning When summoning more than one creature, summon an extra one
- Arcanist exploit: Quick Study
- Feat: Augment Summoning
- Arcanist exploit: Dimensional Slide
- Feat: Extra Reservoir
- Planar Contact added; no arcanist exploit (or Potent Magic)
- Feat: Summon Neutral Monster (Champions of Balance)? (or Expanded Summon Monster, or Versatile Summon Monster, or Superior Summoning, or Extra Arcanist Exploit?)
- Arcanist exploit: Spell Resistance (and Consume Magic Items?)
- Feat: One of the summoning feats not taken at level 7, Extra Reservoir, or Extra Arcanist Exploit
- Arcanist exploit: Greater Spell Resistance (and Counterspell?)
- Feat: Extra Reservoir or Extra Arcanist Exploit
Garduk's common PbP rolls:
[dice=Ranged touch attack]1d20 + 5[/dice]
[dice=Concentration check]1d20 + 12[/dice]
- Acid Splash/Ray of Frost
- Disrupt Undead
- Light crossbow
- Magic Missle (casting or from Wand of Magic Missile (CL 3))
- Saving throws
Basic combat strategy, use if botting Garduk:
If Garduk needs to be botted, my preference would be for Kulga (Cwethan) or Brayne (Batpony) to handle it if they're playing in the scenario and willing.
Heading into a possible fight:
When combat is likely imminent but hasn't started yet: