Tsadok Goldtooth

Gorak 'The Touched''s page

328 posts. Organized Play character for RxGus.


Race

HP 16/17 | AC 17 T 11 FF 16 | CMB +6, CMD 17 | F: +7*, R: +5*, W: +5* | Init: +1 | Perc: +5, SM: +3, Darkvision 120' | Speed 20ft | Spells 1: 3/4 |Active conditions: None

Classes/Levels

Skills:
Acrobatics -3, Appraise +4, Bluff -2, Climb 0, Dipl +2, Disg -2, Intim -2, Know(arcana) +8, Know(eng) +8, Know(hist) +8, Know(local) +5, Know(planes) +8, Know(religion) +8, Spell +9, Stealth -4, UMD +10

Gender

Half-Orc Occultist 2 | Focus 7: Trans 3/5, Abjur 2/2 | Active powers: +1 Saves, +2 Str, +30ft, +1 Weapon|

Strength 16
Dexterity 13
Constitution 13
Intelligence 18
Wisdom 8
Charisma 7

About Gorak 'The Touched'

Garuk PFS
Male half-orc occultist 2 (Pathfinder RPG Occult Adventures 46)
CN Medium humanoid (human, orc)
Init +1; Senses darkvision 120 ft.; Perception +4
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Defense
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AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 17 (2d8+4)
Fort +7, Ref +4, Will +5
Defensive Abilities sacred tattoo[APG]
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee cold iron dagger +5 (1d4+4/19-20) or
. . longsword +5 (1d8+4/19-20) or
. . mwk greatsword +6 (2d6+6/19-20) or
. . morningstar +5 (1d8+4)
Ranged javelin +2 (1d6+4)
Implement Schools (-1 generic focus)
. . Abjuration (Goggles, 2 points) Resonant—warding talisman; Focus—energy shield, mind barrier
. . Divination (Tome, 1 point) Resonant—third eye; Focus—sudden insight
. . Transmutation (Greatsword, 6 points) Resonant—physical enhancement (strength); Focus—legacy weapon, sudden speed
Occultist Spells Known (CL 2nd; concentration +6)
. . 1st (3/day)—heightened awareness[ACG], lead blades[APG], shield
. . 0 (at will)—detect magic, mage hand, resistance
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Statistics
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Str 18, Dex 13, Con 13, Int 18, Wis 8, Cha 7
Base Atk +1; CMB +5; CMD 16
Feats Extra Mental Focus[OA]
Traits fate's favored, pragmatic activator
Skills Acrobatics -3 (-7 to jump), Diplomacy +2, Knowledge (arcana) +8, Knowledge (engineering) +8, Knowledge (history) +8, Knowledge (local) +5, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +9, Perception +4, Sense Motive +3, Spellcraft +9, Use Magic Device +10
Languages Abyssal, Azlanti, Common, Draconic, Giant, Gnoll, Orc, Sylvan
SQ implements 3, magic item skill, mental focus (8/day), object reading, orc blood
Combat Gear wand of cure light wounds, acid (2), holy water; Other Gear breastplate, heavy wooden shield, cold iron dagger, javelin (5), longsword, morningstar, mwk greatsword, backpack, crowbar, goggles, grappling hook, piton (4), silk rope (50 ft.), 2,443 gp, 1 sp
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Tracked Resources
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Acid - 0/2
Cold iron dagger - 0/1
Energy Shield (10 damage) (Sp) - 0/10
Holy water - 0/1
Javelin - 0/5
Mental Focus (8/day) (Su) - 9/8
Mental Focus: Abjuration Assigned (8 focus) - 2/8
Mental Focus: Abjuration Spent (2 focus) - 0/2
Mental Focus: Divination Assigned (8 focus) - 1/8
Mental Focus: Divination Spent (1 focus) - 0/1
Mental Focus: Transmutation Assigned (8 focus) - 6/8
Mental Focus: Transmutation Spent (6 focus) - 0/6
Wand of cure light wounds - 0/50
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Special Abilities
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Abjuration (Goggles) Abjuration implements are objects associated with protection and wards.

Implements: Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.
Darkvision (120 feet) You can see in the dark (black and white only).
Divination (Tome) Implements of the divination school grant powers related to foresight and remote viewing.

Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.
Energy Shield (10 damage) (Sp) 1 focus, swift action: Summon energy shield absorbs acid, cold, electricity, or fire damage.
Implements (Su) Gain a series of items which grant access to schools and powers.
Legacy Weapon +1 (Su) 1 focus: weapon touched gains enhancement bonus plus a special ability.
Magic Item Skill Add half level as bonus to Use Magical Device.
Mental Focus (8/day) (Su) You have a pool of points that activate your focus powers.
Mind Barrier (-4 damage) (Sp) 1 focus, swift action: Reduce next damage taken before next turn. 2 for Imm.
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Physical Enhancement +2 (Strength) (Su) Implement grants bearer enhancement to one physical attribute.
Sacred Tattoo +1 to all saves.
Sudden Insight +1 (Sp) Swift action & 1 focus: Gain insight bonus to one abil. or skill check, or attack before end of turn.
Sudden Speed (Sp) 1 focus: As swift action, gain +30 land speed for 1 minute.
Third Eye (Su) Gain enhanced senses while implement stores focus.
Transmutation (Greatsword) Transmutation implements can alter the properties of both objects and creatures.

Implements: Belt, boots, sandals, vest, weapon.
Warding Talisman +1 (Su) Implement grants Resistance bonus to saves.
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Born and raised in a high-mountain enclave of orc and half-orcs. The cult/outpost is inhabited by two types of people: The ones born there (Gorak) and the ones who find their way there (expelled orcs, expelled half-orcs, mystics, wanderers). Total population ~100 people, relatively unknown to outsiders.

The key trait to the town (and the reason for their sub culture) is there are several strong bloodline connections to dragons that carry through the generations of those born in the hold. Gorak was a "touched" one, who exhibits more dragon blood than usual. The final step for his acceptance into the defenders society (8 elite warriors whose job it is to defend the hold) was to go up the mountain and commune with the dragons.

He went up into the mountains for a week, as is custom, and when he came back he found the entire hold burned- overrun by an army of orcs while he was away. With everything of his previous life gone, he wandered through the wilderness before finding a guild.

Personality is eccentric, with an unusual attachment to some of his possessions. Highly intelligent but some schizoid personality features.