Maroux

Grakza's page

53 posts. Alias of Granta.


Race

CMD 13 | Channel 2/2 | Spells 1st (4/4) |

Classes/Levels

Conditions: none

Gender

CG female half-orc oracle 1 | Speed 20 ft. | AC 15, T 11, FF 14 | hp 9/9 | Fort +3, Ref +3, Will +5; Endurance, +4 vs disease| Init +1 | Percep +1 |

About Grakza

Three decades into a stable and fulfilling life, Grakza suddenly finds herself simultaneously dealing with a visible and gruesome disease, banishment from her tribe, and the disappearance of the one friend she thought could help.

Female half-orc oracle 1 (spirit guide)
CG medium humanoid (human, orc)
Init +1; Senses Perception +1
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DEFENSE
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AC 15*, touch 11, flat-footed 14*
hp 9 (1d8+1)
Fort +3, Ref +3, Will +5; Endurance, +4 vs disease
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OFFENSE
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Speed 30 ft., 20 ft. w/ armor
Melee greataxe +2 (1d12+3**/x3) or longspear +2 (1d8+3/x3) or morningstar +2 (1d8+2) or dagger +2 (1d4+2**/19-20) or light mace +2 (1d6+2)
Ranged sling +1 (1d4+2) or dagger +1 (1d4+2**/19-20)
Special Abilities channel energy (2/day, 1d6, DC 11)
Spells Known (CL 1st, Concentration +2)
1st (4/day)—cure light wounds, detect radiation, remove fear
0 (at will)—light, read magic, vigor, virtue
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STATISTICS
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Str 14, Dex 12, Con 12, Int 14, Wis 12, Cha 13
Base Atk +0; CMB +2; CMD 13
Feats Armor Proficiency (light, medium), Endurance, Martial Weapon Proficiency (falchion, greataxe), Shield Proficiency, Simple Weapon Proficiency, Technologist
Skills Craft (mechanical) +6, Diplomacy +1, Disable Device +8, Heal +5††, Knowledge (engineering, geography, local) +6, Linguistics +7, Sense Motive +5, Survival +3; Armor Check Penalty -3‡‡
Traits fate's favored, local ties, weathered emissary
Drawback vain
Mystery life
Revelations channel
Curse wasting
Languages Androffan, Common, Draconic, Goblin, Orc
Gear armor (hide), candle (4), dagger, dagger (cold iron), flint and steel, greataxe, healer's kit (10), longspear, mace (light silver), morningstar, oil (5), outfit (explorer's), shield (heavy wooden), sling w/ bullets (10, 10 cold iron, 10 silver), tindertwig (2), tools (artisan's, thieves'), torch (2), whetstone; 3 gp

* +2 shield bonus w/ heavy wooden shield
+1 temporary hp w/ virtue
+1 resistance bonus w/ resistance
** +1 damage w/ whetstone
†† +2 circumstance w/ healer's kit
‡‡ -2 penalty w/ heavy wooden shield
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CLASS ABILITIES
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Channel (Su) You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Wasting Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease. At 5th level, you are immune to the sickened condition (but not nauseated). At 10th level, you gain immunity to disease. At 15th level, you are immune to the nauseated condition.
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FEATS
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Endurance You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued.

Technologist You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.
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TRAITS & RACIAL ABILITIES
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Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Local Ties You gain a +1 trait bonus on Disable Device, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3.

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.

Shaman's Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat.

Skilled Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level.

Vain You are sensitive about the way others perceive you. Whenever you fail an opposed Charisma-based check, you take a —2 penalty on all Charisma-based checks for the next 24 hours.

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.

Weathered Emissary Your travels in the wildlands gave you insight into how to survive their dangers and communicate with their inhabitants. You gain a +1 trait bonus on all Linguistics and Survival checks, and Linguistics is always a class skill for you.
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MACROS
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[dice=Longspear]1d20+[/dice] [dice=Piercing]1d12+3[/dice]
[dice=Greataxe]1d20+2[/dice] [dice=Slashing]1d8+3[/dice]
[dice=Morningstar]1d20+2[/dice] [dice=Bludgeoning, Piercing]1d8+2[/dice]
[dice=Sling]1d20+1[/dice] [dice=Bludgeoning]1d4+2[/dice]
[dice=Dagger]1d20+2[/dice] [dice=Piercing/Slashing]1d4+2[/dice] (melee)
[dice=Dagger]1d20+1[/dice] [dice=Piercing/Slashing]1d4+2[/dice] (ranged)
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BACKSTORY
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Though Grakza's tribe feared and hated technology as a symbol of the oppressive Technic League, she had long been fascinated by it. Knowing their feelings, she hid hers until what she thought was the right moment. Then, she told her clan that her gadget would guarantee victory against their rival tribe, but when the time came, it only sprayed her face with glowing liquid.

When Grakza's promised aid didn't appear, her tribe lost more warriors than it could afford, in a battle that it had only waged because of those promises; promises that they believed because Grakza had been favored by the gods ever since childhood.

When several children fell down a ravine while exploring forbidden areas, only Grakza escaped without any broken bones. When Chief Chulok lectured them and Shaman Semik cast a spell to scare them into obedience, only Grakza resisted his magic. When the shaman cast bones to see how he could rein her in, only he ended up wearing any reins.

Semik thought that taking Grakza as his apprentice would teach her discipline, and she did learn a lot from him, it just wasn't always what he meant to teach her. When he made her live away from the clan for weeks at a time to teach her self-reliance, she visited nearby villages instead--and learned about technology.

However, that disobedience only demonstrated her luck and divine favor yet again. When a new disease crippled the tribe and several communities one season, Grakza's travels enabled her to bring medicine from Torch--the first place to find a cure--to her clan and the other villages.

After that, she developed relationships with many residents of the stable communities, and especially with Khonnir Baine, a wizard in Torch. He not only nurtured her interest in technology, he often taught her little things that he had learned since her last visit. So, when a technological mishap left her with some sort of wasting disease that was eating her skin, she naturally sought out her friend, Khonnir. Unfortunately for both of them, he was missing. Especially since Grakza's failure had gotten her clansmen killed and herself banished. The human wizard was now the closest thing to family she had left.