About Grial Storm Shadow
1/2 orc Gestalt Warpriest 1/Shaman 1
Grial is a tall, lanky orc wearing leather clothing of Ulfen styling. His skin is pale grey-green and his eyes are a striking blue, which is odd for anyone of orcish blood. A large torque made from twisted together iron and steel holds the hood of his cloak in place. The iron is chiseled with orcish symbols, and the silver is engraved with ulfen runes. He wears a falconers glove on his left hand and an archer's glove on his right. A large pauldron adorns his left shoulder.
He carries a massive bow made from the horns of some great beast. The white feathered shafts sticking out of the quivers he carries are all as thick as a man's thumb.
A small white and blue winged lizard sits perched on his shoulder.
Background, History and Personality:
Grial was born during the most powerful storm in the tribe's memory. He was told his parents were great heroes who had left him to be raised by the tribe while they continued their mission to seek out and stop the rise of an ancient evil.
So he was raised by the spirit speakers, groomed to be one of them. His connection to the spirits came quickly. His connection to his people did not. Being a half-breed, he was smaller than other orcs and physically weaker. Orcish children are not kind to runts, so while his status as a shaman's apprentice garnered him some protection when they were around, he was largely left to fend for himself. He learned to avoid notice, steal where he needed to, and survive on scraps. Breaking open the larders and chests became necessary, so he stole a small lockbox to practice on until he could force the lock on it blindfolded. He began to resent the tribe's ways. He hated their wars and trivialities and their glorification of self-aggrandizing. By the time he came of age, he knew their petty squabbles would not be his.
He trained with the warband scouts, scrambling through the mountains and woods on the edge of the tribe's territory. Those times were when he felt most connected to his mother's people. Lost in the mountains and forests, living off the land. He did his drills and learned the weapons of his people. He learned to work with his squad mates even if he felt no particular bond with them. He finished his rites of passage without a word or boast, received his scarification without flinching, and vanished into the woods before being presented to the Warchief.
Instead, he crossed the forest and made his way high into the mountains to the lands of his father. He knew the name of his father and grandfather, and to the Ulfen, that was enough to gain him an audience with the Jarl. They brought him into their lodge and had their own seer throw the bones and read his fate. He never found out what the bones said, but he was accepted into the clan. Some were standoffish and spiteful of his half-human blood, but Grial had been raised by Orcs. The derision of humans paled in comparison. He weathered their disdain with calm detachment until he was able to prove himself.
Of all the things he learned from the Ulfen, it was their gods that drew him in the most. Gozreh Stormgod seemed to sing in his blood and it was in their small temple that he found his calling. When the Stormgod began answering his prayers, even the most skeptical and xenophobic of the clan knew better than to speak ill of him, not when the most fickle and callous of their gods showed him favor.
The spirits spoke to him. The wind called to him. They led him to the lost. That became his purpose to his newfound clan. He ventured into the blizzards and brought back those who were stranded, brought back game when his clan was snowed in, sailed out along the fjords to find stranded sailors. He could make it through the storms in a way few others could. In those years, he became something of a local legend to his clan. Whenever winter storms and snows took a child, a hunter, a caravan, or a ship he was the one they sent. Sometimes he arrived too late, but more often, he returned to the cheers and toasts of his newfound kinsmen.
One winter a raven came with a missive for the Jarl. He owed a favor to a distant family for an honor-boon granted long ago, and the debt was being called in. The Pathfinder Society was calling in that favor. They needed scouts and survivalists.
Whatever favor the Jarl owed the Pathfinders it must have been substantial, because the Jarl sent Grial. He found the Pathfinders to be amiable and organized, which he appreciated. Their tests were easy enough. He wasn't sure if they were going easy on them because of the Jarl's recommendation, or if their tests simply fit with his particular skills. In any case, they were delighted to have him on the team. They even gave him a glowing locket before sending him on his way.
Grial knew almost nothing about Lost Thassilon, but it mattered little. Whatever he needed to know, the wind would tell him.
Other Character Details:
Init +5 (+2 dex, +2 familiar, +1 trait)
HP: 10 (8 warpriest, +2 con)
===== Defense =====
17 AC (+4 armor, +2 dex, +1 shield)
15 CMD (10 +0 bab, +2 dex, +3 str)
+6 Fort (+2 con, +2 warpriest, +2 luck)
BaB +0, CMB +3
Greataxe +3, 1d12+4[/dice]
Sawback Machete, +3, 1d6+3, 19-20/x2 crit
Snag Net, -1, no damage, Touch attack, Entangle on hit, Trip weapon
=====Traits and Feats=====
Scion of Legend: Perception and Disable Device are Class Skills.
Fate's Favored: +1 to any Luck bonus received.
Endurance, (racial bonus)
4 Shaman, +1 int, +1 race, +2 background
+8 Perception (1 rank, +3 wis, +3 class, +1 trait)
+5 Knowledge Nature (1 ranks, +1 int, +3 class)
=====Spells and Consumables=====
-Spell Like Abilities-
Light at will (wayfinder)
-Warpriest Spells Memorized-
--0th (3 per day, at will)--
--1st (1 per day, +1 bonus)--
-Shaman Spells Prepared-
--0th (3 per day, at will)
--1st (1 per day, +1 bonus, +1 spirit)
Favored Class Bonuses-
1) +1/6 of a new combat feat
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.
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. This racial trait replaces the intimidating trait.
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.
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. This racial trait replaces darkvision.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Spirit (Su) A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features.
At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features.
====Spirits and Hexes===
Channel (Su): The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier.
Sacred Weapon (Su At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.
At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
Rhamphorhynchus (swoop lizard)
N Tiny animal
AC 16, touch 15, flat-footed 12 (+3 Dex, +2 size, +1 natural)
Space 2-1/2 ft.; Reach 2-1/2 ft.
Str 6, Dex 17, Con 11, Int 7, Wis 14, Cha 11
Melee bite +0 (1d3–2)
Special Attacks sudden swoop
Feats Flyby Attack, Improved Steal
+15 Fly (1 ranks, +3 dex, +3 class, maneuverability +4, size +4)
+6 Perception (1 ranks*, +3 class, +2 wis)
Sudden Swoop (Ex) If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.
Spirit Animal The shaman’s spirit animal appears to be a beautiful and very healthy version of its species, and seems especially vibrant and full of life. Her animal companion gains fast healing 1; if the spirit animal already has fast healing, instead its fast healing increases by 1.
Class Skills A pilferer treats Disable Device, Escape Artist, and Sleight of Hand as class skills.
Nondetection (Sp) A pilferer is under the constant effect of nondetection with a caster level equal to its master’s class level. The DC of the caster level check to penetrate the nondetection effect is equal to 15 + the master’s caster level.
This ability replaces improved evasion.
Sneak At 3rd level, a pilferer gains a competence bonus equal to 1/2 its master’s class level on Sleight of Hand and Stealth checks.
This ability replaces deliver touch spells.
Starting Wealth 300
Armor: Hide 5gp
-Worn/In Pouches/On belt/in quiver-
Shaman's Kit (15 gp) backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, a mess kitUE, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.