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About GrokarGrokar
STATISTICS
DEFENSE
OFFENSE
Special Actions
Feats
Traits
Skills 12
FAVORED CLASS
Racial Abilities:
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 Smog Sight: Half-orcs with this racial trait can see double the normal range in dense fog and smoke (including magic effects like obscuring mist) and ignore concealment from smoke or fog for targets within 5 feet. This racial trait replaces darkvision. 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. Gear:
COINS PP – GP – 25 SP – CP – EQUIPMENT Carrying Capacity: Light – 100 lbs; Medium – 200 lbs; Heavy = 300 lbs; Current – 63.75 (Light) Weapons – +1 Adamantine Bec de Corbin (1500gp) 1d10 x3 12lbs B or P Brace, Reach +1 Human Bane Battleaxe (free) Armour – +1 Mithral full plate (400) 25 LBS (1000gp) Alchemical – Other Combat Gear – 1 x caltrops (1 gp, 2 lbs) Scrolls – Potions – Anti Plague, Anti Toxin, soothe Syrup, Fire Ward gel Wands – wand of enlarge person (8), Wand of CLW (9) - 150 ea Other Magic Items – Cloak of resistance +2 (4000), Mundane Gear – spring-loaded wrist sheath (10 gp, 1 lbs), waterproof sack (0.5 gp, 0.5 lbs), ear plugs (0.03 gp), 5 candles (0.05 gp), sack of powder (0.01 gp, 0.5 lbs) (10 gp, 1 lb), flask of oil (0.1 gp, 1 lb), backpack (2 gp, 0.25 lb), whetstone (0.02 gp, 1 lb), steel mirror (10 gp, 0.5 lbs), explorer's outfit (0 gp, 2 lbs), belt pouch (1 gp), waterskin (1 gp, 1 lb), 5 torches, 5 Trail Rations Spent at level 4 - +1 to armor (1000) Cloak of resistance +2 (4000) Anti Plague (50), Anti Toxin (50), Soothe Syrup (25), Fire Ward gel (150), Frost ward Gel (150) Cracked Dusty Rose Prism Ioun Stone (500)
Shaman 2:
Spells 0 Level – 3
Enlarge Person (1st) Battle Spirit (Su): A shaman surrounds herself with the spirit of battle. Allies within 30 feet of the shaman (including the shaman) receive a +1 morale bonus on attack rolls and weapon damage rolls. At 8th level and 16th level, these bonuses increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive. The shaman’s spirit animal looks like a fiercer version of its species, with rippling muscles and a stockier frame. It gains a +2 natural armor bonus to AC. If it already has a natural armor bonus, the bonus increases by 2 instead. Hex’s Battle Master (Ex): The shaman makes an extra attack of opportunity each round. This ability stacks with the attacks of opportunity granted by the Combat Reflexes feat. At 8th level, the shaman gains the Weapon Specialization feat in a weapon of her choice as a bonus feat. At 16th level, the shaman gains the Greater Weapon Focus feat as a bonus feat, for the same weapon chosen for Weapon Specialization. The shaman doesn’t need to meet the prerequisites of these feats. Spirit Animal The master of a turtle familiar gains a +1 natural armor bonus to AC. BloodRager 1:
Blood Line: Elemental Water Elemental Strikes (Su): At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal an additional 1d6 points of damage of your energy type. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks deal this damage, and you don't need to activate this ability. Blood Rage The bloodrager's source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours don't need to be consecutive.
A bloodrager's base speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's base speed.
Various Stat Blocks:
Normal Stat Block Male Half-Orc Shaman 2/Bloodrager 1 HP 53/53 AC: 24 TAC: 13 FF: 21 Saves: F:10 R:7 W:7 Init: +4 Per: +8 (Smogsight) +1 Admantine Bec de carbon +7 1d10+5 x3 BorP Reach
Blood Rage Male Half-Orc Shaman 2/Bloodrager 1 HP 61/61 AC: 22 TAC: 11 FF: 19 Saves: F:12 R:6 W:9 Init: +4 Per: +8 (Smogsight) +1 Admantine Bec de carbon +9 1d10+8 x3 BorP Reach
Enlarge Person Male Half-Orc Shaman 2/Bloodrager 1 HP 53/53 AC: 22 TAC: 11 FF: 20 Saves: F:10 R:7 W:7 Init: +3 Per: +8 (Smogsight) +1 Admantine Bec de carbon +10 2d8+7 x3 BorP Reach
Threatening 15 ft with Bec, 10 ft with Ax Enlarged Raging Male Half-Orc Shaman 2/Bloodrager 1 HP 61/61 AC: 20 TAC: 9 FF: 18 Saves: F:12 R:6 W:10 Init: +3 Per: +8 (Smogsight) +1 Admantine Bec de carbon +10 2d8+10 x3 BorP Reach
(Optional 1d6 Cold added at beginning as swift action)
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