Primal Companion Hunter

Grumthar's page

201 posts. Alias of justaworm.


Full Name

Grumthar

Race

Abilities:
Tremor (CMB +5, 6 of 7/day) (Sp) || Orc Ferocity (1/day)
Active:
Dancing Lights

Classes/Levels

Spells Remaining:
1st (2 of 4/day) (DC:15) — Magic Missile, Mage Armor || 0th (at will) (DC:14) — Acid Splash, Dancing Lights, Detect Magic, Spark

Gender

Male Half-Orc Sorcerer (Deep Earth) 1 || HP 8/8 || AC 11/Tch 11/FF 10 (MA 15/11/14) || F+2 R+1 W+2 || CMB +2 CMD 13/FF 12 || Init +3 || Perception +0, darkvision (60 ft.)

Size

6'5"

Age

15

Special Abilities

Orc Ferocity; Termor 7/day max

Alignment

CG

Deity

Respect for Cayden Cailean

Location

Five Kings Mountains (aka Huntsville, Alabama - US Central time)

Languages

Common, Draconic, Orc

Occupation

Caver

Strength 14
Dexterity 12
Constitution 14
Intelligence 13
Wisdom 10
Charisma 18

About Grumthar

Tracked Loot List for WLD PbP

Grumthar
Male Half-Orc Sorcerer 1 (Deep Earth)
CG Medium humanoid (human, orc)
XP 0 Hero Points 0
Init +3 (dex +1, trait +2); Senses darkvision 60 ft.; Perception +0
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Defense
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AC 11, touch 11, flat-footed 10 (+0 armor, +0 shield, +0 natural, +1 dex)
Hp 8 (1d6+2)
Fort +2, Ref +1, Will +2
. Save Special None
. Immunities None
. Resistances None
. DR None
Special
... 1/day - Orc Ferocity
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Offense
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Speed 30 ft.
Melee Morningstar +2 (1d8+2, 20/x2,B&P) or Dagger +2 (1d4+2, 19-20/x2,P/S) or 2h falchion +2 (2d4+3, 18–20/×2) or Unarmed(NL) +2 (1d3+2 NL, 20/x2,B)
Ranged Dagger +1 (10ft., 1d4+2, 19-20/x2, P/S) or Sling +1 (50ft, 1d4+2, x2, B) or Ray +1 (per spell)
Special Attacks
Sorcerer Spell-Like Abilities (CL 1st; concentration +5 / +9 def.)
... 7/day - Tremor
Sorcerer Spells CL 1st; concentration +5 / +9 def. [CL +1, Cha +4; CC +4 defensive] (See Spell-Details spoiler below for spell descriptions)
... 1st (4/day) (2) (DC:15/16*) — Magic Missile, Mage Armor
... 0th (*/day) (4) (DC:14/15*) — Acid Splash, Dancing Lights, Detect Magic, Spark [APG]
Bloodline Deep Earth
Spell Special
...*Bloodline Arcana - Whenever you and the target of your spell are both underground, increase he spell's save DC by +1.
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Statistics
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Str 14 (+2), Dex 12 (+1), Con 14 (+2), Int 13 (+1), Wis 10 (+0), Cha 18 (+4)
Base Atk +0; CMB +2 (+0, +2, +0); CMD 13/12 FF (+0, +2, +1, +0)
Feats Combat Casting, Eschew Materials
Traits Dangerously Curious (magic), Reactionary (combat)
Skills Acrobatics +1, Appriase +1, Bluff +4, Climb +2, Craft +1, Diplomacy +4, Disguise +4, Escape Artist +1, Fly +1, Heal +0, Intimidate +4, Knowledge (arcana) +5 (1 rank), Knowledge (dungeoneering) +5 (+6 underground) (1 rank), Perception +0, Perform +4, Ride +1, Sense Motive +0, Spellcraft +5, Stealth +1, Survival +0 (+1 underground), Swim +2, Use Magic Device +9 (1 rank)
Languages Common, Draconic, Orc (Tajik)
SQ
. orc blood
Combat Gear
. Morningstar, Dagger, Sling
. x1 Acid Flask
Magical Gear
. (unidentified) wand
. Scroll of Magic Missile
. Scroll of Flaming Sphere
. Scroll of Air Bubble
. Scroll of Mending
. Potion of Cure Light Wounds
All Gear [Str=14: L: <=58 lbs.; M: 59–116 lbs.; H: 117–175 lbs.]
. Morningstar (6 lbs) on loan
. Falchion (8lbs)
. Dagger (1 lbs)
. Sling (- lbs)
. Bullets (10) (5 lbs)
. Backpack (2 lbs)
. Blanket (1 lbs)
. x2 Scroll Case (1 lbs)
. x2 Belt Pouch (1 lbs)
. Spell Comp. Pouch (2 lbs)
. Rope, hemp (10 lbs)
. Signal Whistle (- lbs)
. Waterskin (4 lbs)
. Traveler's Outfit (5 lbs)
. Ink (- lbs)
. x5 Parchment (- lbs)
. x2 Rations, Trail (2 lbs)
. x1 Acid Flask (1 lbs)
. x2 Sunrod (2 lbs)
. Scroll, Air Bubble (- lbs)
. Scroll, Mending (- lbs)
. Potion, Cure Light Wounds (- lbs)
. 4gp, 1sp (.1 lbs)
..
. Crowbar (from Shae) (5 lbs)
. 1 page from dead giant's journal (2.5 lbs)
. mystery meat fillets from kill (1 lb)
--------------
57.6 lbs

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Special Abilities
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Cavewight: +1 Knowledge (dungeoneering) and Survival checks while underground.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Deep Earth Arcana: +1 spell DC if you and your target are underground.
Eschew Materials: Cast spells without materials, if component cost is 1 gp or less.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day): when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Tremor (CMB +5, 7/day) (Sp): At 1st level, as a standard action, you can cause the ground to shake beneath a single creature within 30 feet, functioning as a trip maneuver using your sorcerer level plus your Charisma modifier in place of your CMB. You can use this ability a number of times per day equal to 3 + your Charisma modifier. (Spell level = highest sorcerer spell level able to cast.) At level 1, the Concentration check DC = 17 (15+(2*SL=1)).
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.

Spell-Details:

Sor/Wiz 1
Mage Armor - conjuration (creation) [force]; SA; V,S,F; Touch; Creature Touched; 1 hr/lvl; Will negates; SR No;
Armor of force surrounds taget, providing +4 AC bonus (no armor related penalties, incorporeal creatures cannot bypass)
Magic Missile - evocation [force]; SA; V,S; 100'+10'/lvl; 1 missile/2lvls (max 5 @9th) no 2 > 15' apart; No Save; SR Yes;
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell.

Sor/Wiz 0
Acid Splash- conjuration (creation) [acid]; SA; V,S; 25 ft. + 5 ft./2 levels; 1 acid missile; Save No; SR No;
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.
Dancing Lights - evocation [light]; SA; V,S; 100 ft. + 10 ft./level; Up to four lights, all within a 10-ft.-radius area; 1 minute; Save No; SR No;
You create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.You can only have one dancing lights spell active at any one time.Dancing lights can be made permanent with a permanency spell.
Detect Magic - divination; SA; V,S; 60ft Cone; concentration, up to 1 min./level; Save No; SR No;
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura.3rd Round: The strength and location of each aura. **See Spell Text**
Spark (APG) - evocation [fire]; SA; V or S; 25 ft. + 5 ft./2 levels; one Fine object; Fortitude negates (object); SR yes (object)
You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.

Scrolls
Air Bubble(UC)[CL1]
Mending[CL1]

History:
Grumthar was orphaned at birth, never to know the origins of the orc nor human blood that flows through him. Given what he's come to realize about much of the orc population, it is probably for the best not to know. Despite the looks of disgust and fear that sometimes come with his orc heritage in 'civilized' areas, Grumthar holds no innate resentment of his heritage, orc or human, and relishes the abilities that come from each, especially his ability to see in the dark.

Grumthar was taken in by a strong half-orc colony tucked away throughout various caves within the Five Kings Mountains. Over its history the colony has gone out of their way to befriend local dwarves, even in the face of spurn and hate, often aiding them against orc raids. Consequently, Grumthar tends to hold friendly dwarves with utmost respect.

Gruthmar displayed innate magical talent, a desire for high learning, and a love for cave exploration very early on, and the colony leaders put his skill and fearlessness to good use. Grumthar often volunteered for dangerous caving expeditions for the good of the colony: whether it be expansion to new caves, carving tunnels to connect existing holdings, treasure hunting, or favors for the dwarves. Grumthar is at home in the deepest, darkest of caves, and he gets quite antsy when above ground for very long.


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Creation:

Creation:
25 pts
150 gp
two traits

FC Options:
Sorcerer: +1 hp (core); +1 skill (core); +1/2 fire spell damage (apg); +1 spell known [must be of lower level than highest available] (apg - human)
FAQ - FCB Clarification

Abilities Point buy:
Str 14 (5 pts)
Dex 12 (2 pts)
Con 14 (5 pts)
Int 13 (3 pts)
Wis 10 (0 pts)
Cha 16 (10 pts)

Half-orc Racial Adjustment: Cha +2

Traits:
Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Alternate Racial Traits:
Cavewight: Some half-orcs live far below the surface, seeking freedom in winding cave complexes. Half-orcs with this racial trait gain a +1 racial bonus on Knowledge (dungeoneering) and Survival checks made underground. This racial trait replaces the intimidating trait.

Skills (3; +1 Favored Class):
Spellcraft +1, Knowledge (arcana) +1, Knowledge (dungeoneering)+1, Use Magic Device +1
Racial Modifiers: +1 Knowledge (Dungeoneering, Underground only), +1 Survial (underground only)

150 gp:
Morningstar (8gp, 1d8, ×2, -, 6 lbs, B & P)
Dagger (2gp, 1d4, 19–20/×2, 10 ft., 1 lb, P or S)
Sling (-, 1d4, x2, 50ft., -, B)
Bullets (10) (1sp, 5 lbs)
Backpack (2gp, 2 lbs)
Blanket (2sp, 1 lbs)
x2 Scroll Case (2gp, 1 lbs)
x2 Belt Pouch (2gp, 1 lbs)
Spell Comp. Pouch (5gp, 2 lbs)
Rope, hemp (1gp, 10 lbs)
Signal Whistle (8sp, -)
Waterskin (1gp, 4 lbs)
Traveler's Outfit (1gp, 5 lbs)
Ink (8gp, -)
x5 Parchment (1gp, -)
x2 Rations, Trail (1gp, 2 lbs)
x2 Acid Flask (20gp, 2 lbs)
x2 Sunrod (4gp, 2 lbs)
Scroll, Air Bubble (25gp, -)
Scroll, Mending (12.5gp, -)
Potion, Cure Light Wounds (50gp, -)

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Total Spent 146gp 6sp, 44 lbs

Disclaimer:
Sheet is Herolab export with hand-modifications. Please let me know of any errors.

Herolab:
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Rolls:

[dice=Grumthar Init]1d20+3[/dice]
[dice=morningstar]1d20+2[/ dice] for [dice=damage]1d8+2[/ dice]
[dice=falchion]1d20+2[/ dice] for [dice=damage]2d4+3[/ dice]
[dice=Magic Missile]1d4+1[/ dice]
[dice=Acid Splash RT]1d20+1[/ dice] for [dice=damage]1d3[/ dice] acid[ooc]acid[/ ooc]
[dice=Tremor]1d20+5[/ dice] [ooc]vs trip CMD[/ ooc]
[dice=Stealth]1d20+1[/ dice]
[dice=Perception]1d20+0[/ dice]
[dice=Spellcraft]1d20+5[/ dice]
[dice=K(arcana)]1d20+5[/ dice]
[dice=K(dungeoneering)]1d20+5[/ dice]
[dice=Concentration]1d20+5[/ dice]
[dice=Cast Defensively]1d20+1+4+4[/ dice]

Verbal Components:

"Mágus Páncél" - Mage Armor
"Mágikus Rakéta" - Magic Missile
"Földrengés" - Tremor