| Full Name |
Gurka |
| Race |
Hold Scar Orc |
| Classes/Levels |
Battle Oracle 7 AC 26/27 shield HP 55/96 Ref:11 Fort: 11 Will:13 Resolve Curse: Not Active Perception: 9 1st 3/3 2nd 3/3 3rd 3/3 4th 2/2 |
| Gender |
Female |
| Size |
Medium |
| Age |
21 |
| Alignment |
CG |
| Deity |
Kurgess |
| Languages |
Common Orc |
| Occupation |
Referee/Gladiator |
| Strength |
18 |
| Dexterity |
14 |
| Constitution |
16 |
| Intelligence |
10 |
| Wisdom |
10 |
| Charisma |
18 |
About Gurka the Flamboyant
GurkaOracle 7
LG
Medium
Orc
Hold-Scarred Orc
Humanoid
Perception +9; Darkvision
Languages Orc Common
Skills Acrobatics +2, Athletics +13, Deception +13, Diplomacy +16, Intimidation +13, Lore: Gladiatorial +9, Performance +17, Religion +9
Str +4, Dex +2, Con +3, Int +0, Wis +0, Cha +4
Items +1 Half Plate, Persona Mask, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Everyneed Pack, Climbing Kit (Extreme), Clothing (Fine), Diplomat's Badge, Boots of Bounding
AC 26, Fort +12, Ref +11, Will +13; Resolve
HP 96 Speed 25 feet
Melee +1 Striking Falchion +14 (Forceful, Sweep, Magical), Damage 2d10+4 (S)
Melee +1 Striking Meteor Hammer +14 (Backswing, Disarm, Reach, Trip, Magical), Damage 2d8+4 (B)
Bon Mot (Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill) Prerequisites trained in Diplomacy You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC. Critical Success The target is distracted and takes a -3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action. Success As critical success, but the penalty is -2. Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.
Bespell Weapon (Oracle) Frequency once per turn Requirements Your most recent action was to cast a non-cantrip spell. You siphon the residual energy from the last spell you cast into one weapon you're wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast. Abjuration force damage ; Conjuration or Transmutation the same type as the weapon ; Divination, Enchantment, or Illusion mental damage ; Evocation a type the spell dealt, or force damage if the spell didn't deal damage ; Necromancy negative damage;
Persona Mask (Fortune, Illusion, Invested, Magical) Activate envision Effect You change the mask's appearance into an artistic rendition of a dramatic character of your choice.
Diplomat's Badge (Enchantment, Invested, Magical) Activate Recall Knowledge; Frequency once per day; Effect Attempt a DC 20 check to Recall Knowledge about people of a human ethnicity, a non-human ancestry, or some other type of creature. (The GM determines what your options are.) If you succeed, the badge's bonus increases to +2 for Diplomacy checks with creatures of that group for the rest of the day.
Divine Known Spells DC 25, attack +15
4th Circle of Protection (H+1), Globe of Invulnerability (2 slots); 3rd Heroism (Sig), Fear (H+2), Slough Skin (H+1) (3 slots);
2nd Blood Vendetta, Phantom Pain (H+1) (Sig), Restoration (3 slots); 1st Bless, Heal (Sig), Magic Weapon (3 slots);
Cantrips Disrupt Undead, Divine Lance, Guidance, Light, Stabilize, Shield
Primal Innate Spells 1st Grim Tendrils
Focus Spells (2 points)
Call to Arms Area 20-foot emanation Duration 1 minute You cry out a call to arms, inspiring your allies to enter the fray. Each ally in the area gains a +2 status bonus to their initiative roll and gains temporary Hit Points equal to the spell's level; these temporary Hit Points last for the spell's duration. Heightened (6th) The bonus increases to +3. Heightened (9th) The bonus increases to +4.
Weapon Surge Range touch; Targets 1 weapon you're wielding Holding your weapon aloft, you fill it with divine energy. On your next Strike with that weapon before the start of your next turn, you gain a +1 status bonus to the attack roll and the weapon deals an additional die of damage. If the weapon has a striking rune, this instead increases the number of dice from the striking rune by 1 (to a maximum of 3 extra weapon dice). If the target weapon leaves your possession, weapon surge immediately ends.
Additional Feats Diehard, Divine Access, Fancy Moves, Fey Influence, Glad-Hand, Gladiator Dedication, Hold-Scarred Orc, Impressive Performance, Intimidating Glare, Orc Weapon Familiarity, Toughness
Additional Specials Battle Weapon Group (Flail), Fey Influence (Grim Tendrils), Mystery (Battle), Mystery Domain Spell (Zeal), Oracular Curse, Revelation Spells, Signature Spells