Marsh Giant

Gurukk Pyreborn's page

545 posts. Alias of David James Olsen.


Full Name

Gurukk Pyreborn

Race

Orc Oracle of Flame 4 /Fire Blood Sorcerer 1/Mystic Theurge 1

Classes/Levels

Hps 68/68 AC 18 FF 17 T 11 (15 incorporeal) CMD 17 Fort +3 Ref +2 Will +7

Gender

Male

Size

Medium

Age

13

Alignment

N

Deity

Orc Fire God

Location

Belkzen

Languages

Orc, Common

Strength 17
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 10
Charisma 16

About Gurukk Pyreborn

Fire Breath Used 0/2 [5d4 fire in a 15'Cone]
Heat Aura Used 0/2 [3d4 damage in a 10' radius + Blur]
Oracle 1st level 2/7 Used
Oracle 2nd level 0/5 Used
Sorcerer 1st level 1/4 Used

Initiative +1
HP 68 (40+6+6+16) Current HP 58/58
AC 15(+4 Armor, +1 Dex) FF 14 T 11 (15 vs incorporeal) *Without Mage Armor* AC 11
Speed 30
BAB +3 CMB +6 CMD 17
Fort +3 Ref +2 Will +6

Languages Common, Orc

Melee mw Great Axe +7 (1d12+4/x3)
Range Fire Ray (touch) +5 (1d6 Fire)

Skills:

Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int), Climb (Str), Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Bluff +9 (3+3CS+2Cha)
Intimidate +8 (3+3CS+2Cha)
Knowledge (Arcana) +8 (6+3CS+0Int)
Knowledge (Religion) +8 (6+3CS+0Int)
Perception +2 (0+0Wis+2Trait)
Perform (Fire Dance) +6 (1+3CS+2Cha)
Spellcraft +9 (6+3CS+0Int)


Traits and Feats:

Traits

Deadeye (From Orcs of Golarion Page 23): You have only one working eye, but that eye is especially keen. You receive a +2 trait bonus on all Perception checks involving sight.

Feats

Fire God's Blessing (Orcs of Golarion Page 25) The Fire God rewards you for killing enemies with flame.

Prerequisite: Half-orc or orc, worshiper of the Fire God.

Benefit: When in combat, if you deal fire damage to an enemy, you heal 1 hit point. You can only benefit from this healing once per round. Attacks that cause a target to catch on fire heal you each round the target takes fire damage.

Magical Knack +2 to Caster Level for two spell casting classes (Oracle and Sorcerer)

Extra Revelation (Heat Aura)
[/spoiler
[spoiler=Spells]
Oracle Spells (Caster Level 6, Known 6/5/2, Cast Defensively +9, Ranged Touch +4, Cast Today 1st[2], 2nd [0])

[b]2 (5/day) (DC 15) cure moderate wounds, blinding ray, instant armor, resist energy
1 (7/day)(DC 14)bless, burning disarm, burning hands, cure light wounds, sun metal
0 (Will)(DC 13)create water, detect magic, mending, purify food and drink,stabilize

Sorcerer Spells (Caster Level 4, Known 4/3, Cast Defensively +6, Ranged Touch +4, Cast Today 1st[2])

1 (4/day)(DC 14)shocking (burning) grasp, mage armor, shield
0 (Will)(DC 13)acid(fire) splash, prestidigitation, ray of frost (fire), spark

Racial and Class Traits:

Weapon Proficiency Gurukk is proficient with all simple weapons as well as the great axe and falchion.

Armor Proficiency Gurukk is proficient with light armor, medium armor, and shields (except tower shields). Armor can interfere with his sorcerer's gestures, which can cause his spells with somatic components to fail

Stat Adjustment: +4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma

Medium: Gurukk is a Medium creature and has no bonus or penalty due to his size.

Normal Speed: Gurukk has a base speed of 30 feet.

Darkvision: Gurukk can see in the dark up to 60 feet.

Ferocity: Gurukk remains conscious and can continue fighting even if his hit point total is below 0. He is still staggered
and loses 1 hit point each round. He still dies when his hit point total reaches a negative amount equal to his Constitution score.

Light Sensitivity: Gurukk is dazzled in areas of bright sunlight or within the radius of a daylight spell.

Weapon Familiarity: Gurukk is proficient with greataxes and falchions and treats any weapon with the word “orc” in its name as a
martial weapon.


Class Abilities:

Oracle of Flame 1st level

Oracle Curse

Clouded Vision: Gurukk's good eye is obscured, making it difficult for him to see. He cannot see anything beyond 30 feet, but he can see as if he had darkvision. At 5th level, this distance increases to 60 feet.

Revelations

Burning Magic(Su): Whenever a creature fails a saving throw and takes fire damage from one of Gurukk's spells, it catches on fire. This fire deals 1 point of fire damage per spell level at the beginning of the burning creature's turn. The fire lasts for 1d4 rounds, but it can be extinguished as a move action if the creature succeeds at a Reflex save (using the spell's DC). Dousing the creature with water as a standard action grants a +2 bonus on this save, while immersing the creature in water automatically extinguishes the fire. Spells that do not grant a save do not cause a creature to catch on fire.

Fire Breath (Su): As a standard action, Gurukk can unleash a 15-foot cone of flame from his mouth. This flame deals 1d4 points of fire damage per level. A Reflex save (DC 14) halves this damage. He can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter. The save DC is Charisma-based.

Heat Aura (Su): As a swift action, you can cause waves of heat to radiate from your body. This heat deals 1d4 points of fire damage per two oracle levels (minimum 1d4) to all creatures within 10 feet. A Reflex save halves the damage. In addition, your form wavers and blurs, granting you 20% concealment until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.

Sorcerer 1st Level - Elemental Fire Bloodline

Bloodline Arcana: Whenever Gurukk casts a spell that deals energy damage, he can change it to fire damage . This also changes the spell's type to fire.

Elemental Ray(Sp): Gurukk can unleash a Ray of Fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 and can be used 5 times per day.(Used 2)

Combined Spells (Su): A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. At 1st level, a mystic theurge can prepare 1st-level spells from one of his spellcasting classes using the 2nd-level slots of the other spellcasting class. Every two levels thereafter, the level of spells that can be cast in this way increases by one, to a maximum of 5th-level spells at 9th level (these spells would take up 6th-level spell slots). The components of these spells do not change, but they otherwise follow the rules for the spellcasting class used to cast the spell.

Spontaneous spellcasters can only select spells that they have prepared that day using non-spontaneous classes for this ability, even if the spells have already been cast. For example, a cleric/sorcerer/mystic theurge can use this ability to spontaneously cast a bless spell using a 2nd-level sorcerer spell slot, if the character had a prepared bless spell using a 1st-level cleric spell slot, even if that spell had already been cast that day.


Gear:

Money 35 pp 2 gp 1 sp 8 cp
2 potions of cure light wounds (100 gp)
1 potion shield of faith (+2) (50gp)
wand of burning hands (CL3) - 30 Charges
wand of cure light wounds (CL3) - 22 Charges
Ring of Immolation As a free action, the wearer can activate the ring to create a fire shield (warm) on himself. The wearer of a ring of immolation can activate a fire shield on himself for up to 2 rounds each day. The duration of the fire shield need not be consecutive rounds. If the wearer takes magical cold damage, the ring automatically activates for one round if any rounds remain, protecting the wearer from the cold damage as per the spell. (6,000gp/40,000gp)
Slippers of Spider Climbing
mw Great Axe (320gp)
Barbed Vest (10gp) - a natural or unarmed attack must make a DC 15 Reflex save or take 1 point of damage
Backpack (2gp)
Bedroll (1sp)
Crowbar (2gp)
Rope 100' (2gp)
Manacles (15gp)
Oil - 5 Flasks (5sp)
Trail Rations - 10 Days (5gp)
2 sacks (2sp)
Waterskin (1gp)
Whetstone (2cp)
Smokestick - 2 (40gp)
Alchemist Fire -5 (100gp)


Background:

Gurukk had just come of age at 12 and joined in his first raid of Ustalav. His rading party descended upon the sleeping village at night ready to slaughter everyone in the village and return arms full of loot and plunder. But it was a trap.

Gurukk burst into a small home and slashed down with his axe in the sleeping forms of children except it was a decoy. Before he could fully understand that, the building he was in burst into flames spreading faster than anything he had ever seen.

Gurukk could feel the heat start to blister his skin, his eyes felt like they were full of smoke. Never giving much thought to worship he never-the-less called out to the Fire God to save him and in turn let Gurukk be his tool.

Gurukk passed out and when he woke he was covered in ash and half-burnt wood. He was not burned anywhere but his face, one of his eyes had melted out of his socket and the other was cloudy and he could no longer see father than 30 feet away. Yet he could "see" better than he ever had before, the anger and rage seemed to have been burned out of him. He stood up as Gurukk Pyreborn, shaman to the Fire God.

Gurukk Pyreborn now travels at the whim of the Fire God. He see signs and portents in fire and acts on how he feels the Fire God wants him to. Fire is fierce and intimidating, destroying whatever is in its way without malice or ill will. Gurukk is now much the same way.