Man in Mask

Hagruk Spindleshanks's page

71 posts. Alias of Snorter.


About Hagruk Spindleshanks

Hagruk Spindleshanks CR2
Half-Orc Oracle of Bones (Pharasma) 2
N Medium humanoid (orc)
Init +2, Senses Perception +1, darkvision 60’
Languages Common, Orc, Giant
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AC 17 (touch 12, flat-footed 15)
[b]hp
18 (2d8+2 HD); ferocity
CMD +4
DR
Immune
Resist
Vulnerable
Fort +1, Ref +2, Will +4 (+4 vs disease)
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Spd 30 ft.
Melee falchion +2 (2d4+1/18-20)
Base Atk +1; CMB+2
Atk Options
Special Actions spells, orisons
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Abilities Str 12, Dex 14, Con 12, Int 12, Wis 12, Cha 17
SQ
Feats Scribe Scroll
Skills (4+Int/level) Acrobatics (Dex) +2, Appraise (Int) +1, Bluff (Cha-4) -1, Climb (Str) +1, Craft (Int) +1, Diplomacy (Cha-4) -1, Disable Device (Dex) +2, Disguise (Cha-4) +3, Escape Artist (Dex) +2, Fly (Dex) +2, Handle Animal (Cha-4) -1, Heal (Wis) +6, Intimidate (Cha+2) +10, Knowledge (arcana) +1, Knowledge (dung) +1, Knowledge (eng) +1, Knowledge (geog) +1, Knowledge (hist) +5, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (nobility) +1, Knowledge (planes) +1, Knowledge (religion) +5, Linguistics (Int) +1, Perception (Wis) +1, Perform (Cha-4) -1, Profession (Wis) +1, Ride (Dex) +2, Sense Motive (Wis) +5, Sleight of Hand (Dex) +3, Spellcraft (Int) +6, Stealth (Dex) +6, Survival (Wis) +1, Swim (Str) +1, Use Magic Device (Cha-4) -1.

Spells/day (at will/5; spontaneous, Cha-based)
Spells Known (5/2; plus all inflict spells)
Level 0: Bleed, Detect Magic, Purify Food and Drink, Read Magic, Stabilize
Level 1: Cure light, inflict light, prot from evil

Equipment: explorers outfit, chain shirt, light wooden shield, mask, holy symbol (wood), falchion, dagger, light crossbow, 20 bolts, wand (inflict light wounds x 20), wand (cure light x 20)
Backpack, bedroll, blanket, holy text, healers kit, flint & steel, chalk (10), fishhook, rations (5), shaving kit, vermin repellent,
Scroll case, ink, pen, paper (10), scrolls (comp lang, hide from undead)
Belt pouch, compass, potion (cure light), 24gp, 1 sp
Spell component pouch

Weapon and Armor Proficiency:
Proficient with all simple weapons, greataxes and falchions; light armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

Oracle’s Curse: Wasting:
Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease. At 5th level, you are immune to the sickened condition (but not nauseated). At 10th level, you gain immunity to disease. At 15th level, you are immune to the nauseated condition.

Bleeding Wounds (Su)
Whenever a creature takes damage from one of your spells or effects that causes negative energy damage (such as inflict light wounds or channel negative energy), it begins to bleed, taking 1 point of damage each round. At 5th level, and every five levels thereafter, this damage increases by 1. This bleeding can be stopped by a DC 15 Heal check or any effect that heals damage.

+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-orcs have a base speed of 30 feet.

Darkvision: Half-orcs can see in the dark up to 60 feet. See Vision and Light.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Orc Ferocity: Once per 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.

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.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.