Ury Sevenskulls

Harbug the Slasher's page

680 posts. Alias of Odea.


Full Name

Harbug the Slasher

Race

Orc

Classes/Levels

Spoiler:
Witch (Beast Bonded) 5 || HP 21/37; AC 14 (T10/F14); F:+3,R:+1,W:+3; Init+0; Perc+1|+3 w/ Familiar) ----- Fang HP 36/36; AC 18 (T15/F15) F:+0,R:+3,W:+5;/Battle Form AC 14 (T11/F13); F:+1,R:+1,W:+5; Perc+5

Gender

Male

Size

Medium

Age

15

Alignment

Chaotic Neutral

Deity

The Blood God

Location

Magnimar

Languages

Common, Orc (use German), Gnoll, Goblin (use Turkish)

Strength 18
Dexterity 10
Constitution 14
Intelligence 15
Wisdom 8
Charisma 8

About Harbug the Slasher

Harbug the Slasher
Male Orc Witch (Beast-bonded) 5
CN Medium Humanoid [Orc]
Init +0; Senses Darkvision 60'; Perception +1/+3 (w/ Familiar)

{spoiler=Combat Status]
{ooc]HP 37/37
AC 11 (T10/F11)
{b]{i]Mage Armor AC: 14 (T10-1=9/F14-1=13)[/i][/b]
{b]Effects:[/b]
Familiar w/in arms reach (Alertness)[NOT CURRENTLY]
Mage Armor on Harbug **10 hours from morning.**

{b]Witch Spells Prepared[/b]
3 (1/day, DC15) Vermin Shape
2 (3/day, DC14) Blood Transcription, Touch of Idiocy, Cure Moderate Wounds
1 (4/day, DC13) Celestial Healing, Celestial Healing, Enlarge Person[USED], Mage Armor[USED]
0 (at will, DC12) Detect Magic, Read Magic, Stabilize, Light
...Pearls of Power 1 uses today: (X) ( )
...Lesser Metamagic Rod of Extend Spell Uses today: (X) (X)
{b]1/target/day Hexes (DC 14 to resist)[/b]
Healing (As Cure Moderate Wounds, 1/target/day, touch). ...Received Healing Hex today:
Harbug
Fang

{b]Other Hexes:[/b]
Evil Eye (30' range)(-2 to Saves OR AC OR Attacks OR Skills; Save = 1 round, fail = 3+Int Mod rounds (5). No daily limit per target. Mind-affecting.)
[/ooc][/spoiler]

Basics:

--Defense--
AC 12, touch 11, flat-footed 12 (+1 Armor, +1 Deflection)
CMD 17
hp 37/37 (6 + 8 + 6 + 6 CON + 4 Favored Class)
Fort +3, Ref +1, Will +3

--Offense--
BAB +2; CMB +6;
Melee +1 Falchion +7 (2d4+7 / 18-20x2 / S); Longspear +6 (1d8+6 / x3 / P, Brace, Reach)
Ranged None
Intimidate to Demoralize: +9 vs. 10 + HD + WIS mod, 30 ft limit.

Speed 30 ft.
Init +0
Languages: Common, Orc (use German), Gnoll, Goblin (use Turkish)


Statistics:

Str 18 (14+4), Dex 10, Con 14, Int 15 (16-2+1), Wis 8 (10-2), Cha 8

(10-2)

Languages: Common, Orc (use German), Gnoll, Goblin (use Turkish)

--Carrying Capacity--
Light: 100
Medium: 200
Heavy: 300
Lift Over Head: 300
Lift Off Ground: 600
Drag & Push: 1500

Traits & Racial Features:

--Traits--
Desperate Focus: You gain a +2 trait bonus on concentration checks.
Serpent Runner (Intimidate): You gain a +2 trait bonus on Intimidate checks to demoralize opponents.

--Racial Features (Orc)--
Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Dayrunner: Orcs refuse to yield to any foe, including the sun. Some spend hour upon hour glaring at the sun until their ruined eyes acclimatize to bright light. Orcs with this racial trait take a –2 penalty on all ranged attack rolls. This racial trait replaces light sensitivity.


Feats & Class Abilities:

--Feats--
Lvl 1 Given to familiar via class ability
Lvl 3 Given to familiar via class ability
Alertness: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.**When familiar is within arms reach.**
Lvl 5 Mauler's Endurance Prerequisite(s): Must have a familiar with the mauler archetype. Benefit(s): Your familiar gains 2 hit points per level you possess.

--Class Abilities--
Witch
Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.”
Hex: Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.
Patron Spells: At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known.
These spells are also automatically added to the list of spells stored by the familiar.
Witch's Familiar: This functions like the wizard’s arcane bond class feature and spellbook. See the link and also this link. The Cat familiar chosen by Harbug grants him +3 to Stealth.

Beast-bonded
Transfer Feats (Ex): Whenever the beast-bonded witch is capable of learning a new feat, she may choose to instead have her familiar learn the feat as a bonus feat. The familiar must meet the prerequisites for any feats that it learns this way. If her familiar is lost or dies, the witch can reclaim the feat slots and select new feats for herself, or apply the slots toward her new familiar.
Enhanced Familiar (Su): At 4th level, the beast-bonded witch's connection with her familiar strengthens.

For purposes of determining her familiar's powers and abilities, she treats her familiar as if she were one level higher than her actual witch level. This ability replaces the witch's 4th-level hex.

Skills (*trained):

+0 Acrobatics
+2 Appraise
-1 Bluff
+4 Climb
+2 Craft
-1 Diplomacy
-- Disable Device
-1 Disguise
+0 Escape Artist
+0 Fly
-1 Heal
+7/+9 Intimidate (Demoralize)*
+7 Knowledge (Arcana)*
+6 Knowledge (History)*
+7 Knowledge (Nature)*
+6 Knowledge (Planes)*
-- Linguistics
+1/+3 Perception (Familiar w/in arms reach)
-1 Perform
-- Profession
+0 Ride
-1/+1 Sense Motive (Familiar w/in arms reach)
-- Sleight of Hand
+10 Spellcraft*
+5 Stealth
-1 Survival
+4 Swim
-- Use Magic Device

Gear (70.5/100 lbs.):

--Combat Gear--
+1 Falchion
Longspear
Peasant's Outfit
Haramaki
Spell component pouch
Weapon cord
5x Alchemist's Fire
5x Acid Flask
3x Holy Water
2x Wrist sheath, spring-loaded
...(Scroll of Burning Hands CL3)

--Other Gear--
Backpack
Bedroll
10xCandle
2xCase, Map or Scroll
Scroll of Comprehend Languages
10xChalk
Cold Weather Outfit
Crowbar
Flint and Steel
Grappling Hook
Ink (1 oz. vial)
Inkpen
3xOil (1-pint flask)
10xParchment (sheet)
Pouch, belt (empty)
100xRope, silk (feet)
Shovel or spade
Signal Whistle
4xVial, ink or potion
Waterskin

Deck of cards

--Money, Gems & Jewelery--
882g 2s 0c

Witch Spells Known (The Blood God's Fang familiar):

Spell List Index
Lvl 0
Arcane Mark
Bleed
Dancing Lights
Daze
Detect Magic
Detect Poison
Guidance
Light
Mending
Message
Putrefy Food and Drink
Read Magic
Resistance
Spark
Stabilize
Touch of Fatigue

Lvl 1
Celestial Healing
Charm Person
Chill Touch
Ear-Piercing Scream
Enlarge Person
Frostbite
Jump
Mage Armor
Mount
Sleep
Unseen Servant

Lvl 2
Bear's Endurance
Beastspeak
Blood Transcription
Cure Moderate Wounds
Touch of Idiocy

Lvl 3
Dispel Magic
Vermin Shape
Remove Curse

Appearance, Personality & Background:

--Appearance--
15 yrs old; 5' 9"; 216 lb; light-green skin, swamp-green hair, red eyes.

--Personality--
Harbug respects one thing: strength. He used to think of himself as strong, before he was defeated in combat and banished by his tribe's shaman. Even so, he views the world through this single-focus lens. He is gruff and overbearing to those he thinks of as weak; but he shows respect and admiration for those he thinks of as strong. A sufficient show of arcane strength can convince Harbug that a person is not as weak as he believes.

--Background--
Harbug was raised in a tribe of orcs in the Hold of Belkzen. He fought for strength, as orcs are known to do, but his intellect proved to be almost as strong. He found a conduit to the Blood God through communion with a small black cat and through that gained power; he thought enough power to control his tribe as their shaman.
He was wrong--the tribe's shaman, Carrug Bloodletter easily bested him in combat and banished him from the tribe. Banished by fiat and his own shame, Harbug left on a journey to find greater strength from the Blood God and swore to return to his tribe and take his place as shaman.
Harbug wandered the Cinderlands for some weeks, barely able to keep himself alive. Eventually he followed a river and ended up near the town of Kaer Maga where he met some travelling Pathfinders, including a half-orc Sorceress, Zeljka. He quickly became infatuated with her arcane prowess and her ferocious beauty. After much prodding (and several beat-downs by the sorceress) she agreed to let him learn from her _if_ he proved himself as a Pathfinder first. He joined the Pathfinder society and after some initial arcane training was assigned to the new lodge in Magnimar...

Fang--Familiar:

(The Blood God's) Fang
Female tiny cat familiar Mauler archetype
Init +2; Senses low-light vision, scent; Perception +5
--Defense--
AC 18, touch 15, flat-footed 15 (+2 Dex, +3 Natural, +1 Dodge, +2 Size)
CMD 8
hp 36/36 (18 [½ my HP] + 6 Toughness + 12 Mauler's Endurance)
Fort +0, Ref +3, Will +5

--Offense--
BAB +2; CMB +2;
Melee 2 claws +6 (1d2–4/x2/P,S), bite +6 (1d3–4x2/B,P,S)
Ranged None

Speed 30 ft.
Space 2-1/2 ft.; Reach 0 ft.
Init +2

--Statistics--
Str 5, Dex 15, Con 8, Int 7, Wis 12, Cha 7

--Feats & Features--
Extra Slot: Feet: Choose one magic item slot not normally available to creatures with your shape. You can now use magic items in that slot.

*Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). (Granted by giving familiar level 1 feat)

*Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. (Granted by giving familiar level 3 feat)

Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells:The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Store Spells: Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.

Increased Strength (Ex): At 3rd level and every 2 levels thereafter, a mauler's Strength score increases by 1. As a result of this ability, the familiar's Intelligence score remains 6; a mauler can never have an Intelligence score higher than 6.

Battle Form (Su): At 3rd level, a mauler gains the ability to transform into a larger, more ferocious form and back at will. In battle form, the mauler's size becomes Medium and the mauler gains a +2 bonus to Strength (this stacks with the normal Strength adjustments for increasing in size). This ability replaces deliver touch spells.

Bond Forged in Blood (Su): A mauler isn't impressed by fancy words—only furious battle. A mauler can't speak, even if it's a type of creature that normally could.

At 5th level, whenever the mauler's master drops a foe whose Hit Dice are at least 1/2 its level to below 0 hit points, the mauler's empathic link surges with power, granting both the mauler and its master a +2 morale bonus to attack and damage rolls for 1 round. This ability replaces speak with master and speak with animals of its kind.

--Skill Ranks--
As Harbug, +1 rank in Perception:
+3 Intimidate*
+1 Knowledge (Arcana)*
+0 Knowledge (History)*
+1 Knowledge (Nature)*
+0 Knowledge (Planes)*
+4 Spellcraft*
+15 Stealth*

--Appearance--
2 yrs old, 13", 15 lbs, Black fur; tends to rest on Harbug's shoulders under his hair.

Fang--Battle Form Familiar:

(The Blood God's) Fang
Female medium cat familiar
Icon for Fang Battle Form
Mauler archetype
Init +0; Senses low-light vision, scent; Perception +5
--Defense--
AC 14, touch 11, flat-footed 13 (+3 Natural, +1 Dodge)
CMD 14
hp 36/36 (18 [½ my HP] + 6 Toughness + 12 Mauler's Endurance)
Fort +1, Ref +1, Will +5

--Offense--
BAB +2; CMB +4;
Melee 2 claws +4 (1d4+2/x2/P,S), bite +4 (1d6+2/x2/B,P,S)
Ranged None

Speed 30 ft.
Space 5 ft.; Reach 5 ft.
Init +0

--Statistics--
Str 15, Dex 11, Con 10, Int 6, Wis 12, Cha 7

--Feats & Features--
Extra Slot: Feet: Choose one magic item slot not normally available to creatures with your shape. You can now use magic items in that slot.

*Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). (Granted by giving familiar level 1 feat)

*Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. (Granted by giving familiar level 3 feat)

Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells:The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Store Spells: Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.

Increased Strength (Ex): At 3rd level and every 2 levels thereafter, a mauler's Strength score increases by 1. As a result of this ability, the familiar's Intelligence score remains 6; a mauler can never have an Intelligence score higher than 6.

Battle Form (Su): At 3rd level, a mauler gains the ability to transform into a larger, more ferocious form and back at will. In battle form, the mauler's size becomes Medium and the mauler gains a +2 bonus to Strength (this stacks with the normal Strength adjustments for increasing in size). This ability replaces deliver touch spells.

Bond Forged in Blood (Su): A mauler isn't impressed by fancy words—only furious battle. A mauler can't speak, even if it's a type of creature that normally could. At 5th level, whenever the mauler's master drops a foe whose Hit Dice are at least 1/2 its level to below 0 hit points, the mauler's empathic link surges with power, granting both the mauler and its master a +2 morale bonus to attack and damage rolls for 1 round. This ability replaces speak with master and speak with animals of its kind.

--Skill Ranks--
As Harbug, +1 rank in Perception:
+3 Intimidate*
+1 Knowledge (Arcana)*
+0 Knowledge (History)*
+1 Knowledge (Nature)*
+0 Knowledge (Planes)*
+4 Spellcraft*
+5 Stealth*

--Appearance--
2 yrs old, 42", 93 lbs, Black fur; likes to rub up against peoples' legs and knock them over.