Half-Orc

Hugo Sterling's page

10 posts. Alias of Lazyclownfish.


About Hugo Sterling

Downtrodden Inventor.

Statistics:
Male Half-orc Investigator (Scavenger) 1
N Medium Humanoid (Human and Orc)
Init +1; Senses Perception +4
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DEFENSE
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 dex)
hp 11
Fort +2, Ref +3, Will +2
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OFFENSE
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Speed 20 ft.

Melee Heavy Flail +4 (1d10+6)

Ranged
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STATISTICS
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Str 18, Dex 12, Con 14, Int 16, Wis 10, Cha 8
Base Atk +0; CMB +4; CMD 15
Theme Feat Disposable Simulacrum

Spoiler:
Benefit: You gain a contraption. When deactivated it weighs 5 lbs. and can ft in
a pouch or pocket, but as a standard action, you may activate the contraption
and place it in an unoccupied adjacent space, at which point it becomes a Small
creature. The contraption has the same AC and saves as you, hit points equal to
one-quarter your total, and the construct subtype. It has a speed of 20 ft., but only
moves if you direct it.
You can deactivate the contraption as a swift action. If reduced to 0 hit points,
the contraption is automatically deactivated and you must spend an hour making
repairs before you can activate it again.
Choose a single task that you can normally perform as a standard action, such
attacking with a specifc weapon, casting a specifc spell, or directing a mount. As
long as the contraption is within 30 ft., you can spend a standard action to have
the contraption perform the chosen task. Spells cast through the contraption count
towards your daily spell limit as though you cast the spell.
Since it is a simulacrum, the contraption does the task as if you were performing
the action in its space. It uses your stats, and if making a weapon attack it even
functions as if it had your weapon. At the GM’s discretion, it can also take closely
related minor tasks, like reloading a ranged weapon, but otherwise the contraption
can take no other actions on its own.

Feats Medium Armor Proficiency
Skills (9 points; 6 class, 3 INT)
ACP -4
(1) Acrobatics* +1
(1) Craft Clockwork +8
(1) Disable Device* +2
(1) Intimidate +5
(1) Knowledge Dungeoneering +7
(1) Knowledge Engineering +7
(1) Knowledge Local +7
(1) Perception +4
(1) Sense Motive +4
*ACP applies to these skills
Non-Standard Skill Bonuses
+1 Disable Device, Craft Clockwork
+2 Intimidate

Languages Common, Primordial, Elven, Dwarven, Draconic

Special Abilities:

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SPECIAL ABILITIES
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Chain Fighter Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.

Tenacious City-dwelling half-orcs must often be tenacious to get by. Once per day if a half-orc fails a Fortitude save, Will save, or Constitution check, he can reroll the save or check. The half-orc must take the second result, even if it is worse. This racial trait replaces orc ferocity.

Smog Sight Half-orcs with this racial trait can see double the normal range in dense fog and smoke (including magic effects like obscuring mist) and ignore concealment from smoke or fog for targets within 5 feet. This racial trait replaces darkvision.

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

Weapon and Armor Proficiency Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Inspiration (Ex) An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Mechanical Inspiration (Ex) At 1st level, a scavenger can use inspiration to apply a bonus to Appraise, Disable Device, and Knowledge (engineering) checks without expending a use of inspiration, but he must spend a use of inspiration to apply a bonus on Knowledge, Linguistics, and Spellcraft checks.

This ability modifies inspiration.

Trapfinding An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Gadgetry (Su) A scavenger is a master of mechanical arts rather than alchemical ones, and he gains a competence bonus on Craft (clockwork) checks equal to his class level.

He can use Knowledge (engineering) to identify wondrous items as if using detect magic and Spellcraft. A scavenger does not gain any bonuses to or special uses of the Craft (alchemy) skill.

Rather than prepare his extracts as consumable liquids, a scavenger constructs small, single-use devices infused with bits of his own magic aura to achieve the same effects. Alchemist and investigator discoveries that affect extracts result in identical effects on a scavenger’s gadgets (such as the infusion discovery, which would allow another creature to use a gadget, just as it would allow that creature to use an extract).

This ability modifies alchemy.

Gadgets:

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Gadgets
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1st (2/day)
Enlarge Person
Shield


Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried 0 lb.

Scale Mail
Heavy Flail
Flail
Thieves’ Tools
Sling with 20 bullets
Investigator’s Kit
Artisan's Tools (Craft Clockwork)

Money 1 GP 8 SP 0 CP

Background:

Appearance and Personality: