Orc

Kalig's page

1,071 posts. Alias of DeathQuaker (RPG Superstar 2015 Top 8).


Race

Half-Orc Nature Priest Druid 1 | HP: 25/25 | AC: 17 T: 12 FF: 15 | CMD 17 | Fort +5, Ref +3, Will +8| Init +2, Perc: +10/+12 scavenger; Dkvision

Classes/Levels

| Goodberries n | Status:

About Kalig

KALIG THE TIRELESS
N half-orc nature priest druid 4 (archetype is from Healer’s Handbook pg 23)
Init +2; Senses darkvision 60 ft.; Perception +10 (+2 to find hidden objects, traps, and secret doors; determine food is spoiled, and to ID potions by taste)

==DEFENSIVE ABILITIES==
AC 17 T 12 FF 15 (+2 Dex +4 Armor +1 shield) | CMD 17
hp 25 (4d8+4)
Fort +5 (Base 4 + 1 Con), Ref +3 (Base 1 + 2 Dex), Will +8 (Base 4 + 4 Wis) (+1 vs death and to Con checks to stabilize)

Orc Ferocity (Ex): Once per day, when she is brought below 0 hit points but not killed, she can fight on for one more round as if disabled. At the end of her next turn, unless brought to above 0 hit points, she immediately falls unconscious and begins dying.

==OFFENSIVE AND ADVENTURING ABILITIES==

Combat Stats:

BAB +3; CMB +5
Melee Light Flail +5 (1d8+2/x2) (disarm, trip)
Melee Dagger +5 (1d4+2/19-20x2)
Ranged Sling +5 (1d4+2) (50 ft. range)
Ranged Dagger +5 (1d4+2/19-20x2) (10 ft. range)

=ADVENTURING=

Druid/Nature Priest Abilities:
Faithful: Like a cleric, a nature priest must worship a deity and her alignment must be within one step of her deity’s (Pathfinder RPG Core Rulebook 166).

Shepherd of the Faithful (Su): At 4th level, a nature priest and all allies within 60 feet that can see or hear her gain a +2 insight bonus on skill checks to notice or avoid natural hazards, difficult terrain, and rough winds or water, as well as on saving throws against natural hazards. This ability offers no protection against the abilities of creatures or the effects of spells or items. This ability replaces resist nature’s lure.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Wild Shape:

Wild Shape (Su) (1/day for up to 4 hours): At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

=SPELLCASTING=

Druid Spells:

Caster level 4; Concentration +8 (+12 defensively)
Druid Spell List

Spells prepared
Orisons (DC 13) (4/day prep, cast at will)
Create Water: Creates 2 gallons/level of pure water.
Mending: Makes minor repairs on an object.
Spark: Ignites flammable objects.
Stabilize: Cause a dying creature to stabilize.

Level 1 (DC 14) (4/day + D)
Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5).
Expeditious Excavation: Moves 5-ft. cubes of earth.
Magic Stone: 3 pebbles gain a +1 to attack and deal 1d6+1 points of damage (2d6+2 vs undead).
Goodberry (Domain Spell): 2d4 berries each cure 1 hp (max 8 hp/24 hours).))

Level 2 (DC 15) (3/day + D)
Aspect of the Bear: +2 AC and combat maneuver rolls.
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Fog cloud (Domain Spell): Fog obscures vision
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Nature’s Bond (Ex):

Weather Domain (Seasons Subdomain)

Untouched by the Seasons (Su) (7x/day, 1 hr): By touching a creature, you can grant it the benefits of endure elements, which last for 1 hour per druid level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—goodberry, 2nd—fog cloud, 3rd—call lightning, 4th—blight, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—sunburst, 9th—storm of vengeance.

==STATISTICS AND OTHER ABILITIES==
Str 14 Dex 14 Con 12 Int 12 Wis 18 Cha 8
(20 point buy, half-orc bonus +2 to Wisdom, Level 4 +1 to Dex)
BAB +0

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

=FEATS AND TRAITS=

Feats and Proficiencies:

EITR in effect
Deft Maneuvers (L1): +2 to disarm and trip maneuvers and these attempts do not provoke AOOs. You can feint as a move action.

Combat Casting (L3): +4 to concentration checks when casting defensively.

Weapon and Armor Proficiencies: (Druid + nature priest archetype + Chain Fighter alternate racial ability) club, dagger, dart, flail, heavy flail, quarterstaff, scimitar, scythe, sickle, shortspear, sling, spear, trident, and natural attacks gained from wild shape. Light and medium armor and shields; no metal armor or shields or she loses spellcasting, supernatural, and spell-like abilities. She treats dire flails and spiked chains as martial weapons.

Traits:

Devotee of the Green (Faith): Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on ***Knowledge (geography)*** and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.

Suspicious (Social): You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

Sandpoint Faithful (Campaign): As a faithful adherent of Gozreh, you’ve come to the Swallowtail Festival to celebrate the consecration of Sandpoint Cathedral. You gain a silver holy symbol of your chosen deity, and so long as you worship that deity and openly wear his or her symbol, you regain +1 additional hit point every time you receive magical healing.

=SKILLS AND SKILL-RELATED ABILITIES=

Skills:

(4 + Int 1 +1 favored class = +6/lvl (24 total)| + 2 background skills*/level)
class skills listed with no ranks are class skills listed for my own edification
Appraise (+1 Int +2 race) = +3
Climb (1 rank + 2 Str + 3 class -2 ACP) = +4
Craft —
Fly (2 Dex - 2 ACP) = 0
Handle Animal* (6 ranks + -1 Cha + 3 class) = +8
Heal (6 ranks + 3 Wis + 3 class) = +12
Knowledge (geography)* (5 ranks +1 Int + 3 class +1 trait) = +10
Knowledge (nature) (3 ranks + 1 Int + 3 class + 1 trait) = +8
Knowledge (religion) (1 rank + 1 Int + 3 class +1 studious piety) +6 (+1 re: Gozreh) (class skill from archetype)
Linguistics (1 rank + 1 Int) = +2
Perception (3 ranks + 4 Wis + 3 class) = +10 (+2 to find hidden objects, traps, and secret doors; determine food is spoiled, and to ID potions by taste)
Profession —
Ride (1 rank +2 Dex + 3 class -2 ACP) = +4
Spellcraft (1 ranks + 1 Int + 3 class) = +5
Sense Motive (3 ranks + 4 Wis + 3 class + 1 trait) = +10
Survival (5 ranks + 4 Wis + 3 class) = +12
Swim (1 rank + 2 Str + 3 class -2 ACP) = +4

Languages and Skill-Related Abilities:

Languages: Common, Druidic, Goblin, Orc, Varisian

Studious Piety (Ex): A nature priest gains a +1 bonus on Knowledge (religion) checks. This bonus increases to +2 when attempting checks that involve knowledge of her deity or her faith.

Scavenger (Ex): Some half-orcs eke out a leaving picking over the garbage heaps of society and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine if food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating racial trait.

Wild Empathy (Ex) (+3): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

==GEAR==

Equipment:

=Worn/Equipped=
Light flail +1 (1d8 x2, disarm, trip) (2308 gp, 5 lbs)
Mwk Light wooden quickdraw shield (+1 armor, -1 ACP) (203 gp, 6 lbs)
Mwk Leather Lamellar (Light armor, Armor bonus +4, max Dex +3, -1 ACP, speed 30 ft.) (210 gp, 18 lbs)
Handy Haversack (2000 gp; 5 lbs)
Silver Holy Symbol ((free from trait, —) (lighting-struck wood inlaid with silver)
Explorer’s Outfit (free)

=Hanging from Belt=
Sling (1d4x2, 50 ft range) (no cost) (-)
Sling bullets x20 (1 sp, 5 lbs each (2 and 10 total))
Belt Pouch (1 gp, 1/2 lb)
Dagger (2 gp, 1 lb)
Spell component pouch (5 gp, 2 lbs)

=In Belt Pouch=
String (100 ft) (2 cp) (1 lb)
Some money (see wealth)

=In Handy Haversack=
--In large compartment—(max 80 lbs, contains 31.5 lbs)
Blanket (5 sp, 3 lbs)
Gear Maintenance Kit (1 gp, 2 lbs)
Grooming kit (1 gp, 2 lbs)
Mess Kit (2 sp, 1 lb)
Rope (100 ft.) (2 gp, 20 lbs)
Wandermeal (7 days) (7 cp, 3.5 lbs (1 cp ea, 0.5 lb ea))

--In small compartment 1— (max 20 lbs, contains 19 lbs)
X6 Acid (flask) (10 gp, 1 lb each)
X4 oil (1 sp, 1 lb each)
Crowbar (2 gp, 5 lbs)
Waterskin (1 gp, 4 lbs)

--In small compartment 2— (max 20 lbs, contains 5 lbs)
wand of cure light wounds (750 gp, 1 lb)
Chirurgeon’s Kit (400 gp, 4 lbs)

Wealth (usually keeps about half in belt pouch and the rest distributed throughout her person): 53 gp, 1 sp, 1 cp

Weight carried: 55.5 lbs (contents of haversack excluded) (max light load 58 lbs)
(Starting wealth: 6000 gp)

==DESCRIPTION==

Background:

Kalig has always been of two worlds, human and orc, civilized and wild, wanderer and hearth-warden—belonging everywhere and none. Her earliest memories are of traveling, raised by a man named Taig who found her at the side of the road. Taig was a traveling tinker, who moved about with a handful of other merchants and drifters. They lived on what they had, and sang songs as if they were joyful, even when they had nothing. While some in Taig's company were distrustful of the half-orc mite, Taig ensured her safety. Taig was a good storyteller and told her of much of the world. Traveling with Taig’s caravan, she saw the depths and power of nature, and the fantastic structures made by humanoids in the cities and loved them both. It was all essential, all of it together, and beautiful. She was often found talking to plants, birds, and even bugs and rats as if she could speak to them. Taig encouraged her faith in nature—in the Green itself, but also in Gozreh and in Desna, who guided them and guarded their travels.

The gods’ protections were not enough. Kalig was only about seven years old when orc raiders attacked and slaughtered their little caravan. One of the raiders, a female, saw Kalig, and halted her sword, mid-swing. The orc picked up the crying child, and carried her back to camp, claiming no other prizes of the raid. Kalig barely understood the orc language at the time, but came to learn that the female orc warrior, Brung, had lost her own children in battle. Brung had thus decided to spare Kalig to raise her as her own. Kalig could do little but go with her, even though it meant living among the savages who killed her adoptive father. Brung, for what it was worth, treated Kalig about as kindly as an orc is capable of, though the other orcs did not accept her. Many bullied and beat her when Brung was not nearby to protect her. The only other member of their tribe who didn’t abuse her was the orcs’ shaman, a weather-witch called Thoom, who noticed Kalig’s inclination toward the natural world. He gave her a bone charm which became the focus of her prayers—which mostly were to the gods Taig taught her about, for escape. Some power grew within her as she prayed, but she was careful to keep this hidden.

Opportunity to flee came in another seven years, when the tribe brought her with them during an attack on a village, raiding it for food and supplies. Kalig made her way into a hut where an orc warrior—one who had often been cruel to Kalig—was terrorizing a Varisian woman and her child; one young woman, a cook, already had been killed. Carrying manacles the orcs had brought with them to take prisoners, Kalig swung the chains around the orc’s throat, strangling him until he was dead.

“Please,” Kalig said to the dumbstruck woman in what she remembered of Taig’s tongue, “They took me. Please help me.”

As Kalig had saved her and her youngest child’s life—or perhaps because she was too terrified not to—the woman agreed to help. Throwing the body of the dead cook and the orc into the kitchen fire, Kalig also added to the remains her charm from Thoom and her cloak. She fled with the woman and child out the kitchen door, and up into the hills. She heard a shriek come from the hut as she fled—the grief-stricken cries of Brung, who found the burning bodies and believed one of them to be Kalig.

A great storm came, pouring rain upon the raided village, turning the fires in the village to acrid smoke. Some of the orcs remained plundering the village; others chased the survivors who were also fleeing into the hills. As Kalig ran alongside the villagers, she continued to pray to the god of wind and water for the storm’s protection. In that moment, a bolt of lightning struck a young tree right next to her, sundering it in half, but falling away from any of the fleeing villagers. The lightning, rather than immediately going into the ground, arced toward the other orc raiders and burned them to death, the chief included. Strangely unafraid, Kalig took a charred piece of wood from the tree and took it as her new charm—Gozreh’s promise she would remain free from now on.

She left the village, who distrusted her because she had arrived with the invasion. Only 14, she traveled from town to town, seeking shelter or food when she couldn’t find it adequately in the wilderness; hiding in the wilderness when “civilization” was even more dangerous. At one point, she ran into a traveling circle of druids, the Circle of Four Winds, who called her one of their own, and taught her their secret language. She spent some time with them, learning their rituals and of her own burgeoning power, before moving on. The circle named her “the Tireless,” for her long wandering since youth.

When the circle said she’d learned enough to choose her own path, she moved on alone again—but not for long. She met a caravan on the road, beset by goblins, and helped defeat them. And in that she found a purpose, to travel with those going between wilderness and city, teach the travelers to respect the wild, and protect them from wild and “civilized” brutishness alike. Though not a proper “priest,” she began to serve as the caravan’s chaplain, offering prayers for their protection, and she also served priestly duties to small villages who didn’t have much access to divine support. She liked the travel. There was song, and enjoyment of the road, and she heard echoes of her foster father’s voice in that music. There was danger, and the threat and wonder of the unexpected, as was life in Brung’s tribe.

Traveling with the caravan brought her eventually to Sandpoint, where she decided to separate from the caravan for a bit to enjoy the Swallowtail festival. When goblins brought chaos, she helped in the attack, and then went off into the wilderness to ensure other predators would not take advantage of the town while it was recovering from the horrible ordeal.

Physical Features:

HeroForge Mini
Kalig is tall for a human and short for an orc (about 5’10”), with broad shoulders, wide hips, and a frame that, while healthy enough, has an oddly bony appearance, as if her bones were too big for her flesh and thus jut out at her joints. She is protected by armor made of carefully interwoven bone, hide, and treated leather. Over her armor she wears a thick blue and green wool cloak, patched with many colored scraps, some of which are turned into pockets. Her skin is a strange grey color, always making her stand out even if others did not notice her unusually flat nose or stunted tusk-like teeth jutting from her lower jaw. Some half-orcs have a rough sort of attractiveness to them; Kalig just looks "off": too delicate to be orcish, too wide-faced and bestial to be attractive to most humans. Her irises are as black as her pupils and reflect a feral glint in darkness, but the sclera is white, like a human’s. She wears her black hair in a long braid that reaches to her waist.

Despite her traveling for days and sometimes weeks at a time, she does her best to keep herself very clean, never wanting to be reminded of or associated with the filth the orcs lived in when she was among them. She is 22 years old but appears older due to her travel-weathered skin.

She wears the lightning-burnt wood as an amulet, through which she focuses her druidic magic; a traveling merchant she helped inlaid silver into the wood to help make it a proper holy symbol. Most of her possessions—kept in a well-made haversack—reflect gifts from those she has provided services to, or prizes taken from those who have attacked her.

Kalig speaks almost always in an even, matter-of-fact tone of voice. Its cool rasp is like sand flowing over stone. True outbursts of emotion of her are rare and startling; on the uncommon times when she is truly angry, it is obvious, for she bares her teeth and snarls like a beast, and barks brief thoughts rather than speak in her usual elongated, musing ways. Likewise laughter and wonder are uncommon, but she grows quiet and wide-eyed at these times, and lets forth a low, rhythmic chuckle.

Personality:
Kalig is pragmatic and tends to consistently favor the needs of the many over the few. She regularly offers healing services but strictly according to rules of triage. She is not a self-sacrificing altruist—moreover, she can’t protect caravans and the balance between civilization and nature if she’s dead. Kalig has a great respect for truth that vastly outweighs her concern for other people’s feelings. She is never intentionally cruel (from her perspective)—cruelty is a waste of time—but she can be as blunt as a sledgehammer and has absolutely no tolerance for fools. Nonetheless she tries not to speak impulsively, but Kalig is not shy with words if she knows she has the ear of her companions and feels an issue is worth pressing. Still, sha can read a room and choose actions with care. Despite her matter-of-fact and terse manner, she understands the value of being a social animal and works to get along with others and may even be the first to urge compromise if possible—as always, practicality is paramount.