![]() About Korganna Skullcracker+3 Str 16
Background:
Daughter of Orc Warlord Korlak Skullcraker, and the Half-orc Ganna the Destroyer, High Priestess of Rovagug. When Korganna was born her mother infused her with the spirit of Rovagug, at age 6 she started to manifest her divine power, the first power she found was spark She burned down the entire village, she later found her mother dying...When Ganna realized it had been Korganna that had like the fire, she told her how proud she was. Korlak however was not so happy, when he found out, he put her in chains, for several years, she was kept from anything flammable, by the time she was 12 she was full grown, and strong. Korlak used her as a weapon against his enemies, when she was 13 the Skullcracker tribe was on the losing side of a battle, Korganna's chains were broken, she escaped running for her life, helped by her old friend fire... She knows how to use chains, her heavy flail is nothing more than her old chains attached to a large stick. Crude but effective. She wanders, selling her services in battle...this has earned her her armor, additional weapons, even her large sack...she was down to her last few trail rations when word came up that some collector was looking for muscle...Korganna has plenty of muscle. While above average intelligence, Korganna's slave background make her use of language extremely simple, and she often talks in the 3rd person. Korganna's not evil, she's just very selfish and destructive.
Height 6'9"
chaotic neutral Mystery: Battle
Scale Mail
Hit Points 11 [8+2CON+1FAV]
Combat:
HEAVY FLAIL +4MAB 19-20/x2 1d10+5 dmg Type:B Throwing Axe +3MAB,+1RAB 20/x2 1d6+3 Type:S BITE +3MAB 20/X2 1d4+3 Type:P Traits
Birthmark:
Birthmark (Faith) You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and, as a physical manifestation of your faith, increases your devotion to your god—you gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result. Reactionary:
Reactionary (Combat) You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus to Initiative checks. Feats
Racial Abilities:
Alternate Racial traits: -+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. STR - 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. - Toothy: Some Half-orcs’ vestigial tusks are massive and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces the orc ferocity racial trait. -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 trait replaces the weapon familiarity racial trait. -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. Class Abilities:
Oracle’s Curse (Ex) Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses. Tongues: In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat. Orisons
Revelation
Revelations An oracle with the battle mystery can choose from any of the following revelations. Battlecry (Ex): As a standard action, you can unleash an inspiring battlecry. All allies within 100 feet who hear your cry gain a +1 morale bonus on attack rolls, skill checks, and saving throws for a number of rounds equal to your Charisma modifier. At 10th level, this bonus increases to +2. You can use this ability once per day, plus one additional time per day at 5th level and for every five levels thereafter. Battlefield Clarity (Ex): Once per day, as an immediate action, whenever you fail a saving throw that causes you to become blinded, deafened, frightened, panicked, paralyzed, shaken, or stunned, you may attempt that saving throw again, with a +4 insight bonus on the roll. You must take the second result, even if it is worse. At 7th and 15th level, you can use this ability one additional time per day. Combat Healer (Su): Whenever you cast a cure spell (a spell with “cure” in its name), you can cast it as a swift action, as if using the Quicken Spell feat, by expending two spell slots. This does not increase the level of the spell. You can use this ability once per day at 7th level and one additional time per day for every four levels beyond 7th. You must be at least 7th level to select this revelation. Iron Skin (Su): Once per day, your skin hardens and takes on the appearance of iron, granting you DR 10/adamantine. This functions as stoneskin, using your oracle level as the caster level. At 15th level, you can use this ability twice per day. You must be at least 11th level to select this revelation. Maneuver Mastery (Ex): Select one type of combat maneuver. When performing the selected maneuver, you treat your oracle level as your base attack bonus when determining your CMB. At 7th level, you gain the Improved feat (such as Improved Trip) that grants you a bonus when performing that maneuver. At 11th level, you gain the Greater feat (such as Greater Trip) that grants you a bonus when performing that maneuver. You do not need to meet the prerequisites to receive these feats. Resiliency (Ex): You are not disabled and you do not gain the staggered condition if you are reduced to exactly 0 hit points. At 7th level, you gain Diehard as a bonus feat. At 11th level, you do not lose a hit point when you take a standard action while disabled. You do not need to meet the prerequisite to receive the Diehard feat. Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor. Surprising Charge (Ex): Once per day, you can move up to your speed as an immediate action. You can use this ability one additional time per day at 7th level and 15th level. War Sight (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results. Weapon Mastery (Ex): Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats. SPELLS
Spells Known:
Level 0 [DC 11] 6: detect magic, spark, read magic, create water. Level 1 [DC 12] 4: divine favor, cure light wounds Spells per day: [1st]: ooo Skills
Armor Check Penalty: 0
SKILLS:
STR SKILLS [+3] + 3 Climb [0R] + 3 Swim [0R] DEX SKILLS [+1]
INT SKILLS [+1]
WIS BASED [+1]
CHA BASED [+1]
Known Languages: Common, Orc, Giant,Abyssal
GEAR
Large Sack:
Trail Rations 2days 1 Water Skin 1 empty grog skin shovel 8# crowbar 5# 2cp XP Total: 260:
100xp stray dogs outside the fallen fortress 160xp two lizardmen CONSTRUCTION:
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