Half-Orc

Kurvok's page

63 posts. Organized Play character for Mitch.


Full Name

Kurvok

Race

HP 21/21 | AC 18/20 | F +4 R +5 W +6 | Perc +4 | Stealth +5 |

Classes/Levels

speed 25| Hero 1/3 | focus 1/1 | spells 1 3/3 | Active Conditions: ---

Gender

Male

Size

Medium

Languages

Common, Orcish

Strength 14
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 12
Charisma 16

About Kurvok

Male Orc
Background: Sailor
Oracle 1
Faction: Horizon Hunters

Str 10+2+2=14
Dex 10+2+2=14
Con 10+2=12
Int 10
Wis 10+2=12
Cha 10+2+2+2=16

HP: 12+8+1=21 / 21
AC: 10+2+3+3‎ = 18/ 20
Mace: +5, 1d6+2B, shove
Dagger: +5, 1d4+2P/S, agile, finesse, thrown 10’
Electric Arc: 30’, 1-2 targets, 2d4E, Ref save
Divine Lance: 60’, +6, 2d4Spirit
Tempest Touch: touch, 1d4B + 1d4C, Speed penalty, Fort save

Speed: 25’
Languages: Common, Orcish
Darkvision

Athletics T +5
Intimidation T +6
Lore (Sailing) T +3
Lore (Warfare) T +3
Nature T +4
Perception T +4
Religion T +4
Survival T +4
Stealth T +5

Fort T +4
Ref T +5
Will E +6
ORC SUPERSTITION

Unarmed T
Simple T

Unarmored T
Light T

Divine spell attack T +6
Divine spell DC 16

Heritage: Hold-Scarred Orc
You are part of an orc community that participates in ritual scarification or tattooing. The marks on your skin show your exceptional hardiness and vitality. You gain 12 Hit Points from your ancestry instead of 10. You also gain the Diehard feat.

Heritage Feat: Die Hard
You die from the dying condition at dying 5, rather than dying 4.

Ancestry Feat: ORC SUPERSTITION [reaction]
Trigger: You attempt a saving throw against a spell or magical effect, and have not yet rolled.
You defend yourself against magic by relying on techniques derived from orc cultural superstitions. You gain a +1 circumstance bonus to your saving throw against the triggering spell or magical effect.

Background Skill Feat: Underwater Marauder
You are not flat-footed while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.

Oracle Mystery: Tempest
The fury of the wind and waves pounds in your heart, whether your power flows from natural storms, a conduit to the elemental Planes of Air and Water, or through reverence of deities such
as Gozreh, the tengu god of storms Hei Feng, the pirate queen Besmara, or the elemental lords of air and water.
Granted Spells cantrip: electric arc; 1st: thunderstrike; 4th: hydraulic torrent; 6th: chain lightning
Revelation Spells - initial: tempest touch; advanced: thunderburst; greater: tempest form
Related Domains: air, cold, lightning*, water
Mystery Skill: Nature
Oracle Feat: Foretell Harm

CURSE OF INCLEMENT HEADWINDS
The weather seems to always oppose you in ways large and small. Even when you are calm and at rest, your hair and clothing are inconveniently blown about by gentle winds, you are slightly damp from the faintest drizzle, and your touch often comes with a static shock. When you have the
cursebound condition, you are opposed by the elements, with the following effects.
Cursebound 1: Lightning is drawn to you. You gain electricity weakness 2 and electricity spells or effects that have additional effects for a creature wearing or holding metal treat you as though you were wearing metal. Any immunity or resistance you have to such spells and effects is suppressed.
Cursebound 2: Blowing winds impose a -2 circumstance penalty to ranged attack rolls you make.
Cursebound 3: Your weakness to electricity is equal to 5 + your level.
Cursebound 4: The raging winds push you back, imposing a -10-foot status penalty to all your Speeds.

Mystery Feat: FORETELL HARM [free-action]
CURSEBOUND DIVINE ORACLE
Frequency: once per round
Requirements: Your previous action was to Cast a non-cantrip Spell that dealt damage.
Your magic echoes ominously as you glimpse injury in the target’s future. At the beginning of your target’s next turn, it takes damage equal to twice the triggering spell’s rank as a seemingly random
and minor misfortune finds it. The damage and type of misfortune is of a type matching the spell; for instance, if you dealt fire damage, a flame might spontaneous ignite on them or they might burn a hand on their torch. The target is then temporarily immune to Foretell Harm for 24 hours.

Spells/Day:
1st: 3

Spells Known:
Cantrip: 5

*Electric Arc
Cast [two-actions] somatic, verbal
Range: 30 feet; Targets: 1 or 2 creatures
Saving Throw: basic Reflex
An arc of lightning leaps from one target to another. Each target takes 2d4 electricity damage with a basic Reflex save.
Heightened (+1) The damage increases by 1d4.

Know Direction
Cast [two-actions] somatic, verbal
In your mind’s eye, you see a path northward. You immediately know which direction is north (if it exists at your current location).
Heightened (7th) You can instead know the direction to a familiar location, such as a previous home or a favorite tavern.

Stabilize
Cast [two-actions] somatic, verbal
Range: 30 feet; Targets: 1 dying creature
Positive energy shuts death’s door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.

Divine Lance [two-actions] (cutting wind)
Range: 60 feet; Targets 1 creature
Defense: AC
You unleash a beam of divine energy. Make a ranged spell attack against the target’s AC. On a hit, the target takes 2d4 spirit damage (double damage on a critical hit).
Heightened (+1) The damage increases by 1d4.

Bullhorn [two-actions]
Duration: 10 minutes
You amplify your voice, loud enough for you to be heard easily at a great distance. For the duration, your voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn’t make your voice jarring or distracting. This doesn’t increase the range or area of other auditory or linguistic effects, and physical barriers such as walls and doors still block or muffle your voice as normal.
Your loud voice makes it easier to Coerce others, and the acoustics assist in Performing at a large venue. You gain a +1 status bonus to checks to Coerce and auditory Performance checks to Perform at a large venue.
You can Dismiss the spell.
Heightened (5th) Your voice can be heard clearly up to 1,200 feet away.
Heightened (7th) Your voice can be heard clearly up to 1 mile away.

Guidance [one-action]
Range: 30 feet; Targets 1 creature
Duration: until the start of your next turn
You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.

1st: 2
Air Bubble
Cast [reaction] verbal
Trigger: A creature within range enters an environment where it can’t breathe.
Range: 60 feet; Targets the triggering creature
Duration: 1 minute
A bubble of pure air appears around the target’s head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally.

RUNIC WEAPON [two-actions]
Range: touch; Targets 1 weapon that is unattended or wielded by a willing creature
Duration: 1 minute
The weapon glimmers with magic as temporary runes carve down its length. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.

Thunderstrike [two-actions]
Range: 120 feet; Targets 1 creature
Defense: basic Reflex
You call down a tendril of lightning that cracks with thunder, dealing 1d12 electricity damage and 1d4 sonic damage to the target with a basic Reflex save. A target wearing metal armor or made of metal takes a –1 circumstance bonus to its save, and if damaged by the spell is clumsy 1 for 1 round.
Heightened (+1) The damage increases by 1d12 electricity and 1d4 sonic.

Revelation Spells:

Tempest Touch
Cast [one-action] somatic
Range: touch; Targets 1 creature
Saving Throw: Fortitude
Your touch calls forth a churning mass of icy water that clings to your target, dealing 1d4 bludgeoning damage and 1d4 cold damage. The target must attempt a Fortitude save.
Critical Success: The target is unaffected.
Success: The target takes half damage and a –5-foot circumstance penalty to its Speeds until the end of your next turn.
Failure: The target takes full damage and a –10-foot circumstance penalty to its Speeds until the end of your next turn.
Critical Failure: As failure, but the target takes double damage.
Heightened (+1) The bludgeoning and cold damage each increase by 1d4.

Focus Pool: 1 / 1

Equipment: 15gp, 7B
Hide armor 2gp, 2B
Steel shield 2gp, B
Mace 1gp, B
Dagger 2sp, L
Adventurer’s pack 1.5gp, B
Grappling hook 1sp, L
Material component pouch 5sp, L
Fishing tackle 8sp, B / 8.1gp, 6.3B
11 gp
Minor healing potion @

Appearance: shoulder-length black hair, full beard, pointed teeth, olive-green skin, black eyes, runic tattoo on his chest

Backstory: Kurvok was born to an orc tribe in Ulfen lands, which was influenced by their culture. It is said that he was a difficult birth, his mother’s womb swelling and tossing like a storm. The touch of the sea was strong with him, even at so young an age, and as he grew, he showed the ferocity and fearsomeness of the shark. His presence was a boon, but the tribal shaman saw that Kurvok’s destiny lay elsewhere.