Half-Orc

Kurvok's page

63 posts. Organized Play character for Mitch.


Full Name

Kurvok

Race

HP 21/21 | AC 17 (19)| F +4 R +5 W +6 | Perc +4 | Stealth +5 |

Classes/Levels

speed 25| Hero 1/3 | focus 2/2 | spells 1 2/2 | Active Conditions: ---

Gender

Male

Size

Medium

Alignment

N

Languages

Common, Orcish

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

About Kurvok

Male Orc
Background: Sailor
Oracle 1
N
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
AC: 17 (19)
Tusks: +5, 1d6+2P, finesse
Gauntlet: +5, 1d4+2B, agile, finesse, free hand
Electric Arc: 30’, 1-2 targets, 1d4+3E, Ref save
Chill Touch: +5, 1d4+3N, Fort save or enfeebled 1 on crit fail
Tempest Touch: 1d4B + 1d4C +1E, Fort save

Speed: 25’
Languages: Common, Orcish
Darkvision

Athletics T +5
Intimidation T +6
Lore (Sailing) 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

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: Tusks
You gain a tusks unarmed attack that deals 1d6 piercing damage. Your tusks are in the brawling group and have the finesse and unarmed traits.

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
Mystery Benefit:
You can see perfectly through wind and water, and you send electric charges through both air and water. You never take penalties to Perception from wind, rain, fog, or other precipitation, or from looking through water or being underwater, and such conditions don’t cause anything to be concealed from you.
When you deal physical damage with a non-cantrip air or water spell, you deal an additional 1 electricity damage per spell level.

Curse of the Perpetual Storm
You are the center of your own tiny tempest, ever surrounded by wind and rain that worsens the more you tap into your elemental powers. Even when you are calm and at rest, your hair and clothing are blown about by gentle winds, you are slightly damp, and your touch often comes with a static shock.
Minor Curse: An aura of a whirling storm whips up in a 5-foot emanation around you and in your space. The aura puts out small non-magical fires 1 round after they’re lit or brought into your aura.
Electrical energy builds up within your storm, turning you into a lightning rod; you gain weakness 2 to electricity, and electricity spells or effects that have additional effects for a creature wearing or holding metal treat you as though you were wearing metal.
Moderate Curse: Your minor curse’s aura expands to a 10- foot emanation and carries rain on the winds. The whirling winds impose a –2 circumstance penalty on ranged attack rolls using physical ammunition that target you or originate from you.
Your weakness to electricity increases to 5 or half your level, whichever is greater, but torrential rain grants you an equal amount of fire resistance.

Spells/Day:
1st: 2

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. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.
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.

Chill Touch
Cast [two-actions] somatic, verbal
Range: touch; Targets: 1 living or undead creature
Saving Throw: Fortitude
Siphoning negative energy into yourself, your hand radiates a pale darkness. Your touch weakens the living and disorients undead, possibly even causing them to flee. The effect depends on whether the target is living or undead.
• Living Creature: The spell deals negative damage equal to 1d4 plus your spellcasting modifier. The target attempts a basic Fortitude save, but is also enfeebled 1 for 1 round on a critical failure.
• Undead Creature: The target is flat-footed for 1 round on a failed Fortitude save. On a critical failure, the target is also fleeing for 1 round unless it succeeds at a Will save.
Heightened (+1) The negative damage to living creatures increases by 1d4.

Detect Magic
Cast [two-actions] somatic, verbal
Area: 30-foot emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic’s effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
Heightened (3rd) You learn the school of magic for the highest- level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.
Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).

Read Aura
Cast 1 minute (somatic, verbal)
Range: 30 feet; Targets: 1 object
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic (pages 297–298).
If the object is illusory, you detect this only if the effect’s level is lower than the level of your read aura spell.
Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.

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.

Magic Weapon
Cast [two-actions] somatic, verbal
Range: touch; Targets 1 non-magical weapon that is unattended or wielded by you or a willing ally
Duration: 1 minute
The weapon glimmers with magic and energy. 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.

Revelation Spells:

Tidal Surge
Cast [one-action] somatic
Range: 60 feet; Targets: 1 creature
Saving Throw: Fortitude
You call forth a tremendous wave to move the target either in a body of water or on the ground. The target must attempt a Fortitude save.
Failure: You move the target 5 feet in any direction along the ground or 10 feet in any direction through a body of water.
Critical Failure You move the target up to 10 feet in any direction along the ground or 20 feet in any direction through a body of water.

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: 2

Equipment: 15gp, 7B
Studded leather 3gp, B
Steel shield 2gp, B
Gauntlet 2sp, L
Dagger 2sp, L
Adventurer’s pack 7sp, 2B
Grappling hook 1sp, L
Material component pouch 5sp, L
Fishing tackle 8sp, B

Appearance: shoulder-length black hair, full beard, tusks, pointed teeth, olive-green skin, black eyes, Celtic shark fin tattoo on his back, shark jaws tattoo on his chest, gill tattoos on the sides of his neck

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.