Half-Orc

Lurruk's page

54 posts. Alias of heavydisking.


Race

male half-orc shaman (witch doctor) 1 | HP 11/11, battle spirit 3/4 | AC 18, T 11, FF 17 | F +4, R +3, W +6 (+4 endurance) | CMB +3, CMD 14 | Spd 20' | Perc +4 (+7 in shadow/darkness) | Init +1

About Lurruk

LURRUK
male half-orc shaman (witch doctor) 1
chaotic good medium humanoid (human, orc)

Init +1; Senses darkvision; Perception +4 (+7 in shadow or darkness)

DEFENSE
AC
18, touch 11, flat-footed 17 (+1 dex, +6 armor, +1 natural)
HP 11 (1d8 +2 Con +1 FC)
Fort +4, Ref +3, Will +6
Special Defenses

OFFENSE
Speed
20 feet
Melee mwk longsword +4 (1d8+4, 19-20/x2, S) or whip +3 (1d3+3, disarm, nonlethal, 15’ reach, trip, S)
Ranged light crossbow +1 (1d8,19-20/x2, 80’, P)
Special Attacks battle spirit 4/day

STATISTICS
Str
17 (+3), Dex 12 (+1), Con 15 (+2), Int 10 (+0), Wis 15 (+2), Cha 12 (+1)
BAB +0, CMB +3, CMD 14

Feats
Alertness:
You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Bonus feat from spirit animal
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued. Bonus feat from racial ability
Ironhide: You gain a +1 natural armor bonus due to your unusually tough hide.

Traits
Fate’s Favored:
Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Restless Wayfarer: You have long led a nomadic life— perhaps because your parents were travelers (whether roaming Varisian caravaneers or traveling merchants who traded far and wide), you belonged to a nomadic tribe, or you ran away from home to discover the world at a young age. Some call it wanderlust, but to you the thought of new places and experiences is truly whatmakes life worth living, and no region catches your imagination like the windswept wilderness of the North. You are used to getting along in unfamiliar lands and interacting with interesting new people. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you. You can also speak one additional language (this does not count toward your number of languages).

Skills 4/level (shaman) + 0/level (Int + 2 background)= 6
Diplomacy +5, Knowledge (local) +7, Knowledge (religion) +4, Linguistics +4, Perception +4 (+7 in shadow or darkness), Profession (soldier) +6, Sense Motive +4, Survival +6
AC Penalty -3

Languages
Common, Orc, Skald, Sylvan

Racial Abilities
Shaman’s Apprentice:
Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

SQ
Weapon and Armor Proficiency:
A shaman is proficient with all simple weapons, and with light and medium armor.
Spell Casting: A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance. To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a shaman’s spell is 10 + the spell’s level + the shaman’s Wisdom modifier. Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Shaman. In addition, she receives bonus spells per day if she has a high Wisdom score. Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.
Orisons: Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table: Shaman. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spirit: BATTLE A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features. At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features. At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit. If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.
Spirit Animal: At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced. By communing with the incredible powers of her spirit, the shaman forges a cherished bond with one specific servant of that spirit—known as a spirit animal. A spirit animal is a creature chosen by a shaman to serve as a conduit, allowing her to more fully access the magic of her spirit on a daily basis. The shaman’s spirit animal also grants her special powers. This ability uses the same rules as the wizard’s arcane bond class feature and is treated as a familiar, except as noted below. A shaman uses her level as her effective wizard level when determining the abilities of her spirit animal. A shaman can select any familiar available to wizards to serve as her spirit animal, although her spirit animal is augmented by the power of her chosen spirit. Once selected, the spirit animal cannot be changed. Although a shaman’s spirit animal uses the statistics of a specific animal, it is treated as an outsider with the native subtype for the purposes of spells and abilities that affect it. Levels of different classes that are entitled to familiars stack with shaman levels for the purpose of determining any spirit animal abilities that depend on the shaman’s level. If a shaman possesses such levels in other classes, her spirit animal always uses the shaman rules for spirit animals, not those used by familiars of other classes (such as witches, wizards, or sorcerers with the arcane bloodline). If the shaman has witch levels, her spirit animal also serves as the conduit to her patron and stores her witch spells. The shaman’s spirit animal is treated as a familiar for the purposes of all spells, effects, and abilities that affect familiars. If a spirit animal is lost or dies, it can be replaced after 24 hours through a special ritual that consumes material components worth 500 gp per shaman level. The ritual takes 8 hours to complete. The new spirit animal must be of the same sort of creature as the previous one. At 1st level, a shaman’s spirit animal gains specific abilities, depending upon the type of spirit selected by the shaman using her spirit class feature. These abilities affect the animal’s appearance and grant it special abilities that can aid it in serving the shaman and the spirit it represents and is connected to. These abilities are described in the spirit animal section of each individual spirit description.
Spirit Magic: A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats).
Battle Spirit Animal: The shaman’s spirit animal looks like a fiercer version of its species, with rippling muscles and a stockier frame. It gains a +2 natural armor bonus to AC. If it already has a natural armor bonus, the bonus increases by 2 instead.
Battle Spirit: A shaman surrounds herself with the spirit of battle. Allies within 30 feet of the shaman (including the shaman) receive a +1 morale bonus on attack rolls and weapon damage rolls. At 8th level and 16th level, these bonuses increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive.

Spells Prepared: Caster Level: 1 Concentration: +2
1- comprehend languages, cure light wounds
0 (at will) – detect magic, guidance, light, mending

Spirit Magic
1- enlarge person

GEAR
Combat Gear

masterwork breastplate emblazoned with Taldoran heraldry, masterwork longsword, longsword, whip, light crossbow, 20 crossbow bolts, scale mail, 1 flask acid

Other Gear
explorer’s outfit, 2 scrolls of shield, shaman’s kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol

Money 2 gp

FLUFF
Description

Lurruk looks like a mercenary at first glance: his weapons and armor show the wear that comes from actual fighting. However, he stands up a little straighter than most in his social class; his table manners and genteel speech stand in sharp contrast to his elaborate tribal tattoos; and his snowy owl companion seems very out of place this far south.

History
Lurruk was born into a wild orc tribe living in the lawless wastes between Geb and Nex. As a child he was apprenticed to the clan shaman who instructed him in the ways of spirits. During his adolescence, Lurruk was “rescued” by some do-gooders from Nex and he was brought back there to be civilized. Confined for many months while he was taught to speak, read, and write properly as well as function properly in society, he used his spare time to learn the ways of human weapons. He eventually proved himself civilized enough to be released into proper society.
Unbeknownst to his rescuers, he hated his life in Nex so he had only gone along with their manners and reading in order to gain his freedom. He had no desire to return to his tribe so he took on with a mercenary company. He traveled around Garund, earning money as a soldier when he needed some or it otherwise suited him and spending that money the rest of the time.
One night as Lurruk was drunkenly standing watch, a mysterious white owl flew right up to him and he immediately recalled the words of his old shaman mentor about how his spirit animal would find him, not vice versa. Lurruk named the owl Beauty and they quickly became the best of friends.
He learned that the owl was native to a land far to the north. He felt sure that he was supposed to bring the owl back to its home, although he couldn’t have said why precisely. The two began travelling northward with Lurruk eventually catching on as a caravan guard moving north from Qadira into Taldor, which is how he came to be in Heldren. Unable to resist the advantages granted by his education, Lurruk has been studying Skald in preparation for his ultimate destination.

Age 18

Deity Desna

SPIRIT ANIMAL:

BEAUTY
female snowy owl
neutral tiny magical beast

Init +3; Senses low-light vision; Perception +10

DEFENSE
AC 18, touch 15, flat-footed 15 (+3 dex, +2 size, +3 natural armor)
hp 5 (1d8)
Fort +2, Ref +5, Will +4
Special Defenses: improved evasion

OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6
Base Atk +0; CMB +1; CMD 9

Feats
Weapon Finesse

Skills
Fly +7, Perception +10, Stealth +15 (+19 in snow); Racial Modifiers +4 perception, +4 stealth, +4 stealth in snow

SQ
Snowy Owl:
Use the statistics for an owl (Bestiary 132). A snowy owl has white feathers that allow it to blend in with its surroundings during winter. A snowy owl receives a +4 racial bonus on Stealth checks attempted while in snow.
Familiar Special Ability: Master gains a +3 bonus on sight-based and opposed Perception checks when in shadows or darkness.
Alertness: While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Empathic Link: The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.