Half-Orc

Malugar's page

188 posts. Alias of Something Wicked.


Full Name

Malugar

Race

| CMB +1 CMD 13 | Init +2 Perc +11 | Spells 1st 1/3 | Swarm 2/4

Gender

HP 5/17 | AC 16 T 12 FF 14 | F+7* R+2* W+7*

Age

20

Alignment

NG

Location

Briarstone

Languages

Common, Druidic, Orc

Strength 10
Dexterity 14
Constitution 15
Intelligence 10
Wisdom 18
Charisma 8

About Malugar

Malugar
Half-orc Druid (Swarm Monger) 2
NG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 17 (2d8+4)
Fort +7, Ref +2, Will +7; +2 racial bonus vs. disease, ingested poisons, nauseated, or sickened, +1 trait bonus vs. aberrations
Resist plagueborn
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee greataxe +1 (1d12/×3)
Ranged sling +3 (1d4)
Druid (Swarm Monger) Spells Prepared (CL 2nd; concentration +6)
. . 1st
cure light wounds
cure light wounds
cure light wounds
. . 0 (at will)
create water
detect magic
guidance
light
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Statistics
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Str 10, Dex 14, Con 15, Int 10, Wis 18, Cha 8
Base Atk +1; CMB +1; CMD 13
Feats Alertness, Spell Focus (conjuration)
Traits foe of the strange, swamp rebel
Skills
Acrobatics -1 (-5 to jump)
Climb +1
Handle Animal +4
Heal +8
Knowledge (geography) +5
Knowledge (nature) +4
Perception +11
Sense Motive +6
Spellcraft +4
Stealth +5 (+7 in swampy terrain)
Swim +1
Languages Common, Druidic, Orc
SQ fecund familiar, orc blood, shadowy opportunist, wild empathy +0
Gear
thunderstone x2
hide armor
greataxe
sling
sunrod x2

Wealth 5 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Fecund Familiar (4/day) (Ex) As a standard action, familiar becomes swarm and gains temp hp.
Vermin Heart Wild Empathy and spells targeting "animals" may be used on vermin.

Fecund Familiar Rules:
As a standard action, a swarm monger can cause her familiar to burst forth into a full swarm of identical creatures, filling four contiguous 5-foot squares and gaining temporary hit points equal to half its master’s maximum hit points. While in swarm form, the familiar loses the improved evasion, share spells, deliver touch attack, and scry on familiar special abilities. It uses its normal AC, saving throws, and skill bonuses, and it gains the swarm subtype and the ability to make swarm attacks (dealing 1d6 points of damage at 1st level and using the swarm monger’s druid level as the swarm’s Hit Dice to determine damage increases as per the swarm subtype). The swarm monger is immune to her own familiar’s swarm attack.

Beginning at 5th level, any creature damaged by a fecund familiar’s swarm attack must succeed at a Fortitude saving throw (DC = 10 + 1/2 the swarm monger’s druid level + the swarm monger’s Wisdom modifier) or be sickened for 1d6 rounds. At 12th level, creatures that fail their Fortitude saving throws instead become nauseated.

A swarm monger can transform her familiar into a swarm a number of times each day equal to her Wisdom modifier (minimum 1), and the transformation lasts for 1 minute per druid level, or until the swarm monger reverts her familiar back to a singular form as a standard action. A fecund familiar cannot be reduced in size to Diminutive or smaller when in swarm form.

Swarm Traits:

A swarm is a collection of Fine, Diminutive, or Tiny creatures that acts as a single creature. A swarm has the characteristics of its type, except as noted here. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A swarm makes saving throws as a single creature. A single swarm occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) 10 feet on a side, but its reach is 0 feet, like its component creatures. In order to attack, it moves into an opponent’s space, which provokes an attack of opportunity. A swarm can occupy the same space as a creature of any size, since it crawls all over its prey. A swarm can move through squares occupied by enemies and vice versa without impediment, although the swarm provokes an attack of opportunity if it does so. A swarm can move through cracks or holes large enough for its component creatures.

A swarm of Tiny creatures consists of 300 nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine creatures consists of 10,000 creatures, whether they are flying or not. Swarms of nonflying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space, because creatures in a swarm are packed tightly together and generally crawl over each other and their prey when moving or attacking. Larger swarms are represented by multiples of single swarms. The area occupied by a large swarm is completely shapeable, though the swarm usually remains in contiguous squares.

Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or less causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.

A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.

Swarms made up of Diminutive or Fine creatures are susceptible to high winds, such as those created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.

Swarm Damage by Size
Swarm HD | Swarm Base Damage
1–5 | 1d6
6–10 | 2d6
11–15 | 3d6
16–20 | 4d6

Swarm Attack: creatures with the swarm subtype don’t make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm’s stat block has “swarm” in the Melee entries, with no attack bonus given.

The amount of damage a swarm deals is based on its Hit Dice, as shown on Table: Swarm Damage by Size.

A swarm’s attacks are nonmagical, unless the swarm’s description states otherwise. Damage reduction sufficient to reduce a swarm attack’s damage to 0, being incorporeal, or other Special Abilities usually give a creature immunity (or at least resistance) to damage from a swarm. Some swarms also have acid, blood drain, poison, or other special attacks in addition to normal damage.

Swarms do not threaten creatures, and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below.

Swarms possess the distraction ability. Spellcasting or concentrating on spells within the area of a swarm requires a caster level check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Will save.

Distraction A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 creature’s HD + creature’s Con modifier) negates the effect.

Foe of the Strange +1 save vs. extraordinary, supernatural, and spell-like abilities of aberrations. Subtract 10 from confusion rolls.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Plagueborn +2 save vs. disease, ingested poison, nauseated, sickened.
Shadowy Opportunist (Ex) +2 to Knowledge (local) and Stealth.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Toothy Stats:

Toothy
Rat (Pathfinder RPG Bestiary 132)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +5
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Defense
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AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 8 (1d8)
Fort +3, Ref +4, Will +4
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Offense
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Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +5 (1d3-4)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2
Base Atk +1; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse
Tricks Attack, Down, Fetch, Fighting, Heel, Seek, Stay
Skills Acrobatics +2 (-6 to jump), Climb +10, Handle Animal -3, Perception +5, Spellcraft -1, Stealth +18, Swim +10; Racial Modifiers +4 Stealth
SQ fetch, fighting, heel, improved evasion, seek
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Special Abilities
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Climb (15 feet) You have a Climb speed.
Fetch [Trick] The animal will get a specific object.
Fighting [Trick] The animal has been trained to fight.
Heel [Trick] The animal will follow you.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Swim (15 feet) You have a Swim speed.

Toothy Stats (swarm):

Toothy
Rat (Pathfinder RPG Bestiary 132)
N Tiny magical beast (swarm)
Init +2; Senses low-light vision, scent; Perception +5
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Defense
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AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 16 (1d8+8)
Fort +2, Ref +4, Will +3
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Offense
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Speed 15 ft., climb 15 ft., swim 15 ft.
Melee swarm (1d6)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 10)
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Statistics
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Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Tricks Attack, Down, Fetch, Heel, Seek, Stay
Skills Acrobatics +2 (-6 to jump), Climb +10, Handle Animal -3, Perception +5, Spellcraft -1, Stealth +18, Swim +10; Racial Modifiers +4 Stealth
SQ attack, down, fetch, fighting, heel, seek, stay
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Special Abilities
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Climb (15 feet) You have a Climb speed.
Fetch [Trick] The animal will get a specific object.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Swim (15 feet) You have a Swim speed.

Background, Appearance, Personality:

Malugar defies his race--for he is actually only one-quarter orc. He was born to suprisingly normal parents, a human mother named Galia and a half-orc father named Thistok. Both were botanical researchers from Ardis on assignment in Varno to collect and analyze poisonous plant specimens. After a number of years traveling and living together, they were fortunate to claim a series of acres in a farming tenancy cooperative initatied by Versex County. It was an attempt to make the pestulent, swampy land between Lantern Lake and Redleaf inhabitable. Although they never married, they steaded a home together and on the third year, Malugar was born.

The farm never quite took off, for as is the case in so much of Ustalav, the ground seemed to blighted. but the family was resourceful and learned to live off of what resources were available. To the surprise and delight of both Galia and Thistok, little Malugar was especially atuned to the natural world. Whether it was due to his parents' exposure to unknown toxins and venoms, latent magical talent of prior generations, or even divine intervention, Malugar was a druid.

As he grew, he befriended the myriad creatures of the swamp: the insects, leeches, eels, alligators, oh and the rats. His pet rat Toothy (named for its ludicrously large and crooked bucked teeth) followed him everywhere, even when he began to explore further from home than he should. His parents had warned him to be careful, that there were worse dangers than giant leeches lurking in the swamp, but he believed, foolishly, that his gifts would protect him in the wilderness. He was only seventeen the day he saw his family's cottage for the last time. He had hiked far south, much too far, and the light was growing dim. He had stopped at an algae-coated pond, intending to turn back, but something in the water had caught his attention. He crawled down on all fours and noticed something unusual in the water, something he couldn't quite place. And then...

Appearance, Personality, Party Role
Malugar is only slightly green, taking much more from his human ancestors than his orcish. His parents' inquisitive and gentle sensibilities have rubbed off on him, and has adopted human customs, aften habitually reaching to shake a stranger's hand or bow as any civilized person would. Like his half-orc father, he is tall and broad, but would much rather read a book than lift a sword.
Mechanically, Malugar will start out as a melee support and healer, but will grow to be a control spellcaster, focusing on battlefield manipulation and debuffs, with cure spells and buffs for backup.


Character Advancement:

Level 1: Feat (Spell Focus: Conjuration); Fecund Familiar; Shadowy Opportunist; Orisons; Wild Empathy
Level 2: Low Friends
Level 3: Feat (Augment Summons); Trackless Step
Level 4: Ability Score; Child of Pollution; Wild Shape 1/day
Level 5: Feat (Natural Spell)
Level 6: Wild Shape 2/day
Level 7: Feat
Level 8: Ability Score; Wild Shape 3/day
Level 9: Feat; Venom Immunity
Level 10: Wild Shape 4/day