Orc Seeker

Mazon "Maze"'s page

20 posts. Alias of Ariarh Kane.


Full Name

Maze

Race

Half-Orc

Classes/Levels

Shaman/Slayer 2

Gender

F

Size

M

Age

20

Alignment

CG

Languages

Common, Orc, Shoanti, Giant

Strength 18
Dexterity 14
Constitution 16
Intelligence 13
Wisdom 14
Charisma 12

About Mazon "Maze"

Statistics

Name: Maze
Gender: Female, Race: Half-Orc Class: Shaman 2/Scout 2 (Gestalt 2)
Age: 20

CG Female Humanoid (Human, Orc)
Hero Points 0
Init +4; Senses Darkvision, Perception +8/+9

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DEFENSE
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AC 17/18*; touch 12/13*; flat-footed 15/16* (+4 armour, +2 dex, +1 natural armour bonus, *+1 dodge bonus vs traps)
HP 28 (2d10+6+2FC)
Fort +8/+12*; Reflex +7/+8; Will +7 (*+4 to Fort save for Endurance)

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OFFENSE
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Speed 30ft
Melee Orc Double Axe +6 (1d8+4/1d8+4/x3, S, Double Weapon) (add +1 bonus on weapon attack and damage rolls for studied target)
Melee Heavy Flail +6 (1d10+4/19-20x2, B, Disarm & Trip) (add +1 bonus on weapon attack and damage rolls for studied target)
Melee M/W Falchion +7 (2d4+4/18-20x2, S) (add +1 bonus on weapon attack and damage rolls for studied target)
Melee Cold Iron Dagger +6 (1d4+4/19-20x2, P or S) (add +1 bonus on weapon attack and damage rolls for studied target)

Special Ability - Battle Spirit (4 rounds/day): Allies within 30ft of Shaman receive +1 morale bonus on attacks rolls and weapon damage rolls.

Shaman Spells Prepared (CL 2, Concentration +4)
1st (3+1/day, DC 13)— CLW, CLW, Magic Weapon, Enlarge Person (Spirit Magic slot)
0 (at will, DC 12)— Create Water, Detect Magic, Guidance, Stabilize

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STATISTICS
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Str 18(+4); Dex 14(+2); Con 16(+3); Int 13(+1); Wis 14(+2); Cha 12(+1) (Ability Modifiers +2 Con)
BAB +2; CMB +6; CMD 18

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TRAITS
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Outlander (Exile) (Campaign Trait, +2 trait bonus on Initiative checks.)
Fate's Favored (Faith Trait, Under the effect of a luck bonus of any kind, that bonus increases by 1.)
Armor Master (Regional Trait, reduce the armour check penalty by 1.)

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FEATS
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Power Attack
Endurance (bonus feat from alt racial trait, Shaman's Apprentice.)
Alertness (bonus feat from spirit animal)
Big Game Hunter: You are experienced in fighting the gigantic creatures that stalk Varisia's landscape. Benefit: You gain a +1 bonus on attack rolls and a +2 bonus on weapon damage rolls against large or larger creatures. (Feats of Varisa bonus from player's guide pg. 13, approved by GM)

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SKILLS
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BACKGROUND SKILLS (2x2)
• Appraise +2 (1 rank, not a class skill)
• Handle Animal +5 (1 rank)
• Know. Geography +5/+6 (1 rank, +1 Studied Target)
• Linguistics +2 (1 rank, not a class skill)

ADVENTURING SKILLS (6+1=7x2=14)
• Acrobatics +6 (1 rank)
[• Bluff +1/+2 (0 rank, +1 from Studied Target)]
• Climb +8 (1 rank)
• Diplomacy +5 (1 rank)
• Disable Device +8/+9 (1 rank, +1 to disarm trap, +2 from M/W Thieves' tools)
[• Intimidate +1 (0 rank)]
• Know. Dungeoneering +5/+6 (1 rank, +1 Studied Target)
• Know. Local +5/+6 (1 rank, +1 Studied Target)
• Know. Nature +5/+6 (1 rank, +1 Studied Target)
• Know. Planes +5/+6 (1 rank, +1 Studied Target )
• Know. Religion +5/+6 (1 rank, +1 Studied Target)
• Perception +8/+9 (1 rank, +1 for trapfinding, +1 from Studied Target, +2 from Alertness)
• Ride +6/+8 (1 rank, +2 to stay in saddle due to military saddle)
[• Sense Motive +4/+5 (0 ranks, +1 from Studied Target, +2 from Alertness)]
• Spellcraft +6 (1 rank)
• Stealth +6 (1 rank)
• Survival +6/+7 (1 rank, +1 to Track, +1 from Studied Attack)
[• Swim +4 (0 rank)]

LANGUAGES
Common, Orc, Shoanti, Giant

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SPECIAL ABILITIES
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Racial Traits
Ability Score Racial Traits: Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. (+2 to CON)
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.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Sacred Tattoo (alt racial trait): 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.
Shaman's Apprentice (alt racial trait): 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.

Class Special Abilities for Shaman:
Orisons: Shamans can prepare a number of orisons, or 0-level spells, each day
Spirit (Su): 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.
Spirit Animal (Ex): 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.
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.
Hex: A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. At 2nd level, a shaman learns one hex. At 4th, 8th, 10th, 12th, 16th, 18th, and 20th level, the shaman learns new hexes.
Shaman Spirit: Battle

Hex: Battle Ward:

Battle Ward (Su): The shaman touches a willing creature (including herself ) and grants a battle ward. The next time a foe makes an attack roll against the target, the ward activates and grants a +3 deflection bonus to the warded creature's AC. Each subsequent time she's attacked, the defection bonus reduces by 1 (to +2 for the second time she's attacked and +1 for the third). The ward fades when the bonus is reduced to +0 or after 24 hours, whichever comes first. At 8th level, the ward's starting bonus increases to +4. At 16th level, it increases to +5. A creature affected by this hex cannot be affected by it again for 24 hours.

Class Special Abilities for Slayer:
Studied Target (Ex): A slayer can study an opponent she can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, she can study that target as an immediate action, allowing her to apply her studied target bonuses against that target (including to the normal weapon damage roll).
Track (Ex): A slayer adds 1/2 hes level (minimum 1) to Survival skill checks made to follow tracks.
Slayer Talents: As a slayer gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once.
CHOSEN SLAYER TALENT: Trapfinding: Benefit: The slayer gains Disable Device as a class skill. The slayer also gains the trapfinding and trap sense rogue abilities, using her slayer level as her effective rogue level.

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GEAR & EQUIPMENT
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Weapons, Accessories & Ammunition
• Orc Double Axe (stolen from Carrug, 15 lbs)
• Heavy Flail (15 gp, 10 lbs)
• M/W Falchion (375 gp, 8 lbs)
• Cold Iron Dagger (4 gp, 1 lbs)
Cost & Weight: 394 gp, 34 lbs

Armour
• Masterwork Leather Lamellar (210 gp, 25 lbs, +4 to AC, 0 ACP (due to Armor Master Trait & M/W)

General Gear & Equipment
• Wearing: Explorer's Outfit (Valued at 10 gp, free, 8 lbs)
• Masterwork Backpack (50 gp, 4 lbs) (Treat STR score as one higher for carrying capacity)
• Canteen (2 gp, 1 lbs)
• Silk Rope (10 gp, 5 lbs) (This 50-foot length of silk rope has 4 hit points and can be broken with a DC 24 Strength check.)
• Masterwork Thieves' Tools (100 gp; Weight 2 lbs.) (Grant a +2 circumstance bonus on Disable Device checks).)
• Woollen Blanket (5 sp, 3 lbs)
• Bedroll (1 sp, 5 lbs)
• Grooming Kit (This pouch of toiletries includes a comb, scissors, a nail file, a sponge/wash cloth, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.) (1 gp, 2 lbs)
• Orc Trail Rations (3 days worth, 3 gp, 3 lbs) (A typical orc trail ration consists of coarse black bread, thin sausages as hard as leather that must be chewed slowly to soften them, dried meat of uncertain origin, and pungent peppers. If you are an orc or half-orc who subsists on nothing but these rations for at least 1 week, you add +2 to the DC to resist any Intimidate checks you make. This bonus lasts until you eat a meal other than the rations or go for a full day without eating a day's worth.)
• Whetstone (2 cp, 1 lbs)
• Flint & Steel (1 gp, - lbs)
• Mess Kit (2 sp, 1 lbs)
• Folding Shovel (10gp, 12 lbs) (A folding shovel is a full-sized shovel with a sturdy sectional handle that folds into pieces no longer than the shovel blade, allowing it to fit in a smaller space such as a backpack. Converting the shovel from its folded state to usable (or vice versa) is 2 full-round actions.)
• Spirit Animal Satchel (This armored case provides total cover to any Tiny or smaller creature contained within it. It includes air holes (which can be plugged with cork stoppers if you need to go underwater) and two receptacles for food and water.) (25 gp, 6 lbs)
Cost & Weight: 202 gp, 8sp & 2cp, 53 lbs

Mount
• Light Horse, Combat Trained (110 gp, 900 lbs)
• Military saddle (20 gp, 30 lbs, +2 on ride check to stay in saddle)
• Saddlebags (4 gp, 8 lbs)
• Bit & Bridle (2 gp, 1 lbs)
• Dandy Brush (2 sp, 2 lbs)
• Horse Blanket (5 sp, 3 lbs)
• Animal Feed (2 days worth, 1 sp, 20 lbs)
Cost & Weight: 136 gp & 6 sp

Total cost and weight: 943 gp, 4 sp & 2 cp out of 1,000 gp (remaining coin approx. 57 gp ) Weight carried on person: 112 lbs (light encumbrance) (STR 19, Light Load 116 lbs. or less, Medium Load 117-232 lbs., Heavy Load 234-350 lbs.)

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PHYSICAL DESCRIPTION
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Image of Maze

Height: 5'10".
Weight: 135 lbs.
Eye Colour: Deep rich gold.
Hair Colour: Brown with hints of gold.
Hair length & style: Shoulder length - partly pulled back/braided.
Skin tone/colour: Light green.
Body/Physique: Toned/athletic build.
Tusks: Two small white tusks protrude from her mouth.
Dress: Simple, practical, cloak trimmed with furs and feathers.
Voice: Husky/Low.
Other: Piercings & Tattoos.

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PERSONALITY TRAITS
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=== Adaptable, Alert, Courageous, Cunning, Curious, Determined, Loyal, Mercurial, Observant, Secretive, Steadfast, Stubborn/Tenacious, Wary. ===

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BACKSTORY
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Her life had been fraught with brutality from the first.

Her mother, Meda, belonged to the Sun Clan, the Sklar-Quah. She was the Chieftain’s daughter from his second wife. The Sun Clan made their home among the Southern Cinderlands of the Storveau Plateau and braved the harshness of the ash and sand, emberstorms, fire and heat. The Sun Clan were warmongers – constantly feuding with the Orcs of Belkzen or the Chelish invaders of the South.

One fateful day, an Orc raiding party came to the village and moved through the people with a brutish force. The maiden Meda was taken from her mother’s tent, beaten viciously and then raped by an Orc warrior. He did not kill her, simply grunted when he was done and left with his party. A month had past and Meda found she was with child and since she had not lain with any of the men of her tribe, knew the child was fathered by the Orc who had defiled her the month before. Ashamed, she stood before her mother and father and told them of the Orc's child growing inside of her. The Chief was angered and before his Council he deemed that Meda would be sent high into the mountains where she would stay till the child was born. There she would leave it to die as such an abomination should not be permitted to live.

Eight months later, Meda gave birth to a girl – a half-breed – her newborn skin the colour of the young grass growing out from the rocks of her now mountain home. She had dark hair covering her head, golden-brown eyes, slightly pointed ears and a heavy-set brow. The babe was striking, but not beautiful like the other Shoanti children of the tribe. Meda did not give her child a birth name and left it uncovered on a scrap of fur by the entrance of the cave she had lived in for almost a year. She tied her bundle and readied herself to leave, return to the quah, but the babe’s crying made her stop and turn around. This was her child and she could not abandon it for the sins of its father or from the pressures of the tribe. Meda knew she could not return to the quah with the child, so she bent down, wrapped the babe in the fur and re-entered the cave. There they stayed four years; alone and without the protection or sanction of the quah, trading with other quahs to survive, and keeping the child hidden from all eyes. Meda never grew to love the child – and never named her for it would shame the Spirits to claim such a beast for the quah. There would be no rite of passage for such a child. She did care for her wellbeing – fed her – taught her small things - but never bonded with the child.

When Meda grew tired of the harsh and lone existence, she journeyed with the child on her back the long distance to Urglin – the city of outcasts and half-breeds, the home of the Orc raiders. She left the child on the outskirts of town, knowing she would be found by the city watch or an outgoing raiding party. She did not linger (even as the child cried loudly) and that was the last the child saw of her Shoanti mother.

The four year old girl was discovered by an Orc raiding party coming back to Urglin. Some offered to kill the half-breed, but the leader of the raiding party, Vrig, tied a rope around her waist and dragged the screaming child into Urglin. That was when she first saw the strange creature in chains by Vrig's side. Vrig offered her up to the Orc Shaman of their tent city. The grizzled, mean old Orc, Carrug, claimed her with a gleam in his eye. He named her Mazon. Her life was hard and brutal in Urglin. She was apprenticed to the Shaman and so he taught her and when she didn’t learn fast enough he would beat and cage her. She grew to understand violence and live without a modicum of affection. She possessed the Shoanti eyes of her mother – a deep rich gold – and Carrug rejoiced in the beauty of such a child - unlike the Pinkskins in town. None were permitted to touch Mazon or else they would incur Carrug’s deep wrath. She was to remain pure until Carrug decreed otherwise.

Mazon grew and learned how to speak with the Spirits, how to wield a weapon and wield the powers of the Spirits. Her body was covered in scars and tattoos – especially one special sacred tattoo - and she always seemed to be covered with dust and grime. She was not evil or as ferocious or brutal as the full-blooded Orcs – Mazon possessed a greater cunning and discipline. It was during the course of her harsh and demanding studies with Carrug that she formed an deeper affiliation with a single spirit – Battle – and it was not long before her spirit animal appeared to her – an armadillo she named Stix. The tiny creature was fiercer than its common counterpart, with rippling muscles and a stockier frame. She finally learned what it meant to love and the strong bonds of loyalty. She seldom allowed Carrug to see Stix, although the Orc elder knew of the armadillo’s existence. On her eighteenth birthday, Mazon changed her name – shortened it to ‘Maze’. Carrug was not pleased and she earned another beating but the other Orcs had no issue with it, often referring to her by horrible, unkindly names or simply ‘Maze’, if they felt lazy and were too bored to harass her.

When her duties to Carrug were done for the day, Maze would watch the warriors practice in the yard between the tents. She studied how they moved, their strength and single-mindedness. She also watched the other half breeds in town – fighters/survivours in their own right – their movements finer and more graceful than the Orcs. Before retiring to bed each night she practiced with Carrug’s weapons, for the old Orc would often go to bed early. Maze spoke the Common and Orc tongues and from the outcast Shoanti in town she learned their native tongue – her mother’s tongue. She kept this knowledge from Carrug. Maze despised and feared him in equal measure, often wishing for his death.

Two more years passed and Maze grew stronger in her abilities and more courageous in her heart, although the beatings and general hardships in her life remained the same. After Carrug had gone to sleep one night, she bundled her meagre possessions, took Carrug’s ancient weapon and some of his gold coin and with Stix made her way, quietly and cautiously, out of the tent camp, meeting with [insert Tiefling npc's name here] and then away from Urglin. She used her wits and the power of her Spirit to guide her way to Sandpoint for a new beginning. She and [insert Tiefling's name here] hid and worked in town, knowing deep in her heart that Carrug would not stand for her betrayal and would come looking for her – hunting her down and punishing her for leaving him (and Vrig for taking his slave with her). She would not allow it. She vowed to herself that she would grow stronger and more cunning. Maze would never return to Carrug or the Orc camps of Urglin again.

Spirit Animal Stats:

Armadillo: Male, named Stix
This round, dust-colored creature's snout pokes out of its bony armor shell.

Armadillo CR 1/4
XP 100
N Tiny Outsider (Native)
Init +2; Senses scent; Perception +8

DEFENSE
AC 19, touch 14, flat-footed 17 (+2 Dex, +5 natural, +2 size)
hp 13 (2d8)
Fort +3, Ref +5, Will +4

OFFENSE
Speed 30 ft., burrow 5 ft.
Melee claw +4 (1d2–3)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 4, Dex 15, Con 11, Int 6, Wis 12, Cha 9
Base Atk +2; CMB +2; CMD 9 (13 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8, Swim +1; Racial Modifiers +4 Swim

SPECIAL ABILITIES
Natural Diver (Ex): Armadillos can hold their breath underwater for up to 6 minutes. Their dense armor naturally causes them to sink; they can inflate their stomachs to counter this, accounting for their racial bonus on Swim checks.
Protective Ball (Ex): Some armadillos can roll up into a ball, increasing their natural armor bonus to +3 but decreasing their speed to 0.
Armadillo Spirit Animal: Master gains a +1 natural armor bonus to AC.
From Battle Spirit: 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.
Alertness (Ex): While a spirit animal is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a spirit animal takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The shaman may cast a spell with a target of “You” on her spirit animal (as a touch spell) instead of on herself. A shaman may cast spells on her spirit animal; even if the spells do not normally affect creatures of the spiritual animal’s type (magical beast).
Empathic Link (Su): The master has an empathic link with her spirit animal to a 1 mile distance. The master can communicate empathically with the spirit animal, 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 her spirit animal does.

ECOLOGY
Environment temperate or warm plains
Organization solitary
Treasure none
These squat-bodied mammals are easily recognizable thanks to their distinctive leathery shell, which provides them with natural protection against numerous dangers and predators in their native environs. Armadillos have very poor eyesight, perceiving the world largely through scent and touch. They are exceptional diggers, and burrow both to find food and to make their dens. When an armadillo goes underwater, it swallows air to increase its buoyancy, inflating its stomach up to twice its normal size so it won't sink.

These stats represent an average armadillo, which is 2-1/2 feet long and weighs roughly 10 pounds, but other breeds can range from 6 inches to up to 5 feet long, and weigh up to 130 pounds in the case of giant armadillos.

Stats for Combat-Trained Light Horse - Varu:

Light Horse, Combat Trained: Male, named Varu
Description: Dappled Grey Stallion

Light Combat Trained Horse CR 1
XP 400
N Large animal
Init +2; Senses low-light vision, scent; Perception +6

DEFENSE
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1

OFFENSE
Speed 50 ft.
Melee 2 hooves +4 (1d4+3)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Perception +6
SQ combat riding
Other Gear bit and bridle, blanket, feed (per day) (2), military saddle, saddlebags, dandy brush

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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.