About WarrokMale Orc Wolf Shaman 4
Backstory:
Warrok posseses an innate connection with nature and it's creatures, especially wolves. The clansmen of the Wolftooth tribe were quick to notice his qualities, and not before long he was a huntsman and scout of the tribe. His connection with wolves allowed him to come into contact with numerous wolf packs; one of these packs was the origin of his fierce black wolf companion, Amarog. When out in the wilds, Warrok and Amarog are a quick and skilled party, scouring great distances and leaving no trace. Over the years they've lead the tribe to mysterious places, hiding spots of enemies, and dozens of successful raiding parties. He is also no stranger to combat, using his inborn orc ferocity and strength in combination with his magical abilites to change the tides of battle, Amarog by his side. Warrok makes sure that every victory of the Wolftooth clan is known to the wilds, howling of wolves following his footsteps.
Defense & Offense:
DEFENSE AC 16, touch 10, flat-footed 16 (+6 Armor) hp 44 Fort +6, Ref +1, Will +7 OFFENSE
Statistics:
STATISTICS Str 18, Dex 10, Con 14, Int 10, Wis 16, Cha 9 Base Atk +3; CMB +7;+9 to trip w.bite; CMD 17 Feats Power Attack, Toughness Traits Survivor, Desperate Focus Favored Class bonus animal companion +2 damage Skills
Languages Common, Orc, Druidic Archetypes Wolf Shaman
Gear:
Backpack(masterwork) Bandolier(x2) Bedroll Blanket(winter) Breastplate(dragonhide) Bullets(20) Canteen Club Darkwood Shield Dagger(x2) Fishing kit Grappling Hook Handy Haversack Hammock Healer's kit(x2) Mwk. Barding(Chain shirt) Mwk. Falchion Mwk. Sling Oil of magic weapon(x2) Orc Trail Rations(x3) Outfit(Explorer's) Potion of cure light wounds(x4) Potion of shield of fatih(x2) Potion of sanctuary(x2) Rope(Silk,50 ft.) Shield(heavy,wooden) Survival kit(masterwork) Spell component pouch remaining funds:1285.6 gp
Special Abilities:
SPECIAL ABILITIES Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Dayrunner Orcs refuse to yield to any foe, including the sun. Some spend hour upon hour glaring at the sun until their ruined eyes acclimatize to bright light. Orcs with this racial trait take a –2 penalty on all ranged attack rolls. This racial trait replaces light sensitivity. FerocityOrcs have the ability to fend for themselves long before they master the rudiments of their language and culture. Having needed to hunt bugs and tiny animals for food to survive while still infants, feral orcs fight all the harder to survive when at the brink of death. Orcs with this racial trait gain Survival as a class skill and gain a +1 racial bonus on melee weapon attack and damage rolls when at negative hit points. This racial trait replaces the orc's weapon familiarity and automatic languages. Feral orcs without additional languages due to high Intelligence scores or ranks in Linguistics can only communicate with grunts and gestures. Resist Nature's Lure (Ex) You gain a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize and target plants, such as Blight, Entangle, Spike Growth, and Warp Wood. Spontaneous Casting A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower. Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Wild Empathy (Ex)A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. A wolf shaman can use wild empathy with canines as a full-round action with a +4 bonus. Woodland Stride(Ex)Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her. Totem Transformation (Su) At 2nd level, a wolf shaman may adopt an aspect of the wolf while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: movement (+20 enhancement bonus to land speed), senses (low-light vision, scent, +4 racial bonus to Survival when tracking by scent), or natural weapons (bite [1d4 plus trip] for a Medium druid, +2 CMB to trip). While using totem transformation, the wolf shaman may speak normally and can cast speak with animals (canines only) at will. Trackless Step(Ex) Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. Nature Bond A wolf shaman who chooses an animal companion must select a wolf. If choosing a domain, the wolf shaman must choose from the Animal, Community, Liberation, and Travel domains. Animal Companion:
Amarog Male companion wolf N Medium animal Init +3; Senses low-light vision, scent, Perception +5 DEFENSE
OFFENSE
STATISTICS
Feats Armor proficiency(light), Toughness Gear Mwk.Barding(Chain shirt) Skills Acrobatics +2; Climb +5; Escape Artist +2; Heal +1; Perception +5; Sense Motive +1; Stealth +6; Survival +1; Swim +5; SQ bonus tricks, link, low-light vision, scent, share spells, Animal Tricks Attack[all], Down, Stay, Flank, Fetch, Guard, Seek, Track SPECIAL ABILITIES Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion. Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility. Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells. Trip (Ex) You can attempt to trip your opponent as a free action without provoking an attack of opportunity if you hit with the specified attack. If the attempt fails, you are not tripped in return.
Resources:
Spells spent: Level 1: Level 2: Bull str x1 |