Half-Orc

Mithridites's page

17 posts. Alias of The Thing from Beyond the Edge.


About Mithridites

Mithridites
Alignment: lawful neutral
languages: common, orc, celestial, ancient Azlanti

Background and Appearance:

Mithridates is appears as a half-orc about 6'-4" tall with long black hair and deep purple eyes. He is completely clean shaven and appears very young.

Mithridates mother was a very young Azlanti human oracle who worshipped her Azlanti forefathers. Unbeknownst to her, she carried a seed of the dead god Aroden's power within her blood, passed down generation to generation. She felt compelled to travel to the Worldwound and join the crusade there, but was captured by orcs while near Last Wall and they had their way with her. However, while packing their "trophy" through an ancient battlefield, the seed of Aroden's power within her blood reacted with all the spirits held within the site. She escaped in the tumultuous storm of souls but the baby growing in her womb had been changed. Not only was the seed of Aroden growing within it, but it was connected to the countless human and orc souls who had been lost at the battlefield.

Finally, she reached the crusades and gave birth to her son. But, while he was but a child, a demon made its way through the wardstones. The demon swooped down to kill him and his mother and she did her best to shield him from it and it killed her. But, once again, the power within him welled up and drove away the demon, but not before it nearly killed him. Others found him in a coma near his dead mother and nursed him back to health.

The various "powers" and souls warring within him for control have left him wandering around practically in a daze through the years since his mother's death. He has recently chosen to honor his Mother, an ancestor worshiping Azlanti human who carried about a copy of Aroden's holy text History and Future of Humanity around with her, by studying sections of the text to become knowledgeable regarding Medicine and Engineering. It just felt right to do. He has also considered writing a treatise on bringing the multitudes of orcs and half-orcs out of their terrible existences.

abilities and combat:

10 Strength 10- 0 points
12 Dexterity 12- 2 points
14 Constitution 14- 4 points
10 Intelligence 10- 0 points
22 Wisdom 18 +2 racial +2 additional (dropped light)- 8 points
20 Charisma 18 +2 racial- 8 points

10/10 hit points

masterwork mountain pattern armor +6 armor bonus, max +3 dex, -3 AC penalty
masterwork heavy steel shield +2 shield bonus, -1 AC penalty
19 Armor Class 10 +6 armor +2 shield +1 dex
18 Flatfooted
11 Touch

Saves
+02 Fort +0 base +2 con
+01 Ref +0 base +1 dex
+08 Will +2 base +6 wis
special: acid resistance 5, cold resistance 5, and electricity resistance 5
two minds revelation:: +2 bonus on Will saves against enchantment spells or effects
birthmark: +2 trait bonus on all saving throws against charm and compulsion effects.
exposed to awfulness: Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.

+00 melee +0 BAB +0 str
+01 ranged +0 BAB +1 dex

morningstar
+0 to hit
1d8 x2 B,P damage

dagger melee
+0 to hit
1d4 19-20 x2 damage

dagger ranged
+1 to hit
1d4 19-20 x2 P or S damage

light crossbow
+1 to hit
1d8 19-20 x2 P damage
10/10 bolts
10/10 bolts

channel
6x/day for 1d6
save DC

shaman spells:

Life Spirit Magic Spells:
Detect undead (1st), lesser restoration (2nd), naturalize poison (3rd), restoration (4th), breath of life (5th), heal (6th), greater restoration (7th), mass heal (8th), true resurrection (9th).
zero level shaman spells currently "memorized"
1. create water
2. daze
3. mending

level 1 shaman spells currently "memorized"
1. dream fast
bonus 1. entangle
bonus 2. cure light wounds

oracle spells:

oracle spells to be cast per day
zero level: unlimited from the ones known
5/5 first level: 3 +2 bonus for charisma 20

oracle spells known

ancestor/possessed: - (2nd) ventriloquism, (4th) spider climb, (6th) screech, (8th) sleepwalk, (10th) telekinesis, (12th) animate objects, (14th) ethereal jaunt, (16th) divine vessel, (18th) astral projection

zero level oracle spells known
1. detect magic
2. light
3. spark
4. stabilize

1st level oracle spells known

all cure spells: cure light wounds
1. magic weapon
2. protection from chaos

Aasimar race:

Aasimar- appears as a half-orc

+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.

Native Outsider: Aasimars are outsiders with the native subtype.

Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Aasimars have a base speed of 30 feet.

Darkvision: Aasimars can see in the dark up to 60 feet.

Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.

Scratch- dropped-Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
In place, picked up "an additional +2 racial bonus to your wisdom score"

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

shaman info:

shaman (speaker for the past, life)
speaker for the past archetype
A speaker for the past is a shaman who specifically serves as the voice for spirits from her people's history. A speaker for the past is often an advocate of the ancestors of a specific group, the voice of experience, and a powerful resource that allows the past to aid the present.
Note: In this case, he is the "speaker" for some human souls and some orc souls as well as countless half-orc souls.
Mysteries of the Past:
A speaker for the past gains Linguistics, Knowledge (history), Knowledge (local), Perception, and Use Magic Device as class skills. She also adds the spells from the ancestor and time oracle mysteries to her class spell list (as the cleric level for those spells).
This ability replaces the shaman's familiar. The speaker for the past must choose a time when she must spend 1 hour each day in quiet contemplation to regain her daily allotment of spells, but does not need to commune with a familiar during this time. Because she has no familiar, she does not gain a spirit familiar feature from any spirit she bonds with.
Revelations of the Past: At 4th, 6th, 12th, 14th, and 20th levels, the speaker for the past can select a revelation from the ancestor or time mysteries. She uses her shaman level as her oracle level for these revelations, and uses her Wisdom modifier in place of her Charisma modifier for the purposes of the revelation. This ability replaces wandering spirit and wandering hex.

life spirit- the energy of these countless souls wells up within him
A shaman who selects the life spirit appears more vibrant than most mortals. Her skin seems to glow, and her teeth are a pearly white. When she calls upon one of this spirit's abilities, her eyes and hair shimmer in the light.
Spirit Magic Spells:
Detect undead (1st), lesser restoration (2nd), naturalize poison (3rd), restoration (4th), breath of life (5th), heal (6th), greater restoration (7th), mass heal (8th), true resurrection (9th).
Hexes: A shaman who chooses the life spirit can select from the following hexes.
Curse of Suffering (Su): The shaman causes a creature within 30 feet to take more damage from bleed effects and causes its wounds to heal at a slower rate. When the cursed creature takes bleed damage, it takes 1 additional point of bleed damage (even if the bleed is ability damage). Furthermore, when the target is subject to an effect that would restore its hit points, that effect restores only half the normal amount of hit points. This curse lasts for a number of rounds equal to the shaman's level. After the duration ends, the creature cannot be the target of this hex again for 24 hours.
Deny Succor (Su): The shaman can place this hex on a single creature within 30 feet. The target does not heal damage from cure spells and does not benefit from any spells or effects that remove conditions. This effect lasts for a number of rounds equal to 1/2 the shaman's level. A successful Will saving throw negates this effect. Whether or not the saving throw is successful, the creature cannot be the target of this hex again for 24 hours.
Enhanced Cures (Su): When the shaman casts a cure spell, the maximum number of hit points healed is based on her shaman level, not the limit imposed by the spell. For example an 11th-level shaman with this hex can cast cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum.
Life Link (Su): The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman's turn, if the bonded creature's hit points are reduced to –5 or fewer, it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have one bond active per shaman level. The bond continues until the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends it as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action.
Life Sight (Ex): The shaman can see the states of life, death, and general health of those around her. When she uses this ability, she can tell whether or not creatures within 30 feet of her that she can see are living, wounded, dying, or dead. She can also tell if those creatures are confused, disabled, diseased, nauseated, poisoned sickened or staggered. At 12th level, when using life sight she is able to sense all nearby living creatures; this functions similar to blindsight, but only for living creatures within 30 feet of her. The shaman can use this ability a number of rounds per day equal to her shaman level, but these rounds do not need to consecutive.
Spirit Animal: The shaman's spirit animal appears to be a beautiful and very healthy version of its species, and seems especially vibrant and full of life. Her animal companion gains fast healing 1; if the spirit animal already has fast healing, instead its fast healing increases by 1.
Note: as per Speaker for the Past archetype, he does not have a spirit animal
Spirit Ability: A shaman who chooses the life spirit as her spirit or wandering spirit gains the following ability.
Channel (Su): The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier.
Greater Spirit Ability: A shaman who chooses the life spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.
Healer's Touch (Su): The shaman gains a +4 bonus on Heal checks. As a standard action, the shaman can move up to half her speed and touch up to six dying creatures. Each creature is automatically stabilized without the need of a Heal check.
True Spirit Ability: A shaman who chooses the life spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.
Quick Healing (Su): The shaman calls upon her spirit to enhance the speed of her healing abilities. This ability allows her to channel positive energy or cast a cure spell as a swift action. The shaman can use this ability a number of times per day equal to her Charisma modifier.
Manifestation: Upon reaching 20th level, the shaman becomes a perfect channel for life energy. She gains immunity to bleed, death attacks, and negative energy, as well as to the exhausted, fatigued, nauseated, and sickened conditions. Ability damage and drain cannot reduce her to below 1 in any ability score. She automatically succeeds at saving throws against massive damage. When she is reduced to below 0 hit points, she doesn't die until her negative hit point total exceeds double her Constitution score.

oracle info:

oracle (possessed, ancestors)
possessed- a portion of Aroden's essence is growing within Mithridates

Curse: Tongues- speaks ancient Azlanti

possessed archetype
Possessed Oracle (Archetype)
Some oracles are possessed by spirits, demons, or similar beings. Instead of the possessed oracle drawing her powers from deities, these otherworldly forces work their magic through her.
Recommended Mysteries: Any.
Oracle's Curse: A possessed oracle must choose the haunted or tongues curse at 1st level.
Bonus Spells: ventriloquism (1st), spider climb (4th), screech (6th), sleepwalk (8th), telekinesis (10th), animate objects (12th), divine vessel (16th). These bonus spells replace the oracle's normal mystery bonus spells at these levels.
Revelations: A possessed oracle must take the following revelation at 1st level.
Two Minds (Su): You gain a +2 bonus on Will saves against enchantment spells or effects. At 7th level, you may reroll a failed Will save once per day as an immediate action. You must take the second result, even if it is worse.

Feats:

1st: Revered Guidance (human)
You were selected by your celestial ancestor to be a guide for a chosen people, and serve as a beacon of hope in times of despair.
Prerequisites: Aasimar, must be taken at 1st level.
Benefit: Select one of the following creature subtypes: dwarf, elf, gnome, halfling, human, or orc. You gain a +4 racial bonus on Diplomacy checks made to influence creatures of the selected subtype.
chosen race: humans

bonus feat: skill focus knowledge history

Traits:

1. WotR campaign trait- exposed to awfulness
Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Guardian. Multiple Characters: You and any others with this trait are related, if only distantly. You could be siblings or cousins—a condition that perhaps lends some credence to the theory that all of you share more than just a common bloodline.

2. faith- Birthmark
This birthmark appears to be a battleaxe over an all-seeing eye
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Skills:

-03 acrobatics 0 rank +1 dex -4 AC penalty
+00 appraise 0 rank +0 int
+05 bluff 0 rank +5 cha
-04 climb 0 rank +0 str -4 AC penalty
+00 craft 0 rank + class +0 int
+11 (+15 v humans) diplomacy 1 rank +3 class +5 cha +2 aasimar, additional +4 v humans
+-- disable device 0 ranks +1 dex -4 AC penalty
+05 disguise 0 rank +5 cha
+01 escape artist 0 rank +1 dex
-03 fly 0 rank +1 dex -4 AC penalty
+05 handle animal 0 rank + class +5 cha
+10 (+12) heal 1 rank +3 class +6 wis (+2 w/healing kit)
+05 intimidate 0 rank +5 cha
+-- knowledge (arcana) 0 rank + class +0 int
+-- knowledge (dungeoneering) 0 rank + class +0 int
+04 knowledge (engineering) 1 rank +3 class +0 int
+-- knowledge (geography) 0 rank + class +0 int
+07 knowledge (history) 1 rank +3 class +0 int +3 skill focus
+-- knowledge (local) 0 rank + class +0 int
+-- knowledge (nature) 0 rank + class +0 int
+-- knowledge (nobility) 0 rank + class +0 int
+-- knowledge (planes) 0 rank + class +0 int
+04 knowledge (religion) 1 rank + class +0 int
+04 linguistics 1 rank +3 class +0 int
+08 perception 0 rank + class +6 wis +2 racial
+05 perform 0 rank +5 cha
+-- profession 0 rank + class +6 wis
-03 ride 0 rank + class +1 dex -4 AC penalty
+06 sense motive 0 rank + class +6 wis
+-- sleight of hand 0 rank +1 dex -4 AC penalty
+-- spellcraft 0 rank + class +0 int
-03 stealth 0 rank +1 dex -4 AC penalty
+06 survival 0 rank + class +6 wis
-04 swim 0 rank +0 str -4 AC penalty
+-- use magic device 0 rank + class + cha

equipment:

masterwork mountain pattern armor +6 armor bonus, max +3 dex, -3 AC penalty
masterwork heavy steel shield +2 shield bonus, -1 AC penalty
morningstar
dagger
light crossbow
bolts 10 ea x2
explorer's outfit
bandolier
> dagger
> flint & steel
bandolier
rope 50'
waterskin
belt pouch- 27 gp, 20 sp
belt pouch 10 sp, 20 cp

backpack
> bedroll
> healer's kit (10 uses)
> standard quality printing of Aroden's holy text: History and Future of Humanity
> sack
>> journal
>> scrivener's kit
> sack
>> belt pouch- 50 gp
>> traveler's clothes
>> shaving kit
>> grooming kit
>> soap
> mess kit
> candles (10)

sack
> iron pot
> torches (10)
> trail rations (5 days)