Orc Shaman

G'Lub's page

13 posts. Alias of Seth86.


Full Name

G'Lub

Race

Half-Orc

Vitals:
AC: 24, T: 11, FF: 23; HP: 87; F:13, R:7, W6; CMD 19; CMB +6(+10); Init: +1 ; Perc: +11

Classes/Levels

Hydrokineticist 7

Skills:
Acrobatics -2 (-6 to jump), Craft (carpentry) +8 (+10 to repair ships), Perception +11, Profession (sailor) +13, Swim +13

Strength 16
Dexterity 12
Constitution 24
Intelligence 7
Wisdom 10
Charisma 7

About G'Lub

G'Lub
Half-orc hydrokineticist 7 (Pathfinder RPG Occult Adventures 10, 89)
N Medium humanoid (human, orc)
Init +1; Senses low-light vision; Perception +11
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Defense
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AC 24, touch 11, flat-footed 23 (+9 armor, +1 Dex, +1 natural, +3 shield)
hp 87 (7d8+49)
Fort +13, Ref +7, Will +6
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +6 (1d4+7/19-20) or
. . devastating infusion +9 (1d8+17) or
. . devastating infusion +9 (1d8+12)
Special Attacks kinetic blast, metakinesis (empower)
Kineticist Wild Talents Known
. . Defense—shroud of water
. . Infusions—devastating infusion, extended range, pushing infusion
. . Blasts—cold blast (4d6+3 cold), ice blast (8d6+15 ½ cold and ½ piercing), water blast (4d6+11)
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Statistics
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Str 16, Dex 12, Con 24, Int 7, Wis 10, Cha 7
Base Atk +5; CMB +6; CMD 19
Feats Armor Focus, Endurance, Iron Will, Ironhide[APG], Medium Armor Proficiency, Power Attack
Traits besmara's blessing, expert boarder
Skills Acrobatics -2 (-6 to jump), Craft (carpentry) +8 (+10 to repair ships), Perception +11, Profession (sailor) +13, Swim +13; Racial Modifiers +2 Profession (sailor)
Languages Common, Orc
SQ burn (2 points/round, max 10), devastating infusion, dusksight, elemental overflow +2, ever-present threat, expanded element (water), flurry of devastation, gather power, infusion specialization 1, internal buffer 1, orc blood, sea raider
Other Gear +2 buoyant breastplate, dagger, belt of mighty constitution +4, cape of free will +1/+2[MA], artisan's tools, backpack, bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, grappling hook, hemp rope (50 ft.), mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 29 gp
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Special Abilities
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Burn 2/round (7 nonlethal/burn, 10/day) Burn HP to gain greater effects on your wild talents.
Devastating Infusion 1d8+8 (One-Handed Weapon) Shoot blast at target within 30 feet, or make melee attack as kinetic blade.
Dusksight Ranged attacks vs. foes with concealment, roll miss chance twice (choose best).
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Empowered Cold Blast (Sp) Level 3; Burn 1
Empowered Ice Blast (Sp) Level 3; Burn 3
Empowered Water Blast (Sp) Level 3; Burn 1
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Ever-Present Threat (Su) You threaten all foes within your natural reach.
Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Extended Range Kinetic blast has range of 120ft.
Flurry of Devastation (Su) For 3 burn, make full attack of devasting infusions against targets within 120 feet.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Infusion Specialization 1 (Ex) Reduce burn cost of blasts with infusions by 1
Internal Buffer 1 (Su) Store burn for use later
Ironhide Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Pushing Infusion (CMB +10) Your kinetic blasts makes Bull Rush CMB using Con.
Sea Raider +2 racial bonus on Craft checks to repair ships, +1 damage vs. targets in or on top of the water.