Male half-orc barbarian (unchained, scarred rager) 1/occultist (battle host) 1 (Pathfinder RPG Occult Adventures 46, 100, Pathfinder RPG Ultimate Combat 29, Pathfinder Unchained 8)
N Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 25 (2 HD; 1d8+1d12+8)
Fort +6, Ref +2, Will +4; +2 racial bonus vs. emotion and fear effects, +2 trait bonus vs. fear and emotion effects
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Offense
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Speed 30 ft.
Melee mwk falchion +5 (2d4+4/18-20)
Ranged sling +2 (1d4+3)
Special Attacks rage (5 rounds/day)
Implement Schools
Transmutation (Physical Enhancement, 3 points) Resonant—physical enhancement; Focus—legacy weapon
Occultist (Battle Host) Spells Known (CL 1st; concentration +5)
1st (2/day)—lead blades[APG]
0 (at will)—mending
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Statistics
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Str 17, Dex 12, Con 13, Int 15, Wis 12, Cha 12
Base Atk +1; CMB +4; CMD 15
Feats Tribal Scars
Traits alchemical adept, enduring stoicism, unbreakable hate
Skills Acrobatics +5, Appraise +4, Bluff -3, Climb +7, Craft (alchemy) +6 (+8 to craft alchemical items), Diplomacy -3, Disguise -1, Heal +2, Intimidate +7 (+7 vs. non-barbarian humanoids), Knowledge (nature) +6, Perception +8 (+10 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste), Sense Motive -1, Spellcraft +6, Survival +8, Use Magic Device +5; Racial Modifiers +2 Appraise, scavenger
Languages Common, Giant, Goblin, Orc
SQ implements 2, mental focus (3/day), orc blood, panoply bond, pariah, terrifying visage
Combat Gear acid, alchemist's fire, alkali flask[APG], holy water, iron pellet grenade[UE]; Other Gear darkleaf cloth lamellar (leather) armor[UC], mwk falchion, sling, sling bullets (20), alchemy crafting kit[APG], backpack, bandolier[UE], bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, trail rations (5), waterskin, javelin x 2, 109 gp, 6 sp, 3 cp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Implements (Su) Gain a series of items which grant access to schools and powers.
Mental Focus (3/day) (Su) You have a pool of points that activate your focus powers.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Panoply Bond (Su) You bond with a specific weapon, suit or armor, or shield.
Pariah +2 racial bonus on saving throws against emotion and fear effects.
Rage (Unchained, 5 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Scavenger +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Sudden Speed (Sp) 1 focus: As swift action, gain +30 land speed for 1 minute.
Terrifying Visage (Ex) Add to intimidate vs. civilized/diplomacy vs. tribal humanoids. +1 to fear DCs.
Transmutation (Physical Enhancement) Transmutation implements can alter the properties of both objects and creatures.
Implements: Belt, boots, sandals, vest, weapon.