Oread

Nuck Tuk, man of Stone's page

38 posts. Organized Play character for Edward Sobel.


About Nuck Tuk, man of Stone

Nuck Tuck - Man of Stone PFS number: 9406-2
Male oread brawler 1/oracle 12
LN Medium outsider (native)
Init +2; Senses blindsense 30 ft., darkvision 60 ft.; Perception +17 (+21 underground)
Faction: Grand Lodge; Prestige: 38; Fame: 61
XP: 38 need to level: 39
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Defense
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AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural)
hp 65/120 (13 HD; 12d8+1d10+51)
Fort +12, Ref +9, Will +11
Resist acid 20, fire 10
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Offense
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Speed 20 ft., burrow (sand, dirt, clay, gravel, or similar materials) 10 ft.
Melee
. . cestus +13/+8 (1d4+3/19-20)
. . clanky's arm +14/+9 (1d6+3)
. . unarmed strike +15/+10 (1d6+5)
Special Attacks martial flexibility 4/day
Spell-Like Abilities (CL 13th; concentration +19)
. . Constant: Comprehend Languages (Ioun Stone)
. . 1/day—magic stone
Oracle Spells Known (CL 12th; concentration +18)
. . 6th (3/day)—mass cure moderate wounds, heal, stone tell
. . 5th (5/day)—mass cure light wounds, dungeonsight, geniekind, stoneskin
. . 4th (1/7/day)—blessing of fervor [APG] (DC 20), cure critical wounds, forceful strike (DC 20), mighty strength, restoration, terrible remorse [UM] (DC 20), wall of stone
. . 3rd (7/day)—chain of perdition [UC], cure serious wounds, dispel magic, meld into stone, raging rubble [ARG], stone shape
. . 2nd (7/day)—burst of radiance (DC 18), cure moderate wounds, resist energy, lesser restoration, Rock Whip, shatter (DC 18), stone call [APG]
. . 1st (7/day)—cure light wounds, magic stone, magic weapon, mighty fist of the earth [ARG], obscuring mist, protection from evil, stone shield [ARG]
. . 0 (at will)—create water, detect magic, enhanced diplomacy, guidance, light, mending, read magic, resistance, stabilize
. . Mystery Stone
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Statistics
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Str 16, Dex 12, Con 16, Int 12, Wis 12, Cha 23
Base Atk +10; CMB +13 (+15 grapple, +17 trip); CMD 24 (28 vs. bull rush, 30 vs. trip)
Feats
Abundant Revelations (mighty pebble) [UM]
Echoes of Stone [ARG]
Expanded Arcana [APG]
Greater Trip
Improved Trip
Improved Unarmed Strike
Murmurs of Earth [ARG]
Oread Burrower [ARG]
Revelation Strike [UC]
Stony Step [ARG]
Traits earthsense, muscle of the society

Skills
Acrobatics +11 (+7 to jump)
Bluff +6
Craft (stonemasonry) +8
Diplomacy +6
Heal +9
Intimidate +10
Knowledge (arcana) +3
Knowledge (dungeoneering) +8
Knowledge (local) +6
Knowledge (nature) +2
Knowledge (planes) +10
Knowledge (religion) +6
Linguistics +2
Perception +17 (+21 underground)
Profession (scribe) +11
Spellcraft +15
Survival +5 (+7 to avoid becoming lost, +9 to avoid becoming lost in caverns and rocky areas)
Languages Azlanti, Common, Dwarven, Terran
SQ
brawler's cunning
martial training
oracle's curse (clouded vision)
oread gem magic
revelations (acid skin, crystal sight, earth glide, mighty pebble, stone stability)

Gear
elemental earth belt[UE]
wand of cure light wounds (15 charges)
acid (2)
+1 brawling wild studded leather
cestus [APG]
clanky's arm
boots of the earth
cloak of resistance +2
eastern star ioun stone
handy haversack
headband of alluring charisma +6
minor ring of fire resistance
pale blue rhomboid ioun stone
ring of revelation (lesser) [APG]
wayfinder [ISWG]
bedroll
belt pouch
flint and steel
grappling hook
hemp rope (50 ft.)
masterwork stonemasonry tools
mess kit [UE]
pot
soap
spire transport token (worth 600 gp)
trail rations (5)
waterskin
jade (worth 75 gp) (4)
moonstone (worth 25 gp) (6)
peridot (worth 150 gp) (2)
sapphire (worth 400 gp) (2)
sardonyx (worth 25 gp) (2)
tourmaline (worth 80 gp) (2)
Diamond Dust (worth 500 gp) (4)
58,923 gp, 6 sp, 7 cp
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Special Abilities
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Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Boots of the Earth move action, can plant feet on the ground and gain fast healing 1 and +4 on CMD vs bull rush, trip, reposition (stacks with Stone Stability)
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Burrow (10 feet, sand, dirt, clay, gravel, or similar materials) You have a burrow speed, but only through certain types of earth.
Clouded Vision You cannot see beyond 60 ft
Crystal Sight (12 feet, 12 rounds/day) (Ex) See through 12 ft of stone, earth, or sand, or 1/12 that distance through metal.
Darkvision (60 feet) You can see in the dark (black and white only).
Earth Glide (12 minutes/day) (Su) Move through unworked stone at your normal movement speed.
Echoes of Stone +4 Perception underground and Survival to avoid becoming lost in caverns and rocky areas.
Energy Resistance, Acid (20) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity and can be lethal.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Mighty Pebble (+15 to hit, 6d6+3, 4/day, DC 20) (Su) Thrown pebble deals 6d6+3 bludgeoning damage, and half that to adjacent creatures (Ref none).
Murmurs of Earth Awareness of all creatures within 15 feet in contact with the ground as a move action.
Oread Gem Magic Can use gemstones as extra material component to enhance earth spells.
Revelation Strike (Mighty Pebble [+6 to hit, 6d6+3]) Affect an opponent with revelation as part of a melee attack
Stone Stability (Ex) +4 CMD vs. bull rush or trip while standing on the ground.
Stony Step Treat 5 feet of earth or stone-based difficult terrain as normal.

gem magic stuff:

Moonstones: increases magic stone spell range increment by 10’
Peridots: Meld into Stone can bring up to 200 pounds additional gear with me
Tourmaline: Raging Rubble +1 damage and +1 on the distraction save DC
Jade: Stone Shield opponents attacks that strike the stone shield has full damage applied to the weapon (unarmaed and natural are unaffected)
Diamond dust: Stoneskin spell absorbs 15 damage per caster level instead of 10
Sapphire: Wall of Stone wall is 1” thick per three caster levels instead of 4 caster levels.

available boons:

Training grounds: Emerald Spire land rush: +1 initative
Goblin Bane: Emerald Spire tower ruins: +2 intimidate vs goblinoids
Trap intuition: Emerald Spire The Cellars: When rolling a reflex save vs trap, can use boon to re-roll the save with a +6 (one time use)
Splinter Slayer: Emerald Spire Splinterden: can negate 2 dice of sneak attack damage (one time use)
Troglodyte foe: Emerald Spire Godhome: +1 attack rolls and intimidate checks vs. Trogledytes (can use once to add double this bonus vs all reptilian subtypes for 1 minute)
Subterranean slayer: Emerald Spire Called to darkness: +2 bonus of attack rolls, damage rolls, and crit multiplier increases by one for 1 attack. (one time use)
Touch of Planar Waters: Emerald Spire the drowned level: As a swift action can use the spell “touch of the Sea” (caster level 6) (one time use)
Clockwork Engineer: Emerald Spire Clockwork Maze: +2 on Knwledge Arcana checks to identify constructs. can loose the boon to take 20 on a single check.
Secrets of serpent Magic: Emerald Spire Shrine of the awakener: can either gain +5 insight bonus to caster level check to overcome SR or gain +4 insight bonus on any save vs a spell or spell-like ability (one time use)
Sting of Serpent Magic: Emerald Spire The Circle of 0Vissk-Thar: can either gain +2 caster level when casting a spell, or gain evasion or stalwart class feature for a single save (one-time use)
Slay the Hidden Beast: Pathfinder tales Volume V: gain blindsense to a range of 5’ or increase range by 5’
Temporal Acceleration: Emerald Spire the Tomb of Yarrix: can reduce the effects of all spells or spell-like abilities by 3 rounds or reduce the duration of a single spell effect by 3 rounds (one-time use)
Time Dilation: Emerald Spire The tomb of Yarrix: can add either Lingering spell or extended spell metamagic feat to a single spell (one-time use)
Automaton aided convalescence: Emerald Spire the Automaton forge: reduce the prestige cost by 5 for any healing spell use at the end of a scenario (one-time use)
Healing Waters: Emerald Spire the pleasure gardens: gain a single use potion of heal (caster level 6th DC 19)
Ally of Order: Emerald Spire Order and Chaos: gain the effects of Protection from Chaos and Shield spell for 2 rounds (CL 10th) (immediate action to use) (one-time use)

completed chronicles:

Emerald Spire: The tower ruins
Emerald Spire: The cellars
Emerald Spire: Splinter den
Emerald Spire: Godhome
Emerald Spire: The Drowned level
Emerald Spire: The clockwork maze
Emerald Spire: Shrine of the Awakener
Emerald Spire: The Circle of Vissk-thar
Emerald Spire: The Spiral Axis (slow progression)
Emerald Spire: The Magma Vault (slow progression)
Emerald Spire Tomb of Yarix (slow progression)
Emerald Spire: The Automaton Forge (slow Progression)
Emerald Spire: The Pleasure Garden (slow progression)
Emerald Spire: Throne of the Azlant (slow progression)
Emerald Spire: Order and Chaos
Eyes of the Ten parts 1 through 4