Tsadok Goldtooth

Omadurk's page

2 posts. Alias of Albus Tigris.


Full Name

Omadurk

Race

HP 45/45 l AC 17 T 11 FF 16 CMD 17 l F +3 R +3 W +6 l Init +1 Perc +1

Classes/Levels

Status: Normal AW 5/5 SS 5/5

Gender

Male Half-Orc Oracle (Ancestor) 5 l

Size

Medium

Age

22

Special Abilities

Ancestral Weapon 5/5, Spirit Shield 5/5

Alignment

Neutral Good

Deity

Iomedae

Location

Brevoy

Languages

Common, Orc, Goblin

Occupation

Former Brigand

Strength 16
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 12
Charisma 16

About Omadurk

The Skull-Crakers Clan was little more than a minor faction in the Hold of Belkzen, after decades of dominance by larger clans, their young warchief led them east into human territory, in a migration that took them through strange lands, not few of their number were lost in the journey, but those that arrived to the Riverlands found it perfect for a small raiding party like them, for a time thing looked good, but as their fame grew wider, larger defenses were set and larger forces hunted them out. And so on one spring an old human thief, proposed them a deal, in exchange for free looting of the bodies left behind, he offered the orc warchief his daughter. Despite his initial arrogance, the orc remembered successful clans with half-orcs as advisors or mages, and decided to take the offer, of course, after taking the woman he killed the old man and his band, as any decent orc would. Years later though, with his mother´s cunning and his father’s tenacity, the half-blood grew strong and with a sharp mind, quickly learned how to fight while outmaneuvering defenders, deal with his fellow clan members and support them through magic, yet, the orc warchief got more than he wanted, for his son while loyal, had a disdain for his lifestyle, often solving combats by forcing the enemy to withdraw rather than finishing them, to make matters worse he was cursed, strange things happened around him, and from time to time he would become unresponsive, holding still for hours or speaking to unknown shadows. While initially doubting to preserve his son´s life, his human mate advised patience, and in time, proved correct. Little after these strange events began the young half-blood became a better advisor, learning old orc tactics from tin air, and a better warrior, learning to control his opponents with strange summoned weapons, mostly a spear. Things were going better, until the crusaders arrived, warriors of Iomedae hunting the most successful orc war band in the region, the paladins and clerics crashed furiously at their base camp, only a few orcs managed to fall back into the warchief tent to make a last stand: One by one the orcs fell to the holy warriors, until the warrior leading the charge strode forward into the warboss swinging his large axe, the duel was swift, his father fell olmost to his knees, holding his footing with his own axe, yet before the final blow his mother stepped from the shadows, wounding the paladin´s face and removing his helmet with a shortsword, unable to defend the paladin quickly impaled her with his axe, on sight the warchief furiously threw at the warrior, falling to the same blade. The battle was over, and the crusaders had taken a captive, a half-orc who surrendered upon defeat and only by his equal´s plea was not killed. Imprisoned he sought atonement for the life’s he had taken, the life’s he hadn’t avenged and the life he still had ahead of him.

Brother-paladin, it is not the time for your usual visit to the penitent wing, what has brought you here?
Stepping over the large wooden door to the main hall, the greenish half-orc stared at his peer from beneath the hood of his humble grey tunic, dressed in more formal white paladin robes the slightly larger half-orc was sitting at the table were the penitent ate.
I have been authorized to take dozen of the penitent criminals in an expedition to fund a new kingdom, giving them a clean start, and I want you to come with me, I have arraigned for a set of amour and several weapons to be taken out of the armory, they will be handed over to you shortly before we depart, should you chose to follow me.
With this last sentence the paladin looked to the confused figure on the door, black beard covered most of his face and sideburns, while a small steel ring hanged from his collumela.
Why? Said gravely the grey figure in orc language I’m the most dangerous of the prisoners in this monastery, is it not foolish to take me with such little guard and even worse, armed…
Unmoved the other half-orc replied in the same language You were never the bloodthirsty type Omarduk, should you wish it, you could have assaulted me or attempted to escape several times before, I believe you truly wish to start anew, however you do have the most combat experience of the penitent, another reason to take you, where we are going, we will need someone capable of holding his own, someone I can trust.
The penitent nodded, and sat next to the paladin. Where is this “expedition” taking us?
A place you know well, your old territory, the Riverlands.
With a grunt, the greenish half-orc frowned while projecting forward his four canines, clearly uncomfortable with the answer, as the old scar covering the right side of his face burning again.
Of all places…fine, if this is the chance fate grants me, then I will follow you in this endeavor, when do we leave?

Feeling fresh air outside of the monastery for the first time in years, Omardurk took a long breath, enjoining the cold morning breeze. Over his traveling clothes, a pale set of worn linen clothing, "his" new breast plate fit him tightly despite being the largest in the armory, in its center it depicted a sunrise, with only half sun out its shine in shape of elongated triangles extending all over the armor, the half-orc however found he disliked it, the color was grey unlike a real sunrise. his leather belt included a small buffalo pouch on his left side, where he kept his wand for healing and several potions in close hand, while the right side had a holster for his light crossbow, a masterpiece in snake-wood with the shape of a cobra its mouth wide opened ready to spit bolt´s to whoever found himself in front of it, in the back of his belt were two quivers one with normal bolts and another with fewer pearl white bolts. On his back a small cloth bag tied with a dark purple leather strap held his few properties and tools, along with the clothes he used at the monastery, tied to the side of said bag lay a golden morning star, with five spikes in a line and two perpendicular to the rest. A large reddish clock covered him complacently, held by a green brooch below his neck.

Omadurk
Male Half-Orc oracle 5
NG Medium humanoid (orc, human)
Init +1, Senses darkvision (60 ft.); Perception +1
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DEFENSE
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AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex, )
hp 45 ((5d8)+5)
Fort +3, Ref +3, Will +6

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OFFENSE
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Speed 20 ft.
Melee longspear +1 +7 (1d8+5/x3)
Ranged masterwork crossbow, light +5 (1d8/19-20)
Melee masterwork morningstar +7 (1d8+3)

Oracle Spells Known (CL 5th; concentration +10)
2nd(5/day)-align weapon(DC 15), calm emotions(DC 15), restoration (lesser)(DC 15), silence, status(DC 15), summon monster ii, cure moderate wounds(DC 15), spiritual weapon, levitate, minor image(DC 15)
1st(7/day)-bless, comprehend languages(DC ), obscuring mist, sanctuary(DC 14), shield of faith(DC 14), summon monster i, sun metal(DC 14), weaponwand(DC 14), cure light wounds(DC 14), unseen servant
0th(at will)-create water, detect magic, detect poison, guidance(DC 13), light, mending(DC 13), purify food and drink(DC 13), read magic(DC ), stabilize(DC 13), mage hand, ghost sound(DC 13)

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STATISTICS
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Str 16, Dex 12, Con 12, Int 12, Wis 12, Cha 16,
Base Atk +3; CMB +6; CMD 17
Feats Accursed, Combat Casting, Combat Reflexes, Stand Still
Skills Diplomacy +11, Knowledge (Dungeoneering) +9, Knowledge (Geography) +9, Knowledge (History) +9, Knowledge (Planes) +9,
Traits Brigand, Focused Mind,
Languages Common, Goblin, Orc
SQ ancestor mysteries, ancestral weapon, bonus oracle spell (5x), combat reflexes, darkvision, haunted, intimidating, orc blood, orc ferocity, orisons, spirit shield, stand still, weapon familiarity, +1 bonus feat, , , , ,
Combat Gear Wand of Cure Light Wounds (50 charges), rations (trail/per day) (10), torch (10), oil (1 pint flask) (10), potion of cure moderate wounds (4), potion of invisibility,
Other Gear longspear +1, cloak of resistance +1, masterwork agile breastplate, outfit (traveler's), backpack, common, bedroll, bolts, crossbow (10) (10), bolts, crossbow +1 (10) (5), lantern (hooded/waterproof), grappling hook, common, rope (silk/50 ft.), compass, peasant's outfit, belt pouch (2), flint and steel, waterskin (filled), masterwork crossbow, light, masterwork morningstar, 885.7 gp
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SPECIAL ABILITIES
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Ancestor Mysteries You draw upon the divine mystery of your Ancestors to grant your spells and powers.

Ancestral Weapon (Su) You can summon a simple or martial masterwork weapon from your family's history that is appropriate for your current size. You are considered proficient with this weapon. You can use this ability for 5 minutes per day. This duration does not need to be consecutive, but it must be used in 1-minute increments. The weapon disappears after 1 round if it leaves your grasp.

Bonus Oracle Spell (5x) Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.

Brigand You hail from the River Kingdoms or the more lawless reaches of Brevoy. Life has been hard for you. Perhaps your parents and siblings were crooks and con artists, or maybe your rough, lonely life lead you to fall in with thieves and worse. You know how to ambush travelers, bully traders, avoid the law, and camp where no one might find you. Recently, you've run into some trouble, either with the law or with other bandits, and you're looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over. You gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.

Combat Reflexes When you miss with an attack of opportunity, you can spend 5 stamina points to make a second attack for the same provoking action. That second attack of opportunity takes a -5 penalty on the attack roll and costs one of your attacks of opportunity for the round.

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.

Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Haunted Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).

Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Oracle Spell Level 0 (3x)

Oracle Spell Level 1 (2x)

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Orc Ferocity (Ex) Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Spirit Shield (Su) You can call upon the spirits of your ancestors to form a shield around you that blocks incoming attacks and grants you a +4 armor bonus. You can use this shield for 5 hours per day. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Stand Still When you succeed at a combat maneuver check to stop a creature's movement with this feat, you can spend 5 stamina points. If you do, on that creature's next turn, its movement speed is halved and it can't take a 5-foot step.

Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

+1 Bonus Feat GM awarded PC with +1 feat.