Chief Kroghut

Oorgatch's page

761 posts. Alias of Silbeg.


Race

| HP 87/87 | AC 25 (27 w/Parry)| Fort +12; Ref +17 (evasion); Will +13 | Perc: +13 Darkvision

Classes/Levels

| Speed 30ft (40' w/ Panache)| Hero Points 0/3, Inf Picks 5/5 | Exploration Mode: Search | Active conditions:

Gender

CG Male (he/his) Orc Eldritch Anatomist swashbuckler 7

About Oorgatch

Oorgatch
Male orc swashbuckler 7 (Advanced Player's Guide, 16, 83)
Uncommon, CN, Medium, Humanoid, Orc
Heritage deep orc
Background eldritch anatomist
Perception +13; darkvision
Languages Common, Orcish, Undercommon
Skills
[dice=Acrobatics (M)]1d20+18[/dice] (Successes to Balance are critical successes instead.)
[dice=Arcana (U)]1d20+1[/dice]
[dice=Athletics]1d20+11[/dice]
[dice=Crafting]1d20+10[/dice]
[dice=Deception (E)]1d20+13[/dice]
[dice=Diplomacy (U)]1d20+2[/dice]
[dice=Fleshwarp Lore]1d20+10[/dice]
[dice=Intimidate (U)]1d20+2[/dice]
[dice=Medicine]1d20+11[/dice]
[dice=Nature (U)]1d20+2[/dice]
[dice=Occultism]1d20+10[/dice]
[dice=Orc Lore]1d20+10[/dice]
[dice=Performance (U)]1d20+2[/dice]
[dice=Religion (U)]1d20+12[/dice]
[dice=Society]1d20+10[/dice]
[dice=Stealth]1d20+13[/dice]
[dice=Survival]1d20+11[/dice] (+12 when in Underground terrain.)
[dice=Thievery]1d20+14[/dice] with infiltrator tools

Str 14 (+2), Dex 19 (+4), Con 12 (+1), Int 12 (+1), Wis 14 (+2), Cha 14 (+2)
Items +1 studded leather armor, +1 ghost touch striking rapier, , dagger of venom, +1 striking hand crossbow (20 bolts), light mace, backpack, bandolier, bedroll, belt pouch, belt pouch, bracelet of dashing, cat’s eye elixirs (2), chalks (10), expanded healer's tools, flint and steel, infiltrator thieves' tools, rations (1 week)s (2), repair kit, replacement picks (4), rope (foot)s (50), soap, torchs (5), waterskin, purse (1 gp), doubling rings

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AC 25; Fort +12; Ref +17; Will +13
[dice=Fort]1d20+12[/dice]
[dice=Reflex]1d20+17[/dice]
[dice=Will]1d20+13[/dice]

HP 87
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Speed 30 feet
[dice=+1 Ghost Touch Striking 'branch']1d20+16[/dice]
[dice=Magic, Ghost Touch, Piercing + precision]2d6+4+3[/dice] | [dice=finisher]3d6[/dice] | [dice=deadly]1d8[/dice]

[dice=dagger of venom]1d20+16[/dice]
[dice=P (or S) + precision]2d4+4+3[/dice] | [dice=finisher]3d6[/dice]
On critical hit, Sickened 1 unless Fort DC19

Dagger Venom (poison); Saving Throw Fortitude DC 21; Maximum Duration 4 rounds. Stage 1 [dice=poison]1d8[/dice] and enfeebled 1.

[dice=+1 Striking light mace (doubled)]1d20+16[/dice]
[dice=B + precision]2d4+4+3[/dice] | [dice=finisher]3d6[/dice]

[dice=fist]1d20+15[/dice]
[dice=B + precision]1d4+4+3[/dice] | [dice=finisher]3d6[/dice]

Ranged+1 striking hand crossbow +15 (range increment 60 feet, reload 1), Damage 1d6 P
[dice=+1 striking Hand Crossbow]1d20+15[/dice]
[dice=piercing]2d6+2[/dice]

Confident Finisher [1] (finisher, swashbuckler) You make an incredibly graceful attack, piercing your foe’s defenses. Make a Strike with a weapon or unarmed attack that would apply your precise strike damage, with the following failure effect.
Failure You deal half your precise strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.

Impaling Finisher [1] (finisher, swashbuckler) You stab two foes with a single thrust or bash them together with one punch. Make a bludgeoning or piercing melee Strike and compare the attack roll result against the AC of up to two foes. One foe must be adjacent to you, and the other foe must be adjacent to and directly behind the first foe, in a straight line from your space. Roll damage once and apply it to each creature you hit. An Impaling Finisher counts as two attacks when calculating your multiple attack penalty.

Opportune Riposte [R] (swashbuckler) Trigger A foe within your reach critically fails a Strike against you. Effect You take advantage of an opening from your enemy’s fumbled attack. You either make a melee Strike against the triggering foe or attempt to Disarm it of the weapon it used for the Strike.

Ancestry Feats Orc Lore[APG], Scar-Thick Skin, Orc Warmask, Dubious Knowledge

Class Feats Dueling Parry[APG], Finishing Follow-through[APG], Impaling Finisher[APG], Precise Finisher

Skill Feats
Finishing Follow-through Finishing a foe maintains your swagger. You gain panache if your finisher brings the target to 0 HP (or brings the highest-level target to 0 HP, if your finisher attacks multiple targets).

Dueling Parry Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free. You can parry attacks against you with your weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements.
Skill Feats Assurance(Medicine),

Combat Climber: Your techniques allow you to fight as you climb. You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.

Godless Healing: You recover an additional 5 Hit Points from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day

Precise Finisher: Even when your foe avoids your Confident Finisher, you can still hit a vital spot. On a failure with Confident Finisher, you apply your full precise strike damage instead of half.

Scar-Thick Skin: Glorious, storied scars cover and protect much of your body. Your DC on flat checks to end persistent bleed damage is reduced from 15 to 10, or from 10 to 5 after receiving especially appropriate assistance.

Steady Balance: You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.

Terrain Expertise(Underground): Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to Survival checks when underground.

Alchemical Crafting, Assurance(survival), Battle Medicine, Cat Fall, Combat Climber, Steady Balance, Terrain Expertise

Other Abilities vivacious speed +10 ft.

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3x Scalathrax Venom (poison) Saving Throw Fortitude DC 21; Maximum Duration 6 rounds; Stage 1 clumsy 1 (1 round); Stage 2 clumsy 1 and slowed 1 (1 round); Stage 3 clumsy 1 and slowed 2 (1 round)

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Brother's name: Bazák

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