About Orc Animal Barbarian? # 202046-2007
LANGUAGES: Common, Orcish TEMP GEAR:
Minor Healing Potion x1 DEFENSE: Trained in: Light armor, Medium armor, Unarmored defense
OFFENSE: Trained in simple, martial, unarmed attacks.
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EQUIPMENT (Bulk: 2.6/10 (15))
CONSUMABLES CLASS: BARBARIAN: INSTINCT: ANIMAL (APE):
Key Ability: STRENGTH. At 1st level, your class gives you an ability boost to Strength. Hit Points: 12 plus your Constitution modifier. You increase your maximum number of HP by this number at 1st level and every level thereafter. Initial Proficiencies: At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way. Perception: Expert in Perception Saving Throws: Expert in Fortitude; Trained in Reflex; Expert in Will Skills: Trained in Athletics; Trained in a number of additional skills equal to 3 plus your Intelligence modifier Attacks: Trained in simple weapons, Trained in martial weapons, Trained in unarmed attacks Defenses: Trained in light armor, Trained in medium armor, Trained in unarmored defense Class DC: Trained in barbarian class DC Rage: Single Action: Barbarian/Concentrate/Emotion/Mental
-You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute. Animal Instinct:
Bestial Rage (Instinct Ability): When you Rage, you gain your chosen animal's unarmed attack (or attacks). The specific attack gained, the damage it deals, and its traits are listed on Table 3–3: Animal Instincts. These attacks are in the brawling group. Your Rage action gains the morph, primal, and transmutation traits. Specialization Ability: 7th: Increase the damage die size for the unarmed attacks granted by your chosen animal by one step, and increase the additional damage from Rage from 2 to 5 for your chosen animal's unarmed attacks. The frog's tongue attack and deer's antler attack gain reach 10 feet. If you have greater weapon specialization, increase the damage from Rage from 5 to 12 for your chosen animal's unarmed attacks. Raging Resistance: 9th: You resist piercing and slashing damage.
ORC ANCESTRY:
Orc Mechanics: 10hp, Medium, 25' Speed; Ability Boosts: Strength, Free; Languages: Common, Orcish Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Goblin, Jotun, Terran, Undercommon, and any other languages to which you have access (such as the languages prevalent in your region). Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white. Heritage: Hold-Scarred Orc
Orc Ferocity: Reaction Feat 1
MARTIAL DISCIPLE BACKGROUND:
You dedicated yourself to intense training and rigorous study to become a great warrior. The school you attended might have been a traditionalist monastery, an elite military academy, or the local branch of a prestigious mercenary organization. Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. You're trained in your choice of either the Acrobatics or Athletics skill, as well as the Warfare Lore skill. You gain a skill feat: Cat Fall if you chose Acrobatics or Quick Jump if you chose Athletics.
HORIZON HUNTERS:
Since the Pathfinder Society’s first day, when adventurers gathered in Absalom to share drinks and swap stories, the Society has been an organization of explorers. The Horizon Hunters is home to those who carry on the proud tradition of ascending the highest peaks, plumbing the darkest depths, and seeing what lies over the next hill. And as sweet as it is to discover a lost ruin or unknown vista, it’s all the better to tell wild tales about the experience and revel in the admiration of peers—particularly if an agent’s deeds might be immortalized in the Pathfinder Chronicles, a widely distributed record of the greatest Pathfinders’ achievements and discoveries. Faction Leader: Hailing from the Sodden Lands, Calisro Benarry (N female half-orc corsair) is a pirate-turned-Pathfinder who made her name as venture-captain of the Arcadian Mariner’s Lodge, a ship-borne Pathfinder lodge aboard the Grinning Pixie, whose command passed between venture-captains every few years. Bucking tradition, Benarry commanded the wheel for a decade, oversaw exploration of the dreaded Gloomspires, and traveled widely before recently being ordered to surrender the ship. She considers that no excuse to settle down, though, and has poured her energy into inspiring curiosity, tenacity, and wanderlust in the Society as a whole, spearheading the Horizon Hunters faction. Faction Leader Calisro Benarry Motto: Glory Lies Over the Horizon Objectives: The more untouched, unfamiliar, or unknown a site or treasure, the more exhilarating it is to reach it. The Horizon Hunters encourage exploration for its own sake, yet it’s also dedicated to enhancing the reputation of its members—anything from publication in the Pathfinder Chronicles to being the subject of the latest tall tale to circulate the taverns. Iconic objectives include uncovering mythical lost cities, blazing the trail through uncharted territory, and reaching foreboding realms. And if the Pathfinders can look good while doing so, that’s all the better. Year 1 Goal: Calisro Benarry longs to rekindle the public’s wonder and admiration of the Society through daring and inspiring adventures, focusing on two goals. First, she encourages Pathfinders to seek out and overcome public challenges, from beating previous records to blazing trails at the behest of influential patrons. Second, because she believes the Society has stuck to the Inner Sea for too long, she is pushing for a major mission to document a distant land—an endeavor that the people of Absalom will be talking about for years to come.
ISIS:
Isis (Queen of Miracles) [NG] Source Gods & Magic pg. 124 Nethys Note: no description has been provided of this deity Edicts Provide aid to the sick and wounded, use magic to help others, mourn the cherished dead, ritually purify yourself before entering sacred areas.
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