Half-Orc

Orik Rostov's page

708 posts. Alias of Litejedi.


Full Name

Orik Rostov

Race

Half-Orc

Classes/Levels

Ranger 1/ Cleric 4 /Hinterlander 3 | HP 46/64 | AC 22-14-19| F+13, R+11, W+15| Per +14, Sense M +11, Init +3 | Spells Up:

Gender

LG | M

Size

M

Age

24

Special Abilities

Conditions: None | Enlarge Used: 0/8 | Calming Touch Used: 0/8

Alignment

LG

Deity

Erastil

Location

Ranging

Languages

Common, Skald, Giant, Orc, Celestial

Occupation

Itinerant ranger/cleric

Strength 14
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 21
Charisma 8

About Orik Rostov

Cleric (Foundation of Faith, Varisian Pilgrim) Spells Prepared (CL 7th; concentration +12)
. . 3rd—archon's aura [used], dispel magic, magic circle against evil, prayer[D]
. . 2nd—ashen path, barkskin[D], burst of radiance (DC 17), silence [used], spiritual weapon
. . 1st—bless[D], divine favor, obscuring mist, protection from evil, shield of faith, weapons against evil
. . 0 (at will)—create water, detect magic, guidance, mending
. . D Domain spell; Domains Community, Plant (Growth[APG] subdomain)

Attacks:

[dice=+1 adaptive composite longbow (no pbs), rapid shot]1d20+11-2[/dice]
[dice=+1 adaptive composite longbow damage]2d8 + 6[/dice]
[dice=+1 adaptive composite longbow (no pbs), rapid shot]1d20+11-2[/dice]
[dice=+1 adaptive composite longbow damage]1d8 + 3[/dice]
[dice=+1 adaptive composite longbow (no pbs), rapid shot, iterative]1d20+11-2-5[/dice]
[dice=+1 adaptive composite longbow damage]1d8 + 3[/dice]

Orik Rostov
Male half-orc cleric (foundation of faith, varisian pilgrim) of Erastil 4/hinterlander 3/ranger (transporter) 1 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder Player Companion: Elemental Master's Handbook 8, Pathfinder Player Companion: Paths of the Righteous 18, Pathfinder RPG Ultimate Intrigue 43)
LG Medium humanoid (human, orc)
Init +3; Senses Perception +14
Aura enlarge
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Defense
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AC 22, touch 14, flat-footed 19 (+7 armor, +1 deflection, +3 Dex, +1 natural)
hp 64 (8 HD; 4d8+4d10+16)
Fort +13, Ref +11, Will +15; +2 resistance bonus vs. Cold effects, +2 bonus vs. negative levels
Defensive Abilities bastion, sacred tattoo[APG]; Resist cold 5
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Offense
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Speed 40 ft. (30 ft. in armor); hinterland stride
Melee +1 greatsword +9/+4 (2d6+4/19-20) or
. . cold iron battleaxe +8/+3 (1d8+2/×3) or
. . gauntlet +8/+3 (1d3+2) or
. . handaxe +8/+3 (1d6+2/×3) or
. . mwk cold iron battleaxe +9/+4 (1d8+2/×3) or
. . silver warhammer +8/+3 (1d8+2/×3) or
. . bite +3 (1d4+1)
Ranged adaptive composite longbow +9/+9/+4 (1d8+3/×3) or
. . mwk phase locking composite longbow +10/+10/+5 (1d8+3/×3)
Special Attacks caravan bond, favored enemies (constructs +2, humans +2)
Domain Spell-Like Abilities (CL 6th; concentration +11)
. . 8/day—calming touch (1d6+4)
Cleric (Foundation of Faith, Varisian Pilgrim) Spells Prepared (CL 8th; concentration +13)
. . 3rd—archon's aura[UM] (DC 18), dispel magic, magic circle against evil, prayer[D]
. . 2nd—ashen path, barkskin[D], burst of radiance (DC 17), silence (DC 17), spiritual weapon
. . 1st—bless[D], divine favor, obscuring mist, protection from evil, shield of faith, weapons against evil
. . 0 (at will)—create water, detect magic, guidance, mending
. . D Domain spell; Domains Community, Plant (Growth[APG] subdomain)
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Statistics
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Str 14, Dex 16, Con 14, Int 12, Wis 21, Cha 8
Base Atk +6; CMB +8; CMD 24
Feats Additional Traits, Endurance, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Traits fate's favored, magical knack, restless wayfarer, tusked
Skills Acrobatics +3, Climb +3, Diplomacy +4, Escape Artist +6, Handle Animal +9 (+11 vs. Sasha while worn), Heal +9, Knowledge (arcana) +5, Knowledge (dungeoneering) +7, Knowledge (geography) +11, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +12, Knowledge (planes) +5, Knowledge (religion) +7, Linguistics +5, Perception +14, Profession (herbalist) +10, Ride +4, Sense Motive +11, Spellcraft +5, Stealth +4, Survival +19, Swim +3
Languages Celestial, Common, Giant, Orc, Skald
SQ favored terrain (hinterland) +2, granite focus, hideaway, orc blood, shadowhunter, track +1, trailbreaker +1
Combat Gear oil of bless weapon, pearl of power (1st level), alchemist's fire (2), caltrops, durable arrow (20), durable arrow (20), tangleshot arrow (2), tar bomb, tar bomb; Other Gear mwk breastplate, breastplate, heavy wooden shield, mwk greatsword, adaptive composite longbow (+2 Str), arrows (20), cold iron battleaxe, gauntlet, handaxe, mwk cold iron battleaxe, mwk phase locking composite longbow (+2 Str), silver warhammer, boots of the winterlands, bracers of falcon's aim[UE], rimeshaper gloves, swarmbane clasp[UE], ushanka of the northlands, cleats[APG], grappling arrow[UE], masterwork backpack[APG], masterwork tool, snowshoes[APG], spell component pouch, sunrod (3), tindertwig (5), wooden holy symbol of Erastil, musk ox, bear trap, bear trap, bit and bridle, blanket, feed (per day), feed (per day), leather barding, piton, riding saddle, saddlebags, silk rope (50 ft.), training harness, winter blanket, wire, 2,888 gp, 15 sp, 1 cp
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Special Abilities
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Bastion (Ex) Add Constitution bonus to CMD and DC to be Intimidated.
Calming Touch (1d6+4 nonlethal damage, 8/day) (Sp) Heal 1d6+4 nonlethal damage and cure conditions by touch.
Caravan Bond (9 companions) (Su) After a minute of group prayer, may use a domain-granted power on up to 9 travelling companions within 30 feet.
Cleric (Foundation of Faith, Varisian Pilgrim) Domain (Community) Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Cleric (Foundation of Faith, Varisian Pilgrim) Domain (Growth)
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Enlarge (8/day) (Su) Swift action: Enlarge person on yourself.
Favored Enemy (Constructs +2) (Ex) +2 to rolls vs. constructs foes.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Favored Terrain (Hinterland) +2 (10 mile) (Ex) When in range of small settlement (2000 or less), gain init/skill bonus and can't be tracked.
Granite Focus +2 (Ex) Move action, add CON modifier to concentration checks for cleric spells.
Hideaway (Ex) Over 1 hr (with DC 20 survival), -10 to spot those in shelter and shielded from scent/tremorsense.
Hinterland Stride (Ex) As woodland stride, but only in small settlement (2000 or less).
Manyshot You can shoot two arrows as the first attack of a full attack action.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sacred Tattoo +1 to all saves.
Shadowhunter Attacks affect incorp foes as though use magic weapon, 2x phys ab heal from undead, +2 to save vs. neg levels.
Track +1 Add the listed bonus to Survival checks made to track.
Trailbreaker +1 (Ex) Increase Survival DC to track your group by listed amount.

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Sasha

Spoiler:

CR –
Musk ox
N Large animal
Init +0; Senses low-light vision, scent; Perception +9
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Defense
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AC 15, touch 9, flat-footed 15 (+2 armor, +4 natural, -1 size)
hp 22 (3d8+9)
Fort +6, Ref +3, Will +1
Immune immune to cold weather effects
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Offense
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Speed 40 ft.
Melee gore +7 (1d8+9)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (2d6+9, DC 17)
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Statistics
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Str 22, Dex 10, Con 16, Int 2, Wis 10, Cha 4
Base Atk +2; CMB +9; CMD 19 (23 vs. trip)
Feats Endurance, Skill Focus (Perception)
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +0 (+4 to jump), Perception +9
SQ combat riding
Other Gear leather armor, bear trap[APG], bear trap[APG], bit and bridle, blanket[APG], feed (per day) (2), feed (per day) (10), piton (6), riding saddle, saddlebags, silk rope (50 ft.), training harness[ARG], winter blanket, wire[UE]
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Immune to Cold Weather effects Immune to the effects of cold weather.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Stampede (Ex) Trample improves with multiple tramplers.

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Background

Spoiler:
Orik Rostov
1) Orik is from Tamrivena, in the southern part of the hold of Ustalav. His father, Piotr Rostov is an Ustalavian varisian human bard of the Pathfinder Society that was traveling through the town on a caravan and mother, Katrica was a half-orc ranger inhabitant of Trunau that originally moved to the town to escape from her tribe, the Haskodar. Piotr and Kat adventured together for years until their retirement to Piotr’s home in Tamrivena. They've raised three children at their inn a few miles outside of town, catering to well-behaved Orc traders, lastwall crusaders, other adventurers. Kat is renowned within the county for the size and deliciousness of the squash she grows, possibly as a result of her faith in Erastil.
2) Orik is a small half-orc with raven black hair that has been tied back into a short ponytail, and a full black beard around a prominent toothy maw. His skin is olive-grey and eyes are like pits of coal. He is friendly and generous but is usually quiet, and tends to speak plainly and truthfully. He is comfortable in smaller towns and villages, and in the the boundary areas on the outskirts of civilized lands. He tends to speak in aphorisms that can sometimes unsettle people that aren't used to their unusual nature.
3) Orik learned rangerly things from his mother (he doesn't take much after his father) and learned how to hunt well. Understanding the prejudice that half-orcs frequently receive, Kat trained Orik to fight humans more effectively. She also gave him secret training that was past to her from her grandfather, an orcish shaman. He's competent at wrangling beasts though he sometimes lets them get the better of him inadvertently, as he's not as competent as other rangers due to a different training. He learned some of the tales of wandering pilgrims from his father, and internalized the tales as part of his devotion to Erastil
4) He was a nominal follower of Erastil until he came across some Usalav city slickers that had come south for a beast hunt from Lozeri. They began hunting the game to extinction in the area around the inn, and despoiling the land. Orik got into a fight with one of the youths, and badly maimed the young man. He left Ustalav when the youth's family threatened to ruin his parents financially and has been wandering northern astavan ever since.
5) While ranging through Varisia, Orik met Solvan, another wanderer and a cleric of Erastil. Solvan taught Orik more about Erastil and how to use some of the gifts in a more practical way to help the holdfasts that he encounters. Solvan and Orik travelled together for some time, until Orik heard rumors of dangerous spirits eminating from Irrisen. He managed to sneak across the border and made his way to Winterhome. While few people within the city appreciated an Erastilian, he was popular with the inhabitants of the villages (like Waldsby) and towns in the nearby environs, where he has been travelling. He has an ornery musk ox named Sasha that he bought in Whitehome and managed to train for simple tasks. He rides Sasha and uses her as his pack animal, and thankfully has not gotten into many fights with the loyal beast at his side. While travelling between towns (healing what frostbite and other injuries he could) he came across the fabled Black Rider, escaping from unknown foes. Orik healed the Black Rider's fatigue and as a gift, the Rider gave him a blessing (and curse) to meet up with some adventurers at the Pale Tower near Waldsby. He went there and was captured after managing to evade detection for a few weeks. He has been imprisoned, as even in Irrisen it's seen as bad luck to kill a cleric of Erastil, until the Baroness of the area can figure out what to do with him.
Step 2: Goals
1) Orik would like to help the people of Irrisen, as he sees they are under constant threat of pain and death due to the oppressive winter.
2) Orik would like to advance into the hinterlander prestige class and learn to be an excellent archer.

Step 3: Secrets!
1) Orik does not tell many people about his familial relationship with the tribes of Belkzen, even when it would be advantageous.
2) Orik is the great grandson of an ancient and powerful shaman of the Haskodar tribe. The shaman has been watching Orik from afar and is secretly proud of his child and grandchildren for abandoning the savage ways of the Haskodar.

Step 4: Relationships
1) Solvan is a friend of Orik's, and a fellow cleric of Erastil. Solvan remains in northern Varisia.
2) Darya is Orik's sister, and is a physician and alchemist. Orik and Darya were very close as children, but grew apart somewhat when Darya left to attend Lepidstadt University. Darya's competence and intelligence managed to earn her enough money to keep the Rostov family afloat against the machinations of Vladmir.
3) Vladmir Sevastyanova is a minor noble that hates Orik for maiming him, and is waiting for his return to Ustalav to exact his revenge.

Step 5: Memories, quirks, and mannerisms!
1) Orik tends to couches his advice in odd aphorims such as "Like grandma Throateater says, a warbeast in the stable is worth two crushing your skull."
2) Orik compulsively tries to help small communities because he's uncomfortable in cities. He is a wanderer and his refusal to set down roots has caused problems for him. He will get increasingly anxious the longer he stays in very populous areas.