Half-Orc

Otto Otto von Kielson's page

7 posts. Alias of The Thing from Beyond the Edge.


About Otto Otto von Kielson

Otto Otto von Kielson

back story and appearance:

Background
Otto is the most recent in a long line of half-orc sons named Otto who have a most unusual past. This past started with a human naval engineer from another world named Otto who came from a city named Kiel in some land referred to as Imperial Germany (thus the name Otto von Kiel). During a hurricane he was thrown overboard off the coast of a place called Africa during a hurricane (in the year 1907 AD) and was deposited, half drowned, in the Shackles as the Eye of Abendego formed and rent reality asunder.
Otto was saved by a female orc shaman who nursed him back to health as the Eye raged in its throes of formation. Eventually, marooned on the island with no way home, Otto did what many men would do. He made do with the woman he had, despite that she was an orc. Thus started a lineage of half-orcs named Otto von Kiel. Through the happenstance of language, people would point to one of the half-orcs in the line and ask, "Who is that?" The response would be "Otto, the son of Otto von Kiel." That eventually morphed into "Otto, Otto von Kiel's son" and then finally into the current form of the name "Otto Otto von Kielson".
The current Otto Otto was raised by an orc shaman who did her best to raise the buried memories from within his head. She succeeded to a degree. Although not living fully in thought as his ancestor, he has all the knowledge and benefits as if he has received an advanced education during the pulp fiction era of pre WWI Europe despite growing up in the Shackles.

Appearance
Otto Otto is a tall and slim half-orc sailor with steel blue eyes. Unlike many other half-orcs he keeps an immaculate appearance and is almost always wearing an old, but refurbished dark blue cap. This creates a stark contrast to his gaping toothy maw which somehow looks more goofy than intimidating. He also has on his chest a tattoo of a great eagle.

His old refurbished blue cap is the Imperial German Navy officer's cap worn by the original Otto. His tattoo is of the Imperial German war ensign.

half-orc investigator (steelhound)
alignment neutral
14 Strength 5 points
14 Dexterity 5 points
10 Constitution 0 points
18 Intelligence 10 points (a 16) with +2 racial
14 Wisdom 5 points
10 Charisma 0 points

languages: common, orc, giant, gnoll, goblin, draconic

Racial Traits:

Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

toothy: Some half-orcs' tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.

Darkvision 60'

weapon familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

investigator:

Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts.

When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level.

An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on the table above. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formula list to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.
Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Investigator Talent (Ex or Su): At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.

Keen Recollection: At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex): At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).

Studied Combat (Ex): With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Studied Strike (Ex): At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.
If the investigator's attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Steelhound (Archetype)
Black powder and firearms are a natural extension of the alchemical experimentation that investigators use on a regular basis. Steel hounds are investigators who have taken to using firearms in place of the more mundane weapons their counterparts favor.

Weapon and Armor Proficiency: Steel hounds are proficient with simple weapons, plus the rapier, the sap, and one type of firearm selected at 1st level. They are proficient in light armor, but not shields. This replaces the investigator's weapon and armor proficiencies.

Packing Heat (Ex): At 2nd level, the steel hound gains both the Amateur Gunslinger and Gunsmithing feats as bonus feats. He also gains a battered gun identical to the one gained by the gunslinger. This ability replaces poison use.

Investigator Talents: The steel hound can select the Extra Grit or Rapid Reload feats in place of an investigator talent.

Shot in the Dark (Ex): At 4th level, a steel hound gains the following deed. This deed works and interacts with grit the same way as gunslinger deeds, but only the steel hound can use it. If the steel hound also has levels in gunslinger, he can spend grit points from that class to use this deed.

Blind Shot (Su): A steel hound can spend 1 grit point to ignore all miss chances due to concealment when making firearm attacks. This effect lasts until the end of his turn. This ability allows the steel hound to ignore concealment, but does not reveal or allow him to see the enemy. This ability replaces swift alchemy.

Talented Shot (Ex): At 11th level, a steel hound can select a gunslinger deed in place of an investigator talent. He can select from any deed available to a gunslinger of his investigator level – 4.

traits:

1. social- Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

2.regional- Sea-Souled (Coastline or Island, Ultimate Campaign): You are at home at sea. You receive a +1 trait bonus on Swim checks, and you can always take 10 while Swimming.

S&S Besmara's blessing:
You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that the goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don't know anything about that, but you've always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon.

You came to a tavern in port in search of your fate. You're not sure how many drinks you had, but they quickly went to your head and you passed out on the table before you found your destiny—unless it lay in the bottom of a bottle. Then again, maybe you found your destiny after all...
Benefit You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known)

Feats:

1st level : skill prodigy craft mechanical, professional sailor

Shaman's Apprentice, Endurance: Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.

skills:

acrobatics 0 rank + class +2 dex
appraise 0 rank + class +4 int
bluff 0 rank + class +0 cha
climb 1 rank +3 class +2 str
craft alchemy 1 rank +3 class +4 int
craft mechanical 1 rank +3 class +4 int +2 prodigy
craft ships 1 rank +3 class +4 int
diplomacy 0 rank + class +0 cha
disable device 1 rank +3 class +2 dex
disguise 0 rank + class +0 cha
escape artist 0 rank + class +2 dex
fly 0 rank +2 dex
handle animal 0 rank + class +0 cha
heal 0 rank + class +2 wis
intimidate 1 rank +3 class +4 int
knowledge (arcana) 1 rank +3 class +4 int
knowledge (dungeoneering) 0 rank + class +4 int
knowledge (engineering) 1 rank +3 class +4 int
knowledge (geography) 1 rank +3 class +4 int
knowledge (history) 0 rank + class +4 int
knowledge (local) 0 rank + class +4 int
knowledge (nature) 0 rank + class +4 int
knowledge (nobility) 0 rank + class +4 int
knowledge (planes) 0 rank + class +4 int
knowledge (religion) 0 rank + class +4 int
linguistics 0 rank + class +4 int
perception 0 rank + class +2 wis +1 trait
perform 0 rank + class +0 cha
profession sailor 1 rank +3 class +2 wis +1 trait +2 prodigy
ride 0 rank + class +2 dex
sense motive 0 rank + class +2 wis
sleight of hand 0 rank + class +2 dex
spellcraft 1 rank +3 class +0 int
stealth 0 rank + class +2 dex
survival 1 rank +2 wis
swim 1 rank +2 str +1 trait
use magic device 0 rank + class + cha

formulae list:

comprehend languages
crafter's fortune
cure light wounds
firebelly
monkey fish
touch of the sea

equipment:

026 gp 0 sp 0 cp gunslinger's kit:
backpack
bedroll
belt pouch
flint and steel
gunsmith's kit
iron pot
mess kit
powder horn
rope
torches (10)
trail rations (5 days)
waterskin
005 gp 0 sp 0 cp gear maintenance kit:
metal polish, small file, leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, sewing needle, a few buttons
025 gp 0 sp 0 cp alchemy crafting kit
001 gp 0 sp 0 cp grooming kit:
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, tooth powder
001 gp 5 sp 0 cp shaving kit:
straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.
000 gp 5 sp 0 cp drill
030 gp 0 sp 0 cp thieves' tools, common
015 gp 0 sp 0 cp lamellar cuirass
020 gp 0 sp 0 cp rapier
004 gp 0 sp 0 cp dagger (x2) 2 gp ea
025 gp 0 sp 0 cp crossbow, light
001 gp 0 sp 0 cp bolts (10)
005 gp 0 sp 0 cp artisan's tools (ships)
005 gp 0 sp 0 cp artisan's tools (mechanical)
164 gp