Barbarian

Ousk's page

4 posts. Alias of Merck.


Classes/Levels

Witch lvl 1

Age

18

Alignment

NG

Deity

Gorum

Languages

Common, Orc, Goblin

About Ousk

Half Orc
STR 14, DEX 14, CON 17, INT 12, WIS 10, CHA 7
Male
Age 20
Medium size, 6.5 ft tall, 255 lbs
Witch lvl 1, Scarred Witch Doctor and Hedge Witch archetypes

COMBAT STATS:
BaB +0
Init +4; Senses: Perception 0, Darkvision 60 ft.
CMB +2 (+0BaB +2strength)
CMD 14 (+0BaB +2strength +2dexterity +10)
Favored class: Witch (+1 HP at lvl 1)

DEFENSE
AC 14, touch 12 , flat-footed 12 (+ 2 armor, + 2 Dex)
HP 13 / 13 (1d6+3+3)(+1 Favored Class)
Fort +4
Ref +3
Will +3

OFFENCE
Speed 30 ft, 30 ft Armored
Melee Greataxe +2 (1d12+3 / x3)
Melee Cestus +2 (1d4+2 / 19-20x2)
Ranged Sling +2 (1d4+2 / x2), range 50ft.
Space 5 ft; Reach 5 ft

TRAITS:
Bruising Intellect: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier
Chance Savior: +2 on initiative checks

FEATS:
Toughness

SKILLS:
Heal 6 (3+1+0+2)
Intimidate 9 (3+1+1+2+2)
Knowledge (Arcana)
Knowledge (Nature)
Knowledge (Planes)
Spellcraft 5 (3+1+1)
Perception

EQUIPMENT:

Haramaki Armor (+1/-/-/0%), 3gp, 1 lbs
Armored Kilt (+1/+6/-/0%), 20gp, 10lbs
Greataxe (S), d12 dmg, crit x3, 20gp, 12 lbs
Cestus (B or P) 1d4 dmg, crit 19-20x2, 5gp, 1 lbs
Sling (B), dmg 1d4+2, crit x2, range 50ft.
Backpack, 2gp, 2 lbs
Bedroll, 0.01gp, 5 lbs
Flint and Steel, 1gp, - lbs 49
Grappling Hook, 1gp, 4 lbs
Belt Pouch, 1gp, 1/2 lbs
Hemp Rope (50ft.), 1 gp, 10 lbs 68
Waterskin, 1gp, 4 lbs
Explorer's Outfit, 8 lbs
Spell component pouch, 5gp, 2 lbs
5x Trail Rations, 0.15gp, 3 lbs
20x sling bullets 2 sp

Money left: 7 sp, 34gp

SPELLS:

Know

Orisons:

Stabilize *
Detect Magic *
Light
Dancing Lights
Guidence*
Message
Mending
Read Magic
Resistence
Spark

1st LVL:

Cure Light Wounds
Charm Person
Comprehend Languages
Ear-Piercing Scream
Enlarge Person *
Hypnotism *
Ray of Enfeeblement

* memorized ones

Hexes:

Patron Spells - Strength:

2nd—divine favor, 4th—bull’s strength, 6th— greater magic weapon, 8th—divine power, 10th—righteous might, 12th—mass bull’s strength, 14th—giant form I, 16th—giant form II, 18th—shapechange.

Archetype:

SCARRED WITCH DOCTOR
Constitution Dependent

A scarred witch doctor uses Constitution instead of Intelligence when determining the highest level of spells she can cast, her spell save DCs, number of spells known at 1st level, and any effects of her hexes normally determined by her Intelligence.

Hex Scar
Whenever a scarred witch doctor learns a hex, she must carve or brand a symbol in her flesh to represent this hex. She can disguise these scars with mundane or magical means, but they cannot be permanently removed.

Fetish Mask (Su)
At 1st level, a scarred witch doctor forms a bond with a wooden mask. As she gains power, her connection to this mask causes it to grow ever more hideous and grotesque as it absorbs the weight of the self-induced pain that underlies her magic. Her spells derive from the insights her patron grants her while she's enduring the cuts, burns, and other sorts of mutilations she inflicts upon herself. Her fetish mask acts in all ways like a witch's familiar for the purpose of preparing and gaining spells. Rather than communing with a familiar to prepare spells each day, a scarred witch doctor hangs her mask on a wall, tree branch, or something similar and contemplates the agony it represents.

When wearing her fetish mask, a scarred witch doctor gains a +2 circumstance bonus on Heal and Intimidate checks and gains a +2 bonus on saving throws against effects that specifically cause pain or have the pain descriptor. If the mask is destroyed, the witch doctor can create another fetish mask (which almost immediately adopts the shocking appearance of the original) for the same price and time it takes a witch to replace a dead familiar.

At 5th level, the scarred witch doctor gains the ability to add magical abilities to her mask as if she had the Craft Wondrous Item feat.

This ability otherwise functions like and replaces the standard witch familiar.

Scarshield (Su)
At 1st level, a scarred witch doctor learns how to harden her mutilated skin, gaining an enhancement bonus to her natural armor bonus equal to 1/2 her class level (minimum +1). She can use this ability for a number of minutes per day equal to her class level. These minutes do not need to be consecutive but she must spend them in 1-minute increments.

This ability replaces the witch's 1st-level hex.

HEDGE WITCH

Spontaneous Healing (Su):
A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if she doesn’t know that cure spell.

This replaces the witch’s hex gained at 4th level.

Empathic Healing (Su):
A hedge witch can minister to a diseased or poisoned target, redirecting the affliction into herself. For a poisoned target, the witch must tend to him as a standard action; he makes his next saving throw against the poison as normal, but the witch suffers the effects of the failed save instead of the poisoned creature. For a diseased target, the witch must tend to the sick person for an hour; he makes his next saving throw against the disease as normal, but the witch suffers the effects of the failed save instead of the diseased creature. The witch does not actually become poisoned or diseased (and is not contagious and does not need to be cured), but suffers the effects of the affliction as if she had been. The witch normally uses this ability to extend the life of someone near death, giving him time to recover. This ability has no effect if the witch is immune to disease or poison.

This replaces the witch’s hex gained at 8th level.

Half-orc Abilities:

Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.

Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed: Half-orcs have a base speed of 30 feet.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

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.

Darkvision: Half-orcs can see in the dark up to 60 feet.

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

Backstory:

Born in the orc city of Wyvernsting deep into the Hold of Belkezen, Ousk was the first son of Mavis, a human slave property of the Murdered Child Clan. As a half man he was an outcast among his peers, little more than a slave himself. But the clan's chieftain, Hundux Half-Man, knew the value of human intelligence and so kept breeding half-bloods in search for more cunning warriors. As a skinny youngling Ousk was far from being the strongest child of his generation which with his diluted heritage marked him as cattle. The only rule that unites all the orc clans is the rule of might.

The young half breed also shared a special aptitude with his mother beyond their blood, an arcane one. So he approached Mokk the town's witch doctor and became his apprentice, finally finding a way out of his miserable caste in orc society. Whenever the situation would allow he would sneak back into the slave pens to visit his mother. She taught him about the lands of her people and her language because Ousk and her shared something else too, the human spirit. As he learned and the years went by he watched her body go frail with the constant abuse, the birth of his brothers and the breaking of her spirit. He could never truly understand why his people were so mean, to her and even to each other.

One night during a very harsh winter he sneaked in to make a visit only to find her gone. Food supplies were running low and she was among the slaves cooked for last night's dinner. When spring came he left the town and then the country to never return. He would seek the lands of his mother's tales and make his own path in life away from his kind.

Ousk traveled for more than a year and quickly learned to keep his homeland a secret. Drifting in the outskirts of human civilization he kept mostly to himself. One day in Ustalav he got captured by a human patrol and was about to be burned alive at a stake in the town's square when one man spoke on his behave, a traveling witch doctor called Lorrimor. While they shared very little regarding their past or their schools of magik Ousk recognized the old human for what he was, a wise man and a sage. He traveled with the professor as his helper and Lorrimor taught him how to live among humans.

Eventually they parted ways amicably and Ousk have not heard from his friend since. Working in a vast assortment of odd jobs, from healer to caravan hand he bides his time while looking for inner peace, mustering his will over the rage in his orc blood and strengthening his arcane talents. And when his soul-searching becomes to heavy to bear the spirits of the wild always whisper endurance to him.

Notes for a RoW campaign:

Gorum
orc city of Wyvernsting in the Hold of Belkezen
village of Helden, lured by the friendly nature of its inhabitants. He built a hut outside of town deep into the woods and made a living of hunting small game and trading rare gathered herbs for food and supplies with Old Mother Theodora and Tessaraea Willowbark.

For him the town is a safe heaven in his search for peace, to muster his will over the rage in his orc blood, strengthen his magical talents and figuring out his place in the world. Who is he? The weakest of the orcs, a savage human, a magi... And while he looks for answers the spirits that Mokk taught him to commune with whisper him to endure.