Primal Companion Hunter

Petrok Kaznikh's page

392 posts. Organized Play character for lucklesshero.


Full Name

Petrok Kaznikh

Race

|Fort+4/Ref+7/+8;spd:40ft

special:
touch of flame5/5(1d6+3),Channel 0/3(3d6),cinder dance,healing,fire nimbus 6/6

Classes/Levels

Shaman 6 CM:5/CMD:17| conditions: 1 negative lv: Barkskin: Heightened aware|protection fire|Bull's Str|protect evil

Gender

male Half-Orc (mystic):Att:MW,cold iron Falchion+8(dmg2d4+6)orMW Heavy cross+6(1d10) |Int +1: Per: +6: AC:21('23' evil)Tch:12 FF:19| HP.44/45|

Size

medium

Age

21

Special Abilities

Touch of flame 5/5day(1d6+3 flame touch Att:)

Alignment

Neutral

Deity

Honors "the green faith"

Languages

Orc, Common , Hallit

Occupation

Tattoo artist

Homepage URL

chronicles, boons, and tracking sheets

Strength 14
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 16
Charisma 14

About Petrok Kaznikh

Male half-orc (mystic) shaman 6
Init +2; Senses darkvision 60 ft.; Perception +5

Boting instructions:
GM Petrok tries to fight tactically helping teammates flank ect... (he likes to use his speed 40' or even cast flying to gain tactile advantage) he's not afraid to use any resources at his disposal (including 1 time use magic items)..so you may feel free to use any of abilities or magic without repercussions. Petrok prefers to support the cannons of the party with healing..buffs, ect..or flanks rather than step forward to tank..but he's not a coward and will fight to the last never running while a party member remains alive.

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Defense
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AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex; +2 deflection vs. evil)
hp 50 (6d8+14)(+3 H.P. 'retraining')
Fort +5, Ref +8, Will +9; +2 resistance vs. evil
Defensive Abilities sacred tattoo
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Offense
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Speed 40 ft.
Attacks:
Melee mwk cold iron falchion +7 (2d4+3/18-20) or
. . silver heavy mace +6 (1d8+2)
Ranged mwk heavy crossbow +7 (1d10/19-20) or
. . sling +6 (1d4+2)

Special Attacks:
channel positive energy 3/day (DC 15, 3d6), hexes (cinder dance, healing (2d8+6)), wandering hex (fire nimbus)

Shaman Spells Prepared:
(CL 6th; concentration +11)
. . 3rd—call lightning (DC 16), fly, protection from energy; fireball(S) (DC 16) or neutralize poison(S)
. . 2nd—barkskin, cure moderate wounds, false life, spiritual weapon; resist energy(S) or lesser restoration(S)
. . 1st—burning hands (DC 14), heightened awareness (2), produce flame; burning hands(S) (DC 14) or detect undead(S)
. . 0 (at will)—detect magic, guidance, resistance, stabilize
. . S spirit magic spell; Spirit Flame Wandering Spirit Life

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Base Atk +4; CMB +6; CMD 18
Feats Alertness, Diehard, Endurance, Nimble Moves, Toughness, Tribal Scars
Traits focused mind, life of toil
Skills:
Acrobatics +0 (+4 to jump), Climb +4, Craft (tattoo) +6, Diplomacy +7, Fly +8, Handle Animal +6, Knowledge (dungeoneering) +1, Knowledge (history) +1, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +1, Perception +5, Ride +4, Sense Motive +5, Spellcraft +5, Survival +8, Swim +2

Languages Common, Hallit, Orc
SQ orc blood, spirit animal (weasel named Ember ), touch of flame
Combat Gear:
cold iron crossbow bolts (10), feather token (fan), lesser extend metamagic rod, oil of bless weapon, oil of magic weapon, potion of levitate, scroll of air bubble, scroll of bull's strength, scroll of calm animals (CL 3rd), scroll of comprehend languages, scroll of dispel magic (CL 7th), scroll of fly, scroll of lesser restoration, scroll of magic weapon, scroll of touch of the sea (x2), scroll of warp wood, silver crossbow bolts (10), wand of cure light wounds (12/24 charges), wand of protection from evil (49/50 charges), acid, alchemist's fire, armor ointment;
Other Gear:
+1 mithral chainmail, crossbow bolts (20), mwk cold iron falchion, mwk heavy crossbow, silver heavy mace, sling, heavyload belt, backpack, bandolier, bear trap, belt pouch, candle (10), canvas (sq. yd.) (4), fishhook, flint and steel, ink, inkpen, masterwork tattooing tools, parchment (10), scroll box, scroll case, sealing wax, silk rope (50 ft.), soap, spell component pouch, sunrod (3), trail rations (3), waterskin, winter blanket, wooden holy symbol, wrist sheath, spring loaded, camel, bedroll, bit and bridle, cold weather outfit, noble's outfit, riding saddle, saddlebags, trail rations, hit point retrainig cost.. (worth 540 gp),

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Special Abilities:

Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Diehard You are stable and can choose how to act when at negative Hp.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Healing (Su) This hex grants the witch the ability to heal a person she touches for 2d8+6 h.p. (cannot use on same person more than once every 24hrs)
Fire Nimbus (6 rounds, DC 16) (Su) Foe in 30 ft emits light (negate conceal/invisible) & takes -2 to save vs. fire for 6 rds (Will neg).
Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Shaman Channel Positive Energy 3d6 (3/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spirit Animal (spirit animal (weasel named Ember )) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Touch of Flame (5/day) (Su) As a standard action, melee touch deals fire dam.

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Mount & Familar:
Camel CR –
Camel (Pathfinder RPG Bestiary 2 154)
N Large animal
Init +3; Senses low-light vision, scent; Perception +5
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Defense
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AC 13, touch 12, flat-footed 10 (+3 Dex, +1 natural, -1 size)
hp 13 (2d8+4)
Fort +5, Ref +6, Will +0
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Offense
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Speed 50 ft.
Melee bite +4 (1d4+6)
Space 10 ft.; Reach 5 ft.
Special Attacks spit
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Statistics
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Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +6; CMD 19 (23 vs. trip)
Feats Endurance
Skills Acrobatics +3 (+11 to jump), Perception +5
Other Gear bedroll, bit and bridle, cold weather outfit, noble's outfit, riding saddle, saddlebags, trail rations (2)
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Special Abilities
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Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
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.
Spit (1/hour, DC 13) (Ex) Ranged touch attack vs. foe in 10 ft sickens 1d4 rds (Fort neg).

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Ember CR –
Male weasel (Pathfinder RPG Bestiary 133)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +1
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Defense
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AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 25 (1d8)
Fort +2, Ref +4, Will +6
Defensive Abilities improved evasion; Immune fire
Weaknesses vulnerability to cold
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Offense
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Speed 20 ft., climb 20 ft.
Melee bite +8 (1d3-4)
Space 2 ft.; Reach 0 ft.
Special Attacks attach, deliver touch spells
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Statistics
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Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5
Base Atk +4; CMB +4; CMD 10 (14 vs. trip)
Feats Weapon Finesse
[b]Skills
Acrobatics +10 (+6 to jump), Climb +15, Diplomacy -1, Escape Artist +3, Fly +14, Handle Animal -2, Linguistics +0, Ride +3, Spellcraft +1, Stealth +14, Survival +3, Swim +7; Racial Modifiers +8 Acrobatics, +4 Stealth
Languages speak with master
SQ empathic link
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Special Abilities
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Attach (Ex) If you hit with the listed attack, you can latch on to your opponent.
Climb (20 feet) You have a Climb speed.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Immunity to Fire You are immune to fire damage.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
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.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Master (Ex) You can communicate verbally with your master.
Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage.


boons:
*Warm friend in cold land:(+2 circumstance bonus to diplomacy in Irrisen: cross of to use anywhere)
*Siege's Resolve:(cross off to gain +2 insight bonus to armor class when threatened by 3 or more; becomes +3 if any of the opponents, have giant or orc subtype and also extends to adjacent allies)
*Power of Giants (2), Hill Giant: (1/day as a spell-like ability, cast enlarge person at CL 2; also gain temporary 6hp, until duration ends)
*Air affinity:( from Sandstorm Prophecy no mechanical benefit)
*Elemental Transformation:(You may check a box [0/2 used] to gain a +2 bonus to save against: bleed, paralysis, poison, stunning, or sleep effects)
*Jairo's generosity: (Gain a free Noble's outfit; check box [0/1 used] to buy flying carpet at a discount)
*Uneasy alliance:( from Secrets of the endless sky no mechanical benefit)
*Grace of Minatan Heroes:(cross off as a standard action to recieve either; Greater Magic fang or Greater Magic Weapon for 1 minute per CL: your CL= your total HD)
*Inahiyi's Gratitude:(check a box as an immediate action, to [0/2 used] to treat negative energy as positive energy (as an undead) 1 min duration)
*Snowmask Induction: (Gain permanent endure elements cold(only) effect in temperatures 0 deg. F and above)
*Thassilonian Archivist:(check a box [0/3 used] before a knowledge check, to gain a 1d4 to the check. If check is related to Thassilon, Sin Magic, or Flesh warping use 1d8 instead)
*Averted Mauling:(Cross off when in Ustalav, to gain a non magical item worth 400gp or less)
*Master of Blades Saved:(Gain a +4 circumstance bonus to diplomacy or intimidate, with pathfinders of my level or lower)
*Enduring Scholar:( Season 8 faction card [ 2 goals completed]| Once per adventure before I roll, can gain a +2 bonus on save vs a spell)
*Mutani Manual of Martial Mastery: Receive a +1 dodge bonus to CMD against Grapple (permanent boon)
*Azlanti Historian: +1 check on all knowledge history checks related to Azlant. +2 on linguistics to interpret Azlanti writing; or, cross of boon to receive +2 on "any History check"

coin/ XP./ Fame/ Prestige 1595pp, 16gp, 9sp |X.P. 17| Fame:29, P.P. 17

Petrok is a Half-Orc from the Realm of the Mammoth Lords. His birth came about because of one of the many Orc war parties that raid the lands for Megafauna. His mother was a survivor of one such raid and moved to the way-point town of Hillcross to birth Petrok.

Petrok was raised poor. He and his mother often struggled to eat. H therefore, is not quite as large or strong as some of his kin. His mother taught him the traditions of the Mammoth Lords and to watch for signs and seasons. His superstitions run deep.

When Petrok was 10 his mother married. Rather than abandoning her son she insisted her new husband accept Petrok as his stepson. Thus Petrok took his step father's family name Kaznikh. The elder Kaznikh taught Petrok to hold his own in a fight but, soon distanced himself as two of his own children were born from Petrok's mother. Petrok is now on his own. He has left the only home he has known to find his own way in the world. He let's the spirits guide him and trust his sword arm to deal with adversity.