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About Reck'AvokBOSS MODE STATS:
boss reck Half-Orc Magus (Hexcrafter) 4 NE Medium humanoid (human, orc) Init +4; Senses darkvision 60 ft.; Perception +5 -------------------- Defense -------------------- AC 20, touch 12, flat-footed 14 (+4 armor, +2 Dex, +4 Shield) hp 36 (4d8+8) Fort +7, Ref +3, Will +5 -------------------- Offense -------------------- Speed 30 ft. Melee bite +7 (1d4+4) and 2 claws +7 (1d4+4) Special Attacks hexes (slumber), spellstrike Magus (Hexcrafter) Spells Prepared (CL 4th; concentration +9): 2nd—invisibility, mirror image 1st—frostbite, obscuring mist, Shield, Mage Armor 0 (at will)—brand (DC 13), daze (DC 13), detect magic, prestidigitation (DC 13) -------------------- Statistics -------------------- Str 18, Dex 14, Con 12, Int 16, Wis 12, Cha 12 Base Atk +3; CMB +7; CMD 19 Feats Aspect of the Beast (Claws of the Beast), Enforcer Traits focused mind, reactionary Skills Climb +10, Intimidate +10, Perception +5, Profession (sailor) +8, Swim +10; Racial Modifiers +2 Intimidate Languages Abyssal, Common, Draconic, Goblin, Orc SQ arcane pool, hex arcana, hex arcana (slumber), hex magus, orc blood, spell combat Combat Gear Scroll of Bull's Strength, Bear's Endurance, Scroll of Shield; Other Gear masterwork lamellar (leather) armor, 150 GP -------------------- Special Abilities -------------------- Arcane Pool (+1) (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers. Darkvision (60 feet) You can see in the dark (black and white vision only). Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize. Focused Mind +2 to Concentration checks Hex Arcana You can substitute Hexes for Magus Arcana. Hex Magus (Su) You gain access to witch hexes. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Slumber (4 rds) (DC 15) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg). Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other. Spellstrike (Su) Deliver touch spells as part of a melee attack. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
crunch:
Reck 'Avok
Reck Avok Half-Orc Magus (Hexcrafter) 3 LE Medium humanoid (human, orc) Init +2; Senses darkvision 60 ft.; Perception +3 -------------------- Defense -------------------- AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 26 (3d8+6) Fort +4 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +3, Will +4 -------------------- Offense -------------------- Speed 30 ft. Melee bite +5 (1d4+3) and 2 claws +5 (1d4+3) and spear +5 (1d8+4/×3) Special Attacks hex arcana (slumber), spellstrike Magus (Hexcrafter) Spells Prepared (CL 3rd; concentration +6): 1st—frostbite (x2), shocking grasp, true strike 0 (at will)—brand (DC 13), dancing lights, detect magic, prestidigitation (DC 13) -------------------- Statistics -------------------- Str 17, Dex 14, Con 12, Int 16, Wis 12, Cha 12 Base Atk +2; CMB +5; CMD 17 Feats Aspect of the Beast (Claws of the Beast), Endurance, Enforcer Traits magical knack, wayang spell hunter Skills Climb +7, Intimidate +9, Knowledge (nature) +4, Profession (sailor) +7, Spellcraft +7, Survival +5, Swim +7 (+11 to resist nonlethal damage from exhaustion) Languages Abyssal, Common, Draconic, Goblin, Orc SQ arcane pool, hex arcana, orc blood, spell combat Other Gear lamellar (leather) armor, spear, masterwork tool, masterwork tool, masterwork tool -------------------- Special Abilities -------------------- Arcane Pool (+1) (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers. Darkvision (60 feet) You can see in the dark (black and white vision only). Endurance (Shaman's Apprentice) +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize. Hex Arcana You can substitute Hexes for Magus Arcana. Magical Knack (Magus [Hexcrafter]) +2 CL for a specific class, to a max of your HD. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Slumber (3 rds) (DC 14) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg). Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other. Spellstrike (Su) Deliver touch spells as part of a melee attack. Wayang Spell Hunter (Shocking Grasp) Reduce spell level increase from metamagic for chosen spell by 1. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Backstory:
Reck was born into one of the many squalid orc clans inhabiting the Sodden Lands, fathered by the half-blue dragon orc chief who ruled the clan with an iron fist. Showing magical talent, Reck was handed off to the tribe's shaman for training. Reck's magic came easily to him, and both the shaman and chieftain foresaw that one day Reck would be a challenge to their power. Accordingly, the chief beat his son within an inch of his life and threw him into the Blackflow river.
Reck survived, and recovered among the ruins of Oagon, on the shore of the Arcadian Ocean. Knowing that returning to his tribe was sure death, Reck built a hovel and lived as a beast in the marsh, hunting and fishing with the aid of his magical talents. As he matured, his father's nature ran true in him and he grew draconic claws and subtly scaled skin. Bereft of crafted weapons, Reck learned to pounce and hunt in the manner of predatory beasts. For many years, Reck lived this way. Every morning as he woke, he saw the Eye of Abendego churning out over the ocean. Flashing with lighting and roiling with brutal storm clouds, Reck began to take inspiration from the eternal hurricane. Eventually, he made his mind up to investigate the storm itself. Despite being a strong swimmer, Reck found that he could hardly approach the storm. A few experiments with log rafts proved equally fruitless. From the occasional sighting of sailing ships, Reck knew that elsewhere lay those with the skill to sail right to the edge of the maelstrom. Reck packed his meager belongings and set off to find work as a sailor. He managed to stow away on a merchant vessel by clinging to a ratline. Landing at Port Peril, Reck realized that no sailing vessel intentionally sails near the Eye. He spent a few weeks hiding in the alleyways before working up the nerve to walk openly in society. With a few valuables found in his primitive days, Reck purchased a few nights' stay at a seedy tavern and contemplated his next move. Unbeknownst to him, the tavern was the Formidably Maid, and the first introduction to pirate culture was the crack of a sap across the back of his head... Description:
A strapping half-orc, with the wiry muscles and sun-burnt skin of a primitive tribesman. Hints of his draconic heritage manifest themselves in his clawed hands and jutting maw. His faintly scaled skin is covered in a mural of extensive tattoos depicting the sacred wilderness lore of his tribe and images holy to Gozrah. Secret Text:
EXPLOSIVE RUNES! |