Primal Companion Hunter

Rogzul the Whisperer's page

262 posts. Organized Play character for Xynen.


Full Name

Rogzul the Whisperer

Race

Male Half-Orc PFS: 186188-1

Classes/Levels

Shaman/4

Stats:
│HP:27/27│ AC 16│ T10│ FF16│ F2│R1│W8│Init 2│Perception +6 (+9 in bright light, +12 with scent)│CMB 2│CMD 12│

Gender

Skills:
Intimidate +5 K. Planes +6 Survival +9 Sense Motive +13 Diplomacy +10, Prof. Archivist +9

Size

M

Age

26

Alignment

CN

Strength 9
Dexterity 10
Constitution 12
Intelligence 7
Wisdom 19
Charisma 16

About Rogzul the Whisperer

Laurels::

Experience: 9

Prestige: 12

Fame: 18

Boons & Titles:
Inner Struggle
Spoils of the Siege (Joliryn)
Trusted Pathfinder: Use to purchase one of several items detailed on chronicle than cross off
Warm Friend in a Cold Land: +2 on Diplomacy in Irrisen. May cross off this boon to use once in an area outside Irrisen
Inside Knowledge: Can Roll K. Local on Aspis Agents untrained w/ +2 bonus. Cross off boon to take 20
Lord Avid's Recommendation: +2 on Cha based checks with nobles on Isle of Kortos. Cross off boon for +4 Bonus
Dragonkiller: You defeated Aralantryx, the Shadow Lodge’s enslaved white dragon, and gained special insight into how to kill others of her kind. You may add an extra 1d6 points of damage to a single damage roll made against a true dragon at any time in the future. This damage stacks with other bonus damage such as sneak attack and is not multiplied on a critical hit. When this bonus has been used, cross Dragonkiller off your Chronicle sheet.
Kobold Friend
Contraband Dividends: scroll of ghostbane dirge

Faction Goals Achieved: 0
Faction Goals in Progress:
(Season 7 Faction Card) 1/3 Recover named texts (The Mondastic Archive)
(Season 7 Faction Card) 1/5 GM Credit

Crunch:
Rogzul the Whisperer
Half-Orc Shaman 4
CN Medium
Init +2; Senses darkvision 60 ft.; Perception +4 (+7 in bright light, +12 with scent)
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Defense
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AC 16, touch 10, flat-footed 16 (+5 armor, +1 Shield, +0 Dex)
HP 27 (4HD:4d8+4)
BAB: +3
Fort +2, Ref +1, Will +8

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Offense
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Speed 20 ft (30 No Armor).
Melee
[dice=Attack Sickle]1d20+2;1d6-1[/dice]
Range
[dice=Attack Crossbow]1d20+3;1d8[/dice]

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Statistics
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Str 9, Dex 10, Con 12, Int 7, Wis 19, Cha 16
Base Atk +3; CMB +2; CMD 12
Traits:
Reactionary (+2 to Initiative)
Suspicious (+1 Sense Motive, Sense motive becomes Class Trait)

Feats
Keen Scent (Half-Orc, Grants Scent)
Extra Hex (Fury)
Skills
Intimidate +5 (2 Racial, 3 Ability)
K. Planes +6 (2 Rank, 3 Class Skill, -2 Int +3 Skill Focus)
Survival +9 (1 Rank, 1 Trait, 3 Class Skill +4 will)
Sense Motive +13 (3 Rank, 1 Trait, 3 Class Skill+4will+2Alertness)
Diplomacy +10 (4 Rank, 3 Class Skill, 3 Ability)
Prof. Archivist +9 (2 Rank, 3 Class Skill, 4 Ability)
Perception+6 (4 Wis, +2 Alertness)
Languages Orc, Common
Racial Modifiers:+2 Wis

Spells:

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Spells
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0 - 4/Day Detect Magic, Read Magic, touch of fatigue, Stabilize
1 - (4/Day) Bless, Color Spray, Burning Hands
2 - (3/Day) Burning Gaze x2

Hex (DC 15): Evil Eye (Su): The shaman causes doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (shaman's choice): ability checks, AC, attack rolls, saving throws, or skill checks. This hex lasts a number of rounds equal to 3 + the shaman's Wisdom modifier. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty increases to –4. This is a mind-affecting effect.

Fury (Su): A shaman incites a creature within 30 feet into a primal fury. The target receives a +2 morale bonus on attack rolls and a +2 resistance bonus on saving throws against fear for a number of rounds equal to the shaman's Wisdom modifier. At 8th and 16th levels, these bonuses increase by 1. Once a creature has benefited from the fury hex, it cannot benefit from it again for 24 hours.

Healing (Su): A shaman soothes the wounds of those she touches. This acts as cure light wounds, using the shaman’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this acts as cure moderate wounds.



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Special Abilities
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Scent:
Scent (EX) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with Scent are granted +8 on perception checks to detect scents.

Shaman Spirit:

Heavens
Spirit Animal: Spirit Animal may be used as a Star Map anytime of day, fly speed increased by 10ft.
Grants access to Color Spray (1st), Hypnotic Pattern (2nd), Daylight (3rd), Rainbow Pattern (4th), Overland Flight (5th), Chain Lightning (6th), Prismatic Spray (7th), Sunburst (8th), Meteor Swarm (9th)
Spirit Ability: Stardust (Su): Shaman causes on target within 30ft to shed light as a candle. Target can not benefit from concealment and takes a -1 penalty on attack rolls and sight based perception checks. Increases to by 1 at level 4 and every 4 levels after. 3+ Charisma mod/day

Spirit Magic: 1 Spontaneous Cast/Spell Level

Spirit Animal:

Kashag
Hawk N Tiny
Init +3; Senses low-light vision; Perception +14
DEFENSE
AC 17, touch 16, flat-footed 14 (+3 Dex, +2 size, +2 Nat Armor)
hp 18 (4HD)
Fort +2, Ref +5, Will +7
OFFENSE
Speed 10 ft., fly 70 ft. (average) (+10 Heavens Spirit Animal)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 6, Dex 17, Con 11, Int 7, Wis 14, Cha 7
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +14; Racial Modifier +8 Perception
SPECIAL ABILITIES
Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells
Familiar
The master of a hawk familiar gains a +3 bonus on sight-based and opposed Perception checks in bright light.

Mule Stats:
(Grizak) Mule
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
OFFENSE
Speed 40 ft.
Melee 2 hooves –3 (1d3)
STATISTICS
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, RunB
Skills Perception +5
SQ docile
SPECIAL ABILITIES
Docile (Ex)
Unless specifically trained for combat (see the Handle Animal skill, a pony's hooves are treated as secondary attacks.

A light load for a mule is up to 100 pounds, a medium load is 101–200 pounds, and a heavy load is 201–300 pounds. A pony can drag 1,500 pounds.

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GEAR/POSSESSIONS
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Sickle (1d6) Crit x2 2lbs S Trip
Scale Mail (+5, Max Dex +3, Armor Check Penalty -4) 30lbs
Buckler (+1, Armor Check -1) 5 lbs
Crossbow, Light (1d8) Crit 19-20/x2 80ft P 4lbs
10 Bolts
Pear of Power (1st Level)
Wand of CLW (46 Charges) (PP Purchase)
Wand of Endure Elements (42 Charges) (PP Purchase)
Spell Component Pouch
Furs (+2 Fort Saves vs Cold)
Snow Shoes - Heavy snow cost 1.5 squares, not 2
Cleats - Slick surfaces cost 1.5 Squares, not 2
Scrolls: ghostbane dirge
Carrying Capacity Light: 30 lbs. Medium: 60 lbs. Heavy: 90 lbs
Rogzul Weight: 44lbs.
Money:
___________________________
4136gp 9sp

On Mule:
Saddle Bags 8lbs
Bedroll 5 ilbs
Flint and Steel
Waterskin 4 lbs
Rope, Silk (50ft) 5lbs

Total Weight: 22lbs.

Backstory:
Rogzul was born under odd circumstances, for a half-orc, in that his Orc blood is inherited from his mother's side. She was the least favored mate of Ugzra, one of the more powerful males in the Shattered Skull tribe, and was often looking to increase her standing in the eyes of the tribe. Having overheard her chieftains desire to breed a Half-Orc tactician, she saw her opportunity, and bred with a particularly savage Mwangi slave that had been captured.

When Ugzra discovered her he was overcome with jealous rage. He beat her and caged her in his hold, then challenged the Mwangi warrior to one on one combat, to prove his spawn would be useless to the tribe. Tired, chained, and sickly, the human managed to kill Ugzra before dying of his own wounds. In a surprising moment of wisdom, the tribal chief declared that any baby born of their union would be allowed to live, to honor the strength of his parentage, but would never be allowed to wield a weapon. When the baby was born a male, it was determined that it would be raised with the females, as a reminder of its low station in life.

Thus nameless, and ridiculed, Rogzul spent the first seven years of his life being beaten and starved by the Chiefs mates and daughters. However he proved resilient and cunning; in secret he crafted a tribal mask and used it to disguise himself in a bid to get the tribe's shaman to take him on as an apprentice. After a week of beatings as the Shaman demanded he remove his mask, Rogzul proved his determination and was accepted. Due to his mask muffling his voice, he became mocked as The Whisperer and did not take a true name until his second decade, choosing Rogzul after a tribal hero of old. Unfortunately, despite rising in power and becoming respected among his clan, he was eventually cast out, when the tribe's shaman, fearing for his life and position, convinced the Chief that Rogzul was a threat. He’s determined to grow in power, and eventually win his rightful position as Shaman of the Shattered Skull Clan.

appearance:
Rogzul takes after his Orcish heritage very prominently, his skin is a dark ashen color but his eyes shine with the power of the spirit he has bound himself to. His tusks and teeth are all kept filed to points. He is covered in scars and tattoos from his time with his tribe. He keeps his head shaven, to appear more intimidating. He wears loose clothing made for easy movement, bearing his skin to the elements as many mountain Orcs do to show their fearlessness. In battle he wears his tribal mask to strike fear into this enemies.