Shakka-Shuutu's page

No posts. Organized Play character for Pathmaker.


About Shakka-Shuutu

Shakka-Shuutu
Male half-orc shaman 3/sorcerer (eldritch scrapper) 1 (Pathfinder RPG Advanced Class Guide 35, 122)
LG Medium humanoid (human, orc)
Init +6; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 36 (4 HD; 1d6+3d8+7)
Fort +2, Ref +3, Will +7
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +2 heavy mace +4 (1d8+2) or
. . cold iron greataxe +2 (1d12/×3) or
. . cold iron longspear +2 (1d8/×3) or
. . gauntlet (from armor) +2 (1d3) or
. . unarmed strike +2 (1d3 nonlethal)
Space 5 ft.; Reach 5 ft. (10 ft. with cold iron longspear)
Special Attacks hexes (evil eye, misfortune[APG])
Sorcerer (Eldritch Scrapper) Spells Known (CL 3rd; concentration +7)
. . 1st (4/day)—magic missile, shield
. . 0 (at will)—disrupt undead, mage hand, prestidigitation, shadow bite (DC 12)
. . Bloodline Psychic
Shaman Spells Prepared (CL 3rd; concentration +7)
. . 2nd—life pact[ACG], summon swarm; barkskin[S]
. . 1st—bane (DC 13), charm person (DC 13), obscuring mist; charm animal[S] (DC 13)
. . 0 (at will)—daze (DC 12), detect magic, resistance, stabilize
. . S spirit magic spell; Spirit Nature
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Statistics
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Str 10, Dex 14, Con 13, Int 10, Wis 15, Cha 14
Base Atk +2; CMB +2; CMD 14
Feats Alertness, Craft Wondrous Item, Eschew Materials, Extra Hex[APG]
Traits focused mind, magical knack
Skills Acrobatics -2 (-6 to jump), Handle Animal +6, Heal +6, Intimidate +4, Knowledge ((Carnal)) +1, Knowledge (arcana) +4, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +4, Perception +4, Profession (tanner) +6, Ride +2, Sense Motive +4, Spellcraft +5, Survival +7, Use Magic Device +6; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ bloodline arcana (use thought and emotion components instead of verbal and somatic), martial flexibility, orc blood, spirit animal (greensting scorpion named Arcane Familiar), storm burst
Combat Gear potion of cure light wounds, wand of cure light wounds, alkali flask[APG] (2), holy water; Other Gear scale mail, +2 heavy mace, cold iron greataxe, cold iron longspear, backpack, bedroll, belt pouch, candle (9), candle, flint and steel, hemp rope (50 ft.), pot, soap, spell component pouch, torch (9), torch, trail rations (5), waterskin, wooden holy symbol of Shaman, pages of spell knowledge: expeditious retreat (worth 500 gp), pages of spell knowledge: feather fall (worth 500 gp), pages of spell knowledge: grease (worth 500 gp), pages of spell knowledge: vanish (worth 500 gp), 6,014 gp, 6 sp
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Tracked Resources
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Alkali flask - 0/2
Holy water - 0/1
Martial Flexibility (move action, 4/day) (Ex) - 0/4
Orc Ferocity (1/day) - 0/1
Potion of cure light wounds - 0/1
Storm Burst (5/day) (Su) - 0/5
Torch - 0/9
Torch - 0/1
Trail rations - 0/5
Wand of cure light wounds - 25/50
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Special Abilities
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Bloodline Arcana: Psychic Your sorcerer spells and spell-like abilities count as psychic, and you use T & E instead of V and S
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.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evil Eye -2 (5 rounds, DC 13) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Misfortune (1 round, DC 13) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Psychic Psychic power runs thorough your blood, whether it be from a familial predisposition to psychic power or exposure to a powerful psychic phenomenon. Whatever the source of this power, your mind is a dangerous weapon.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spirit Animal (spirit animal (greensting scorpion named Arcane Familiar)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Storm Burst (5/day) (Su) As a standard action, foe in 30 ft treats all others as concealed for 1 rd.

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