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About Shakraal BloodscreamerEnlarged:
+2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to size Rage:
+4 Str, +4 Con, +4 hit points, -1 AC Enlarged Rage:
+6 Str, +4 Con, -2 Dex, -2 AC, -1 to attack Quick View Stats for Combat:
Rage Rounds/Day: 8 Initiative: +1 (+1 Dex)
Witch Patron: Transformation SPELLS
Shakraal's Tale:
The warriors shouted to the moons when Kring the Beautiful took a mate. A human. Who did not survive the mating. And thus Shakraal was brought into the world. Shakraal the Bright. Shakraal the Beautiful. Or as the Blood Trail curs liked to whisper, among themselves, behind her back - Shakraal Manfather. Beloved of her rough, domineering mother and despised by many of the Blood Trail for being at once less than and yet more than orc.
In time, Shakraal found tutelage under Mang Dew-Eye, ostensibly the shaman of the tribe. His legerdemain, rough magic and eldritch power was drawn from the creation of spirit masks - channeling the awesome power of bygone Orc Champions, from a time when, according to Mang, the Orcs ruled the world. And the greatest of these Champions, perhaps even of Giant-blood, sired the many children of the Blood Trail, a trail that led down the long ages to Kring herself. Thus Shakraal made her lacquered wood and bone mask, black and red like blood and sun. "Blood for the Trail and Sun for the Pain" Mang intoned, with Shakraal echoing a thousand times as they prepared the mask in a long ritual that involved blood, pain, and the occasional inopportune advance from the lecherous shaman. Stabs in the nether regions with Shakraals knife let him know the impropriety of "courting" the future Chieftainess. Somehow, the ritual of bonding mask and wearer changed Shakraal - a third eye, an abomination on her otherwise beautiful contenance appeared. Which Shakraal has taken to hiding by wearing her mask. Those whispers against her grew - Bog-Eye, or Mang's Eye among other, less polite appellations. Shakraal ignored the jibes and curses of her tribe, and spent her time practicing the arts of combat in equal measure with that of magic and mysticism. For in these Giant-troubled lands, a strong blade is a surety and a boon companion. Now Kring has sent Shakraal to meet with other orcs of other tribes. Members of tribes which, according to Kring, are debased and worthless. Like the Skull Eaters. Shakraal is wise enough to know that Mang is a mouthpiece for Kring, that Kring is no more special than Kring's blood-soaked sinews gripping the biggest flachion and empowered by the meanest glare. Shakraal knows guile and cunning are equal weapons, and though she also carries a valuable weapon, it is her mystic arts and Spirit Mask that will guard her. She watches carefully. And listens. And makes direct eye contact, which the male orcs find threatening and offensive. Let them come. She will end them. STATS:
Ability Scores Score (modifier) (point buy - 25 pts) (racial bonus) (level up) Str : 12 (+1) (2) Dex: 12 (+1) (2) Con: 18 (+4) (10) (+2 Half-Orc) Int: 12 (+1) (1) Wis: 14 (+2) (5) Cha: 14 (+2) (5) DEFENSE:
AC: 16, touch 11, flat-footed 15 (+5 armor, + 1 Dex, +0 shield, +0 size, +0 natural (item)) HP: 54 (Full first lvl = 6, Full 2nd level = 12, Full third level = 6, Full 4th level = 6, +16 Con, +3 Favored Class, +5 Toughness) Fort +7 (3 + 4), Ref +3 (1 + 1 + 1(trait)), Will +5 (3 + 2) OFFENSE:
Initiative: +1 (+1 Dex) Speed 40 ft. Base Atk: +2 CMB: +3 (+2 BAB, +1 str) CMD: 14 (10, +2 BAB, +1 str, +1 dex) Enlarged
Raging
Enlarged, Raging
Melee:
Raging
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Enlarged, Raging
Ranged:
Favored Class Bonus Witch: Hit points TRAITS:
Giant-Blooded: Your family has always been dogged by rumors that a bit of giant blood got into the family’s veins at some point. Whether this was through alchemical or magical experimentation, or because your great-great-grandfather married a giant, it has made you big for your race, and may have given you other minor cosmetic features of giants, such as f laming red hair, a bluish tinge to your skin, or oversized hands. When you wield a weapon that is larger than your size, the penalty on attack rolls for using inappropriately sized weapons is reduced by half. In addition, you gain a +2 trait bonus to your CMD against awesome blow combat maneuvers. If you’re a dwarf, your stability racial trait applies to awesome blow combat maneuvers as well. Mutant Eye: You have a third eye on your forehead. As long as it is uncovered and open, you can get a clearer sense of the emotions of those you see, granting you a +2 trait bonus on Sense Motive checks that increases to +4 on checks to notice whether a character is under a mind-affecting effect. However, the eye is unsettling, and you take a –1 penalty on Bluff and Diplomacy checks against humanoids who can see it. Roll With It: You’ve trained with some of the best giantslayers out there, and have learned how to avoid the worst effects of a giant’s powerful attacks. You gain a +1 trait bonus on Ref lex saves. In addition, once per day, when a creature with the giant subtype successfully confirms a critical hit against you with a weapon or a slam attack (not a spell or special ability), you can roll with the attack. You take normal damage from the blow, as if the critical had not been confirmed. You must be aware of the attack and able to react to it—if you are denied your Dexterity bonus to AC, you can’t use this ability. If you are a dwarf or a gnome, you can use this ability twice per day. Vexing Defender: You’re trained in fighting opponents that are larger than you, and you are skilled at keeping them on their toes, pestering them from all directions. You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you. In addition, you gain a +4 trait bonus on Acrobatics checks to move through an enemy’s space without provoking an attack of opportunity, provided that enemy is larger than you. FEATS:
[1 1st level]
1st Level: Toughness Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). SKILLS:
Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Skills: (11 = 2 ranks x Witch 2, 4 ranks x Barbarian 1, +3 int)
Languages: Common, Undercommon CLASS ABILITIES:
Weapon and Armor Proficiencies: Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail. Spells
To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier. A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Witch. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare. Cantrips Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally. Patron Spells: At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide. Constitution Dependent
Hex Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier. Hexes Known:
Hex Scar
Fast Movement A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed. Fetish Mask (Su)
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. Rage
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death. Scarshield (Su)
Half-Orc Racial Traits:
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. Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. 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.
GEAR:
Weapons: Masterwork Large Falchion 2d6 18–20/×2, 150 gp, 16 lbs. Large Spiked Gauntlet, 1d6, 10 gp, 2 lbs. Javelins (5) 5 gp 1d6 ×2 30 ft. 10 lbs. Armor:
Skill Equipment: Magic Miscellaneous: Mundane Miscellaneous
Total equipment cost: 160 gp, xx sp. spent. (of xx starting funds)
Remaining Gold 160 gp, xx sp
Capacity: light: xx lbs. or less Medium: xx-xx lbs. Heavy: xx-xx lbs.
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