Witch Doctor

Shattertooth's page

314 posts. Alias of Choon.


Race

Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)

Classes/Levels

spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

Strength 8
Dexterity 11
Constitution 13
Intelligence 9
Wisdom 16
Charisma 17

About Shattertooth

Name: Shattertooth
Look: Searing eyes, Ritual Scars, Barely Hidden Rage, Roaring Voice
Stats: Cha 16 (+2), Wis 16 (+2), Con 13 (+1), Dex 11 (+0), Int 9 (+0), Str 8 (-1)
Your maximum HP is 4+Constitution. = 17
Your base damage is d8.

Alignement: Chaotic - Spread a dangerous new idea.

Race: Minotaur

xxxxxx has felt the hellish touch of fire, now they know my strength.
I will teach xxxxxx the true meaning of sacrifice.
I cast something into the fire for xxxxxx and still owe them their due.

Your Load is 9+STR. = 8

Moves

Burning Brand
When you conjure a weapon of pure flame, roll+CON. On a 10+ choose two of the following tags, on a 7-9 choose one. You may treat your INT as your STR or DEX in regards to making attacks with this weapon. The weapon always begins with the fiery, touch, dangerous, and 3 uses tags. Each attack with the weapon consumes one use.
hand
thrown, near
+1 damage
remove the dangerous tag

Fighting Fire With Fire
When you take damage, and that damage is odd (after armor) the flames within you come to your aid. Roll 1d4 and either add that many uses to your burning brand (if active), take that result forward to summon your burning brand, or reduce the damage by that amount, your choice.

Zuko Style
When you bend a flame to your will, roll+WIS. On a 10+ it does as you command, taking the shape and movement you desire for as long as it has fuel on which to burn. On a 7-9 the effect is short-lived, lasting only a moment.

Give Me Fuel, Give me Fire
When you gaze intensely into someone eyes, you may ask their player “what fuels the flames of your desire?” they’ll answer with the truth, even if the character does not know or would otherwise keep this hidden.

Hand Crafted
You may use your hands in place of tools and fire to craft metal objects. Mundane weapons, armor and metal jewelry can all be formed from their raw components. You may unmake these things, as well, but to do so without time and safety might require that you Defy Danger first.

Firebrand
When you introduce a new idea to an NPC, roll+CHA. On a 10+ They believe the idea to be their own and take to it with fervor On a 7-9, Their passion fades after a day or two. On a miss, they respond negatively, speaking out against the idea.

Commune
When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:
•Lose any spells already granted to you.
•Are granted new spells of your choice whose total levels don’t exceed your own level+1, and none of which is a higher level than your own level.
•Prepare all of your rotes, which never count against your limit.

Cast a Spell
When you unleash a spell granted to you by your deity, roll+Wis.
✴ On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again.
✴ On a 7–9, the spell is cast, but choose one:
•You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
•Your casting distances you from your deity—take -1 ongoing to cast a spell until the next time you commune.
•After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you.
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.

You carry no weapon and need no armor but the flames the burn within you. You begin with a symbol of your sacrifices past (A metal mask that fits over my face)
Adventuring Gear (5 uses, 1 weight)
2 healing potion
Dungeon Rations (5 uses, 1 weight)

previous stat block:
Male Orc Barbarian (True Primitive/Mad Dog) 4
N Medium Humanoid (Orc)
Init +3; Perception +7
**+2 Init and perception in forests
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Defense [x]=during Rage
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AC 20[16], touch 13[9], flat-footed 17[13]
(+3Dex, +5armor, +2shield)
hp 36
Fort +7, Ref +8, Will +2[4]
+1 morale from fetish
CMD 16

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Offense [x]=during Rage
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Speed 30', 20' in armor
Base Atk +4
Melee:
Greatclub +11[15] 1d10+9[13]
Spear +10[14] 1d6+9[13] brace
Short Spear +9[13] 1d6+6[10] 20ft
PA: -2/+4(6), +1attack when at neg HP
Ranged:
Sing +7 1d4+6 50ft.

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Statistics
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Str 22, Dex 16, Con 15, Int 13, Wis 10, Cha 10
Base Atk +4; CMB +9; CMD 19
Rolled: 17 16 15 13 12 12
Feats:
(1st)Combat Reflexes, 4 AoO/rd total
(3rd)Power Attack, -2+4

Traits:
Positive Trait: True Savagry: Shattertooth is the essence of a true barbarian, and as with his deep bond with his companion, Shattertooth and his companion gains an additional +2 to attack/dmg rolls while raging
Negative Trait: Recklessness: Fueled by his primitive instincts, he may be deadlier while he unleashes his true power, but he becomes less able to defense himself. During rage, further decrease AC by -2, his companion suffers the same.

Rage Powers: Ferocious Beast - Companion gains benefits of rage, must spend rounds for companion

Languages: Orc

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Skills:
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Acrobatics +7 (1rank,3dex,3class)
Climb +10 (1rank,6str,3class)
Handle Animal +8 (5rank,0cha,3class)
Heal +5 (2rank,0wis,3class)
Intimidate +7 (4rank,0cha,3class)
Kn: Nature +4 (1rank,1int,3class)
Perception +7 (4rank,0wis,3class)
Prof:sirvivalist +8 (5rank,0wis,3class)
Stealth +7 (4rank,3dex,0class)
Swim +10 (1rank,6str,3class)
Survival +5 (2rank,0wis,3class)

+2 Kn:geo, Stealth, Survival in forest, does not leave trail and cannot be tracked unless I choose

Bonus ranks in handle animal and Prof survivalist

ACP breastplate -4, Heavy Shield -2
4 class/lvl +1 int/lvl = 20 total
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Special Abilities
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Barbarian:
Weapon and Armor Proficiency
A true primitive is proficient with hide armor and armors made from bone (see Special Materials). A true primitive is also proficient with bone shields and the following weapons: battleaxe, blowgun, club, greatclub, handaxe, longspear, shortspear, sling, and spear.

Illiteracy
A true primitive cannot read or write, and her superstition about such things leads her to refuse to ever learn to read or write, even if she multiclasses into other classes.

Favored Terrain (Ex) Forrrest
A true primitive has a favored terrain representing her native homeland. This ability functions as the ranger class feature, and the true primitive’s bonuses in that terrain improve by +2 at 5th level and every five levels thereafter. However, she does not gain any additional favored terrains.
+2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
This ability replaces fast movement.

Rage (Ex)

Rage (Ex)
A mad dog gains this ability at 4th level, except that her effective barbarian level for the ability is equal to her barbarian level –3.

A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

Rage Powers
As a barbarian gains levels, she learns to use her rage in new ways. At 2nd level and every 2 levels thereafter, the barbarian gains a rage power. A barbarian gains the benefits of rage powers only while raging. Some of these powers are always active during a rage, and others require the barbarian to take an action to use them. Unless otherwise noted, a barbarian cannot select an individual power more than once.

War Beast (Ex)
At 1st level, a mad dog gains the service of an animal companion, using the barbarian’s level as her effective druid level.
This ability replaces the rage powers gained at 2nd, 6th, 10th, 14th, and 18th level.

Pack Tactics (Ex)
At 2nd level, a mad dog and her war beast gain a +4 bonus on attack rolls while flanking the same opponent (instead of the normal +2 bonus).
This ability replaces uncanny dodge.

Trophy Fetish (Ex)
A true primitive collects teeth, bones, hair, and other trophies from vanquished enemies, representing their power and strength.

At 3rd level, a true primitive can attach a trophy fetish to one of the traditional true primitive weapons listed above. When wielding that weapon, the true primitive gains a +1 morale bonus on damage rolls. Furthermore, if that weapon has the fragile property, once per day, the true primitive can ignore the effects of a single natural 1 roll. A trophy fetish can also be attached to a suit of hide or bone armor, granting the true primitive a +1 morale bonus on saving throws. Furthermore, if that armor has the fragile property, once per day, the true primitive can chose not to have the armor break on the confirmation of a critical hit made against her.

Every five levels beyond 3rd, a true primitive can use an additional trophy fetish. Multiple trophy fetishes can be attached to the same armor or weapon; their effects stack. A trophy fetish can be sundered (hardness 5, 1 hit point) but is not damaged by area attacks or attacks that do not specifically target it. It has no effect if attached to other types of weapons or armor.

This ability replaces trap sense.

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Racial Traits
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Ability Score Racial Traits: Orcs are brutal and savage. They gain +4 Strength, –2 Intelligence, –2 Wisdom, and –2 Charisma.
•Type: Orcs are humanoids with the orc subtype.
•Size: Orcs are Medium creatures and thus have no bonuses or penalties due to their size.
•Base Speed: Orcs have a base speed of 30 feet.
•Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can chose from the following: Dwarven, Giant, Gnoll, Goblin, Undercommon. See the Linguistics skill page for more information about these languages. (replced by feral)

Offense Racial Traits
•Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
•Feral: Orcs have the ability to fend for themselves long before they master the rudiments of their language and culture. Having needed to hunt bugs and tiny animals for food to survive while still infants, feral orcs fight all the harder to survive when at the brink of death. Orcs with this racial trait gain Survival as a class skill and gain a +1 racial bonus on melee weapon attack and damage rolls when at negative hit points. This racial trait replaces the orc’s weapon familiarity and automatic languages. Feral orcs without additional languages due to high Intelligence scores or ranks in Linguistics can only communicate with grunts and gestures.

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Gear
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690g
cost/weight
305g/8 - Mwk Greatclub
2g/6 - spear
5g/3 - Shortspear x5
0g/-- - Sling
2s/10 - Bullets x20
2g/5 - Bullets, groaning x10

200g/30 - Bone Breastplate
7g/2 - Heavy bone Sheild
50g/20 - Studded Leather Barding

9g/26 - Kit, Barbarian’s
This kit includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.

110g remaining
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Companion
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Warcat (bodyguard)

Size Medium; Speed 40 ft., 30 in armor
HP: 28
AC 22/13/19 (+3 dex, +6 natural armor, +3 barding)
Saves: 6/7/1
BaB+3
Attack bite +6 (1d6+3), 2 claws +6 (1d6+3)
Ability Scores Str 16, Dex 16, Con 14, Int 3, Wis 11, Cha 5;
Special Attacks rake (1d4);
SQ low-light vision, scent, link, Shared Vigilance, Tenacious Guardian

Feats (2): Light Armor Prof., Imp. Nat. Attack (claw)
Skills (4): Acrobatics +6, Stealth +6, Survival +4, Climb +6
-1 ACP
Tricks (9+2):attack, come, defend, down, guard, flank, heel, hunt, maneuver, sneak, seek

Animal Feats
In addition to the standard animal companion feats, a bodyguard may select Bodyguard, Combat Patrol, Heroic Defiance, Heroic Recovery, and In Harm’s Way.

Shared Vigilance (Ex)
A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent.
This ability replaces share spells*.

Tenacious Guardian (Ex)
At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0 hit points, the bodyguard loses 1 hit point per round but gains a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to its Constitution score plus its master’s class level.
This ability replaces evasion.