Tsadok Goldtooth

Skaarr's page

230 posts. Organized Play character for Brian Minhinnick (RPG Superstar Season 9 Top 16).


Gender

HP:20/21

Other Stats:
AC 21, T 11, FF 20; Fort +5, Ref +1, Will +2; CMD 14, Perception +2

Deity

Grundinnar

About Skaarr

M Half-Orc (Shoanti) Witch 1/Fighter 1 Age 19

N Medium Humanoid (Half-orc)

Init +3; Senses Darkvision 60'; Perception +1

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DEFENSE
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AC 21, touch 11, flat-footed 20 (+9 armor, +1 dex, +1 natural armor)

HP 21 (1d6+1d10+9)

Fort +5, Ref +1, Will +2

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OFFENSE
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Speed 20 ft. (30 ft. base)

Melee mwk greataxe +4 (1d12+3 x3)

Ranged sling +2 (1d3+2) 50' range increments

Space 5 ft., Reach 5 ft.

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SPECIAL ABILITIES
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Intimidating (Ex): Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Orc Blood (Ex): Half-orc count as both humans and orcs for any effect related to race.

Orc Ferocity (Ex):Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one 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.

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Witch Spells (CL 1st, Concentration +3)
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Known:

0 - All

1st - air bubble, enlarge person, infernal healing, mage armor, mount, urban grace

Memorized:

0 - daze (DC 13), detect magic, stabilize

1st - infernal healing x2

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HEXES (DC 14)
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Slumber (Su):If the creature fails a will save, it falls into a deep, magical sleep for 1 rounds. This hex can affect a creature of any HD.

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STATISTICS
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Str 14, Dex 12, Con 16, Int 16, Wis 10, Cha 8

Base Atk +1; CMB +3; CMD 14

Traits:
Reactionary

Honeyed Words

Feats:
Toughness
Power Attack

Skills (10 Points - 2 witch, 2 fighter, 6 int):
Bluff +4 (1 rank, -1 cha, +3 int) (to convince lies)
Diplomacy +2 (2 rank, -1 cha, +1 trait)
Knowledge (Local) +5 (2 rank, 3 int)
Perception +2 (2 rank)
Spellcraft +8 (2 rank, 3 int, 3 class)

Racial Modifiers:+2 int, darkvision, intimidating, orc blood, orc ferocity, weapon familiarity

Languages:Abyssal, Common, Giant, Goblin, Orc, Shoanti

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GEAR/POSSESSIONS
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Location: On Persons
Carrying Capacity Light:58 lbs. Medium:59-116 lbs. Heavy: lbs.
Money:435 GP 5 SP

Masterwork Greataxe 12 lbs. - 320 GP
Full Plate 50 lbs. - 1,500 GP (-6 ACP)

Witch's Kit 11 lbs. - 21 GP (minus torches)
-backpack
-bedroll
-belt pouch
-candles (10)
-chalk (10)
-flint and steel
-ink
-inkpen
-iron pot
-mess kit
-soap
-spell component pouch
-trail rations (5 days)
-waterskin.

Potion of Enlarge Person x2 1 lbs. - 100 GP
Scroll of Endure Elements x2 0 lbs. - 50 GP
Scroll of Burning Hands x2 0 lbs. - 50 GP
Wand of Infernal Healing (50/50) 0 lbs. - 2 Prestige Points (750 GP)

Total Weight:83 lbs.

Advancement Choices:

1st:Witch; cantrips, hex (slumber), patron (strength), witch's familiar (turtle)
2nd:Fighter; Bonus feat (power attack)

Shelly (Turtle Familiar):

N Tiny animal
Init –2; Senses low-light vision; Perception +4

DEFENSE
AC 16, touch 10, flat-footed 16 (–2 Dex, +6 natural, +2 size)
hp 3 (1d8–1)

Fort +1, Ref +0, Will +1

OFFENSE
Speed 5 ft., swim 20 ft.

Melee bite –2 (1d3–4)

Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 3, Dex 6, Con 8, Int 2, Wis 12, Cha 3
Base Atk +0; CMB –4; CMD 2 (6 vs. trip)

Feats Skill Focus (Perception)

Skills Perception +4, Swim +10

SPECIAL ABILITIES
Familiar
The master of a turtle familiar gains a +1 natural armor bonus to AC.

Shell Retreat (Ex)
A turtle can retreat within its shell as a swift action, gaining a +2 enhancement bonus to its existing natural armor. While in its shell, a turtle cannot take any action except to end the retreat. The turtle can end its retreat with a free action on its turn.

Alertness (Ex)

While a familiar is within arm's reach, the master gains the Alertness feat.

Empathic Link (Su)

The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
Improved Evasion (Ex)

When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells

The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Store Spells

Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.

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Chronicle Sheets
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