Summoner

Skytusk's page

3 posts. Alias of Helikon.


Full Name

Skytusk

Race

Half-Orc

Classes/Levels

Sorcerer (Orc Bloodline) 1

Gender

male

Size

medium

Age

19

Alignment

NG

Deity

Desna

Languages

Common, Orcish

Strength 12
Dexterity 10
Constitution 12
Intelligence 10
Wisdom 10
Charisma 18

About Skytusk

Info:

Name: Skytusk
Race: Half-orc (Mystic)
Job: Shaman (Heaven) 1
Age: 19
Height: 6´4"
Weight: 220 lbs
Alignment: CG
Personality: Shy, cautious
Likes: spiced wine, soothsaying,
Dislikes:
Favorite foods: Roasted chicken in honeymustard, halfling cooking
Hobbies: Enjoying life,
Physical Description:
Deity: Desna
Languages: Common, Orc
Fav CB: Shaman
LV1 HP,

Combat:

Hit Points: 11 1D8 + 3
Initiative: +2
Armor Check Penalty: -1
Speed: 30 feet
Armor Class: 15 (10 + 3 Armor + 2 Dex)
Touch: 12
Flat-footed: 13
Saves:
Fortitude: +4 (0 +2 Con+2 Luck)
Reflex: +4 (0 +2 Dex+2 Luck)
Will: +8 (2 +4 Wis +2 Luck)

Situational Bonuses:

Combat:
Base Attack Bonus: +0
Melee Attack Bonus: 2 (0 BAB + 2 Str)
Range Attack Bonus: +2 (0 BAB + 2 Dex)
Combat Maneuver Bonus: 2 (0 BAB +2 Str) CM DC: 14 (10 + 0 Base +2 Str + 2 Dex)
Greataxe +2 (1d12+2)

Racial & Class Traits:

Ability Score Racial Traits:
Half-orcs characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size:
Half-orcs are Medium creatures and thus receive 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 orcish. Half-orcs with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Darkvision
Half-orcs can see in the dark up to 60 feet.
Shaman´s Apprentice
Half-orcs with this trait gain Endurance as a bonus feat
Orc Blood
Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo
Half-orcs with this racial trait gain a +1 luck bonus on all saving throws.
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.
Language
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.
Shaman
Weapon and Armor Proficiencies: A shaman is proficient with all simple weapons, and with light and medium armor.

Spells:
A shaman casts divine spells drawn from the shaman spell list (see page 48). A shaman must choose and prepare her spells in advance.
To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a shaman’s spell is 10 + the spell’s level + the shaman’s Wisdom modifier.
Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–9. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 in the Pathfinder RPG Core Rulebook).
Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.

Orisons:
Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table 1–9. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spirit (Su):
A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit (see Spirits on page 37), which grants a number of abilities and defines many of her other class features.
At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features.
At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit.
If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.
A shaman who selects the heavens spirit has eyes that sparkle like starlight, exuding an aura of otherworldliness to those she is around. When she calls upon one of this spirit’s abilities, her eyes turn pitch black and the colors around her drain for a brief moment.

Spirit Animal (Ex):
At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability.
A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.
The flesh of the shaman’s spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, instead its fly speed increases by 10 feet. While the animal is flying, a small nimbus of light surrounds it.

Spirit Magic:
A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats on page 113 of the Core Rulebook).
Spirit Magic Spells:
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)


Feats, Traits &Skills:

Feats:
Endurance (Bonus)
(1) Extra Traits
Traits:
Fate´s Favored
+1 bonus to all Luck boni
Seeker
+1 Perc + Class skill
Alchemical Adept
You are skilled in creating alchemical items. You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don’t roll a natural 1, you don’t ruin any raw materials or have to pay that cost again.

Frontier Healer:
You make your way in life by putting people back together after the rigors of the world take their toll—brewing herbal remedies, setting broken bones, and treating diseases. You gain a +1 trait bonus on all Heal and Knowledge (nature) checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st.

Skills:
Skillpoints gained/level: {4+ 0(int) } = 4 +2BS
Acrobatics: +1 (0 ranks;+0 trained ; +2 Dex; -1 armor)
Appraise: +0 (0 ranks; +0 trained; +0 Int)
Bluff: +0 (0 ranks; +0 trained; +0 Cha)
Climb: +1 (0 ranks; +0 trained; +2 Str; -1 armor)
*Know (nature): +6 (1 ranks; +3 trained; +0 Int+2T)
Diplomacy: +0 (0 ranks; +0 trained; +0 Cha)
Disguise: +0 (0 ranks; +0 trained; +0 Cha)
Escape Artist: +1 (0 ranks;+0 trained ; +2 Dex; -1 armor)
*Fly: +1 (0 ranks;+0 trained ; +2 Dex; -1 armor)
Handle Animal: +4 (1 ranks; +3 trained; +0 Cha)
*Heal: +9 (1 ranks; +3 trained; +4 Wis+1T)
*Intimidate: +0 (0 ranks; +0 trained; +0 Cha)
*Know (arcana): +0 (0 ranks; +0 trained; +0 Int)
Know (dung.) +0 (0 ranks; +0 trained; +0 Int)
Know (local): +0 (0 ranks; +0 trained; +0 Int)
Know (geography): +0 (0 ranks; +0 trained; +0 Int)
*Know (history): +0 (0 ranks; +0 trained; +0 Int)
*Know (nature): +5 (1 ranks; +3 trained; +0 Int+1T)
*Know (planes): +0 (0 ranks; +0 trained; +0 Int)
Know (religion): +0 (0 ranks; +0 trained; +0 Int)
Linguistics: +0 (0 ranks; +0 trained; +0 Int)
Perception: +11(1 ranks; +3 trained; +4 Wis+1T+2 A)
Prof Herbalist: +8 (1 ranks; +3 trained; +4 Wis)
Ride: +1 (0 ranks;+0 trained ; +2 Dex; -1 armor)
Sense Motive: +6 (0 ranks; +0 trained; +4 Wis+2 A)
Sleight of Hand +1 (0 ranks;+0 trained ; +2 Dex; -1 armor)
Stealth: +1 (0 ranks;+0 trained ; +2 Dex; -1 armor)
*Spellcraft: +0 (0 ranks; +0 trained; +0 Int)
Survival: +8 (1 ranks; +3 trained; +4 Wis)
Swim: +1 (0 ranks; +0 trained; +2 Str; -1 armor)
*Use magic device +0 (0 ranks; +0 trained; +0 Cha)

Spells:

Concentration:1d20 +11(+1 level + 5stat)
Orisons per Day: 3
Prepared: Purify Food and Drink, Guidance, Daze
Level 1:
Colour Spray (S), Cure light wounds, Entangle

Equipment:

Starting Gold 180gp
Greataxe 20gp
Wodden Armor 20
Kit, Shaman's
Price 21 gp; Weight 21 lbs.
Carrying Capacity:
Light Load: 0 lbs - 38 lbs
Medium Load: 39 lbs - 76 lbs
Heavy Load: 77 lbs - 115 lbs
Lift Over Head: 115 lbs
Lift Off Ground: 230 lbs
Push or Drag: 575 lbs

Carried Possessions (4 lbs):
Pouch with Coins (1 lbs):
CP: 20
SP: 7
GP: 1916
PP:


Cruth:

Hawk
N Tiny animal
Init +3; Senses low-light vision; Perception +14
DEFENSE
AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size+1nat)
hp 5(1d8)
Fort +2, Ref +5, Will +2
OFFENSE
Speed 10 ft., fly 70 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft., Reach 0 ft.
STATISTICS
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +14; Racial Modifier +8 Perception
Alertness, improved evasion, share spells, empathic link

Backstory:

Skytusk was born not far from Phaendar to a small orcish clan just close the Fangwood Forest. Live for a half-orc in an orcish community is rough, very rough, especially if born to a human slave woman. While Runt, as he was called at first, was not strong, he was clever and after a few years he was selected by the clans shaman, Goreclaw.
That didn´t make Runt´s live easier, far from it. Goreclaw was a harsh brutal master, who raped the spirits for power.
But Runt endured and one day he the spirits had enough. Goreclaw tried to harness to much and overestimated his powers. Bigtime. His ending was far from pleasant. They were about to punish the boy, but one, a spirit of the heavens stopped them.
The spirit of the heavens offered an alliance and Runt had no other choice as to accept.
The merger left tusk changed, very changed. From that moment on his eyes always sparkled with the light of the stars and he changed his name to Skytusk. Skytusk knew he had to leave the clan. So he did.
He ran and ran and in the end found sanctuary in Phaendar, a small town. He managed to secure a hut just outside of the town and started treating the poors for some spare treats. Managed to get by with 3 swine and some chicken, also collecting herbs and roots.