Half-Orc of Averaka

Sorogar Twintusk's page

590 posts. Alias of Trevor86.


Full Name

Sorogar Twintusk

Race

F Half-Orc Life Shaman 9/L. Oracle 1. HP: 103/103. AC: 20, FF 20, T 12. Att: +9 vs ac (/w PA), 2d4+10(CI /magic, 18-20/x2). CMB: +11, CMD: 22. Saves: F+11, R+7, W+17. Perc. + 17, heal +27/31, init -1, Darkvision 60 ft. Buffs not included.

Gender

F

Size

M

Age

15

Alignment

CG

Deity

The Skyfather

Location

Anderian Rainforest

Languages

Common, Orc, Draconic, Sylvan, Giant.

Occupation

Witch Doctor

Strength 14
Dexterity 8
Constitution 16
Intelligence 16
Wisdom 22
Charisma 18

About Sorogar Twintusk

Backstory:

Sorogar was born to a human mother and an orc father among the Goring Spear clan of the Anderian rainforest, in the village of Kar’vall. As was the custom with all newborn growlings, one of the tribe’s Shamans, Jerrik, read the blood splatters on her abdomen when the umbilical cord was cut. It revealed the starsign of the Skyfather, a crystal-clear indication of what was supposed to be her fate.

Unless, of course, the baby was killed by first Witch Doctor. As had been an unshakeable truth as far as the village’s stories went back, there had always been thirteen of them. When a fourteenth was born and lived, the Eldest was doomed to die by the next moon.

As was his right, the First issued the challenge, and her family offered its best warrior to take it – her half-brother, Groltz. In a brutal fight of muscle against magic, he eventually prevailed against the aging caster and secured her right to live. Meanwhile, the head of the First was added to the totem pole of the village’s mystic guardians. From then, she was instructed in the mystical arts by Jerrik, who advanced one rank to Eighth.

During her rite of awakening, where she drank the infamous mixture of soothing (which the entire village knew about and dreaded – the smell was hideous and spread for miles around), her spirit animal appeared to her. She had expected a smilodan, wolf, tiger, bear, or something appropriately fierce!

…But got a bat instead.

Well then.

At least he was clad in the celestial blue glow of the Skyfather, and since adopting him as her companion, the first implied sign of the Overgod became visible upon her stomach once more. Brujah, her glorious… Bat companion, accompanied her ever since.

However, more important than his form of animal was his aspect – the one of life. This marked her as a direct opponent of the worshippers of the god whose name had been forbidden – now known only as The One Who Rots The Earth From Below (or in common orc deregatory terms, 'The Ratbasterd'). From then, her relationship with the slightly older shaman Rogmesh worsened even further. As if she could help that she had received the life blessing! Yes, it was really nice to shine in health, have radiant white teeth and get more attention from the older male growlings, but still! Nothing would lessen her apparent slighted honor, and they were rivals at best ever since.

For a few years after that, things seemed normal. At times, the village went to war with rival tribes over bounty, land, water, and (embarrassingly to Sorogar) women. From her supporting role as a combat healer in these conflicts, she also learned to sharpen some martial skills, even if she would never be as good at it as a lifelong-trained warrior. Compared to her half-brother, for instance, she was nothing.

However, after seeing this pattern repeated over and over, she started to doubt what the value of it all was. It seemed an endless cycle of destruction that hampered any progress. Ideas that could have advanced their civilizations were lost with the losers. It was wasted life and evermore wasted effort in raising those lives.

No real progress was being made in exploring the jungles of Anderia with everyone having to worry about the other tribes stabbing you in the back. And that was ignoring concepts like grudges over lost honor that lasted for generations even in absence of direct conflict. They were stuck, while the Durvan cities and their ‘science’ grew ever larger. In her mind, their culture was doomed unless great change was achieved.

This was a sentiment that did not sit well with everyone. What was wrong with continuing their way of life as they’d always done? Taking the spoils of the Soilmother and the Skyfather? They were ever steadfast in their duty to protect them from the malevolent god below the Earth and the evil spirit above the sky. Wasn’t it disrespectful to them to want to force great change in spite of their sacrifices?

But Sorogar was smart enough, and had seen enough of the Durvans, to know better. So she took a risk.

When she reached the edge of growling to Adulthood, she knew the time for her Dajemma had come. This spiritual journey of reaching adulthood was normally undertaken with a group of growlings of similar age, who would journey out together in search of deeper understanding of their role in the world. And each of them was expected to take home at least one thing of great value.

But here, she shocked the village by proclaiming she would undertake her Dajemma with a Guild made up of outsiders. A guild! And not only that, but as proof of her outrageous claim that more was to be gained by accepting the outside world, she vowed to bring home something truly spectacular, that would be spoken about in the Village’s tales forever more.

…Privately, she would have settled for just finding her half-brother, who had gone missing during a hunt only weeks prior. Something bad had happened to him, and it wasn’t just a straight fight - he'd have won. Groltz, by then, was reaching the status of a warlord. He had multiple wives and families to sustain, and his loss to the tribe had been a big one.

But beggars couldn’t be choosers.

This was the moment she had to set out; her time to act.

The gambit was on!

Finding the legendary animals spoken of in the shrine's leather books would be a good start, and it just happened to coincide with the goals of that exploration party the local explorer's guild had contacted her about. It was a dangerous trip into unknown regions of the jungle, but that was just what she needed. A sturdy, mixed group of outsiders with a local guide might just have the skills needed to succeed where previous attemps had failed.

And if they succeeded in finding the lost animals... well, what better grounds could there be greater future cooperation and prosperity?

...At least, assuming it worked and her faith in the outsiders was warrented...

Appearance and personality:

With an athletic, slim figure, vibrant light-green skin, soft auburn hair and milky-white tusks, Sorogar has a pleasing physical appearance, especially for a half-orc! It almost looks as if someone coloured her a bit more deeply than her immediate surroundings; especially the spectral-like blue coloured bat on her shoulder. When not in her breastplate, she tends to reveal a similarly-coloured starsign featured prominently on her abdomen, which she insists is necessary as an honoring of the Skyfather. His marking cannot be seperated from the sky above, except in dire circumstances.

She carries a large amount of trinkets of strange instruments which she insists are important in keeping the evil spirits at bay, such as a quarterstaff which ends in a rat-skull, an Amulet fashioned after a birdlike being of sorts and a handful of colourful rocks she often throws into a bowl and then shakes around until sufficient noise has been made. She carries a surgical knife with her (by orc-standards, meaning it's more like a cleaver) and a medicine kit filled with jungle remedies. Such as but not limited to a jar of maggots to eat rotting/infected flesh from your wounds, and grounded leaves to delay the pain of stepping in speargrass.

Sorogar tries to act mature and level-headed as is expected of her as a medic and spiritual leader, as much as that can be expected of an adolescent half-orc. She is curious about the world outside the rainforest and tends to ask many questions regarding this, marvelling at how different things can be but still work out for the best. her hobbies include hunting and swimming in the local river, after asking Brujah if there are any dangerous fish about.

Privately, she has her own reservations on whether her plan of seeking more connection to the outside world is really a good idea, but figures the risk is worth the gamble. And possibly her own life.

Statblock:

Sorogar twintusk
CG Female half-orc. Shaman 9, Life spirit / Life Oracle 1.

Pet: Bat (life spirit incarnation), named Brujah

Half-orc racial traits:
Sacred tattoo, +1 luck bonus to all saves (replaces ferocity)
Shaman enhancement (+2 racial bonus to spellcraft, + 2 str/dex/con for a familiar/spirit) (replaces intimidating).
Orc weapon familiarity (falchion, greataxe proficiency)
Darkvision to 60 ft.

Ability scores

14 str
8 dex
14 con
12 int +2 headband = 14.
14 wis + 2 racial + 2 (4th+8th level ASI) = 18. +2 headband = 20.
14 cha +2 headband = 16

All future stat increases go to wis.

Offense

Speed 20 ft (30 – 10 ft , armor penalty)

+1 coldiorn Falchion = +11 vs ac, 2d4+4.(18-20/x2)
+1 negating warhammer = +11 vs ac, 1d8+4 (20/x2)
Dagger + 10 vs ac, 1d4+3 damage, 19-20/x2.
CMB: +11.
Init -1.

Defense

Ac 20, FF 20, T: 12. CMD: 20. Saves: Fort + 9, ref +6, will +17.

Save breakdown: Base saves +3/+3/+7. 14 con, 8 dex, 20 wis. +2 luck bonus to all saves (sacred tattoo + fate's favored), + 3 resistance bonus to all (cloak of resitance +3).

Skills

Diplomacy +16, handle animal + 6, heal* + 29 (31 for healer’s hands), survival +17 (19 for foraging), Fly +11 (bonus 9 ranks from int/wis headband), Knowledge: planes +14, knowledge: nature +10, Knowledge: religion +6, spellcraft + 13 (+17 to identify), perception + 16, linguistics +5, sense motive +10, craft: alchemy +13.

*Heal: Ioun stone adds +2 insight bonus, masterwork tool pendant of skyfather adds +2 to heal for treat deadly wounds through planar energy channel (=Healer's Hands uses) (10 ranks, 5 wis mod, 3 class skill, +5 gloves of the healer, +4 healer's hands (oracle revelation) = +27/+31 for healer's hands use.

Skill breakdown:

Including background skills: Level 7, 7 SP/level. -1 from oracle level, +1 extra point from FCB at level 2. > 49

Background Skills (Tribal Witch Doctor): Heal, Survival.

Skills: Diplomacy(9 ranks), handle animal (1 ranks), heal (10 ranks), survival (10 ranks), Sense Motive (1 ranks), knowledge: planes (9 ranks), Fly (10 ranks from headband), Knowledge: Nature (4 ranks) Knowledge: religion (1 rank), spellcraft (9 ranks), perception (9 ranks), linguistics (3 ranks), Craft: alchemy 4 ranks.

*Note: Sorogar has all knowledge skills as a class skill from her Oracle level.

Feats:
1. Healer’s hands.
3. Selective channel.
5. Skill Unlock: Heal.
7. Craft magic weapons and armor.
9. Power attack.

Traits
Fate’s favored, seeker.

Familiar: (life spirit) Bat
-Has +2 con over normal familar stats from half-orc racial trait.
-Sage Archetype: Gets +1/2 of Master's level on all knowledge checks, can make all knowledge checks untrained. All knowledge skills are class skills to the familiar. (Currentl: +3 bonus on all skill checks).
-Can talk to Sorogar, but not verbally to others.
-Int score equals 5 + master's level.
-Gets +2 skill points per level (and bonus from int, from 12+ int and higher).
-Relevant stats now: 12 int.

-Languages: Common, Orcish, Sylvan, Abyssal.

> knowledge geography +8, knowledge: planes +8, knowledge: nature +10, knowledge: engineering +8, knowledge: Local +11, knowledge: dungeoneering +11, history +8, knowledge: religion + 10, knowledge: arcana +12, linguistics +5.

Starting Equipment :
-Starting equipment: Masterwork coldiron falchion, breastplate, wand of cure light wounds (Still unused/50 charges), + 1 cloak of resistance.

Current Equipment

- +1 burning dagger (found)
- +2 belt of con (found)
- +1 negating warhammer (found)
- +1 coldiron Falchion 4000 (enchanted/crafted for half)
- +2 breastplate 4300 (enchanted for half)
- Cloak of protection + 3 (9000 g - crafted for half).
- +3 ring of protection (found).
- Cackling Hag's bloose (6000 g, crafted for half)
- Headband of Aerial agility +2 int/+ 2wis/ +2 cha (+1 CL to flight spells, fly ranks)
- Pearl of Power level 1 (crafted for half) 1000 g.
- Healer's satchel (1500g crafted for half)
- Boots of the cat 1000 g (crafted for half)
- Ioun stone with +2 to heal skill. (found)
- +/- 12 potions of keep watch.

- 2 x spring-loaded wrist sheath (10 g, bought).
- Four wands, see spells. (found)
-Potion of feather fall, of barkskin, of protection from evil (crafted/foraged ingredients).

-Masterwork quarterstaff with two adamantine endings (gift, crafted by Ohime with metals from comet).

-Current gold: +/- 250 g. (Owe 400 g for upgrading the sword to Ohime, borrowed money from her.)

- Alchemists fire x 4 (150 g)
- 2 x antivenom, 2 x antiplague (200 g)
-Masterwork tools: Ritual Skyfather amulet (+2 heal on long term care/use of heal with Healer’s hands feat). (50 g)
-Orc Cooking book: ‘where to find nom-nom’ (+2 survival when foraging food) (50 g).

-50 ft hempen rope.
-3 x sunrod (6 gp)
-1 x scroll of lesser restoration (125 gp)

Utility backpack with:
• Spiked Gauntlet (5gp, 1lb.)
• Sling (free, 0lbs.)
• Bell (1gp)
• Candle (1cp)
• Chalk (1cp)
• Charcoal (5sp)
• Fishhook (1sp)
• Flint and Steel (1gp)
• Parchment (1 sheet) (2sp)
• Sewing Needle (5sp)
• Signal Whistle (8sp)
• Tindertwig (1pg)
• Oil (1sp, 1lb)

-Dagger, quarterstaff, full wilderness kit.
+/- 40 g spare.

Spellbook :

Shaman:
Basic prepared spells list, each level has 1 additional spirit magic slot discussed below this list
Level 0: 4/day: Guidance, Detect Magic, Mending, Create Water.
Level 1: 6/day: Divine favor x 2 (grants +3 luck to att and damage), sanctuary x1, barbed chains x 1, shield x 1, remove fear x1.
Level 2: 6/day: Recentering drone x1, Communal protection from Evil x1, Mirror Image x 2, See invisibility x1. (free slot x 1)
Level 3: 4/day: Dispel magic x 1, Haste x2, Communal Align Weapon x1.
Level 4: 3/day: Prayer of Fervor x1, Freedom of movement x 1, (open slot x1).
Level 5: 2/day: Feast on fear x1, Break enchantment x 1.

Spirit Magic: each day, you have 1 slot of each spell level you can spontaneously cast certain set spells from, of either that slot's level or lower (E.g. a level 3 spirit magic slot can cast spells of level 1 to 3 spontaneously, but only of the below list). Unless otherwise stated, Sorogar always has the life spirit spells and the tribe spirit as a wandering spirit (Movah).

Level 1: remove sickness or (wandering spirit spell level 1), Lore = Identify.
level 2: Lesser restoration or (wandering spirit spell level 2), Lore = Tongues.
Level 3: Neutralize poison or (wandering spirit level 3), Lore = Locate Object.
Level 4: Restoration or Legend Lore.
Level 5: Breath of life or Contact Other Plane.

Extra spells added to spell list
Log of extra spells bought with favored class bonus:
Level 1: Divine favor, sanctuary, shield of faith.
Level 2: Communal protection from evil.
Level 3: Communal align weapon.
Level 4: Freedom of movement.

Oracle
Level 1: 4/day, any of: Cure light wounds, obscuring mist, comprehend languages. (Cl 1 for all these spells)

Wands in posession.
Wand of Silence (7 charges)
Wand of Bull's Strength (19/25 charges)
Wand of Cure Critical (12/14 charges)
Wand of Bear's Endurance (11 charges)

List of hexes, unless otherwise noted (can re-select at the start of each day)

Outside of settlements/during exploration
-Flight, Misfortune, Chant, Arcane Enlightenment.

In Settlements, during expected downtime (crafting hexes).
-Misfortune, Chant, Fetish or Cauldron, Arcane enlightenment (Lore spirit hex, adds 2 arcane spells to spell list, selected to craft arcane potions if desired up to level 3.)

Special healing Abilities :
Healer's hands + Incredible healer feats + healer's hands Oracle revelation from 1 level oracle: up (character level)x/day, heal two targets in touch range for a result of your heal check as a full round action (=treat deadly wounds as per heal skill, but as a full-round action instead). Level 7 current bonus: 1d20+25. This effect does not work if planar travel in the area is not possible (as the healer's hands feat channels energy from the positive energy plane directly and attempts to heal people with it).

Cauldron: Gain brew potion as a bonus feat. Craft potions with a +4 insight bonus on the craft check.

Other:

Channel positive energy (3d6, 3x/day, exclude 2 targets per cast).

Healing Hands oracle revelation: gain a +4 bonus on heal checks, and target up to two targets when providing first aid, treating poison, disease, long term care or deadly wounds. You can target yourself.

Legalistic curse:

Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.

At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.

At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.

At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.

Build and Party role:
:

Before anything else, since Sorogar is a shaman, she can switch out her bonus spells and later hexes to those of other spirits, starting at level 4, and change them daily, to whatever the party might need. She can add a cleric spell to her shaman spelllist at every level and can add arcane ones from the spirits and some 'hexes'. As such, she's versatile and can pick whatever spells the party doesn't have, even if her main setup at first is a healer (with some barebones melee capacity for emergencies). She should get along great with another full divine caster, for instance, to spread buffs and such.

On the healing front, she starts off with a cure light wounds wand, the healing hex, lifelink and channel positive energy (selective, 2d6, 3x/day). She can also spontaneously use the spirit magic slots she has for things like lesser restoration.

Meanwhile, on the feat front she is working on the healer’s hands feat along with the skill unlock for heal at level 5. This combo enables her to simply use her skill as a medic to heal people for ability damage and hit points for a number of times per day equal to her ranks in heal, and it grows better the higher her skillchecks become.

Out of combat, her main focus is in wisdom skills like survival and heal, but she also has some knowledge skills, a good spellcraft and a decent perception.

Her current weakness is her AC. Shamans do not start with heavy armor proficiency or shields and I preferred to have the additional skillpoints over 2 AC, which leaves me with 15 ac at level 3 in a breastplate. That could *barely* be worse, but it’s still pretty squishy. I am hoping the party can help protecting her so that she can, in turn, keep healing everyone up and smashing her weapon every once in while when needed. If something does break through to the backline, she does have a mean falchion and can hit pretty hard if she's buffed and hits/crits.

Starting from level 5, when her bat Brujah can talk to Sorogar, he can be a scout for the party. He flies, is dmininuative and has blindsense, so he can sense danger such as invisible enemies. Brujah is also quite cute and is constantly on the lookout for those nuts you keep in your pockets, so watch yourself!