Primal Companion Hunter

Thraag the Younger's page

101 posts. Alias of Malinor..


Full Name

Thraag the Younger

Race

Elder Skills:
Acrobatics +7, Bluff +6, Intimidating +2, History +4, Perception +14

Classes/Levels

M Half Orc Summoner (Soulbound) 3; Init +4; HP: 27/27; AC 15, T 12, FF 13; CMD 11; Fort +5, Ref +5, Will 6; Perception +8, Elder +14

Gender

Skills:
Acrobatics +5, Climb +0, Diplomacy +4, Arcana +6, Dungeoneering +6, Nature +6, Planes +6, Religion +6, Linguistics +6, Perception +8, Spellcraft +6, Use Magic Device +9

Size

M

Age

19

Alignment

NG

Occupation

Fisherman

Strength 8
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 12
Charisma 16

About Thraag the Younger

Thraag the Younger:

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Male Half Orc Soulbound Summoner 1
N Medium humanoid (Human, Orc)
Init +4 ; Senses Perception +6
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp: 27 (3d8+6 Con + 3 FC)
Fort +5 [+1 Base, +2 Con, +2 Luck], Ref +5 [+1 Base, +2 Ref, +2 Luck],
Will +6 [+3 Base, +1 Wis, +2 Luck]
Defensive Abilities:
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Offense
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Speed: 30 Ft
Melee: Spiked Gauntlet -2 [1d4-1; x2]
Ranged: Ranged Touch +4

Special Attacks:
Spells (CL 3rd; Concentration +6)
Level 0 (-):[6] Daze, Detect Magic, Acid Splash, Read Magic, Guidance, Light
Level 1 (4/4): [4+1] Burning Hands, Mage Armor, Lesser Rejuvenate Eidolon, Endure Elements,
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Statistics
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Str 8, Dex 14, Con 14, Int 14, Wis 12, Cha 16
Base Atk +2 ; CMB 1; CMD 13

Racial Abilities:
Rock Climber: Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 racial bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.
Sacred Tattoos: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.
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.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Class Abilities:
Spellcasting: Charisma based. Unchained Summoner Spell list + Oracle’s
Curse spells.
Cantrips: You have cantrips.
Pactbound Curse: A soulbound summoner’s metaphysical connection with his eidolon has profound effects on both of them. The eidolon’s alignment always matches that of the soulbound summoner, regardless of its subtype. In addition, at 1st level, the summoner must choose an oracle curse, using his summoner level as his oracle level for determining the curse’s effects. Once this choice is made, it cannot be changed. A summoner that gains spells for his list of spells known as a result of his curse must be able to cast spells of the appropriate level in order to cast the learned spell.
The glowing rune that the soulbound summoner shares with his eidolon always appears on a place symbolic of his pactbond curse. For example, a summoner who chooses the clouded vision curse might have his summoner’s rune manifest on one of his eyes, while a summoner who chooses the tongues curse might have his summoner’s rune appear on his lips. A soulbound summoner’s eidolon is summoned from his own psyche rather than a different plane, so spells such as banishment and dismissal do not work when cast on the eidolon. This alters the eidolon class feature.
Soulbound Life Link:The essence of a soulbound summoner’s eidolon resides within the summoner’s mind and soul instead of a home plane, and he can use this connection to restore his eidolon with his own vitality. The summoner can use his life link ability to sacrifice any number of his hit points without using an action. Each hit point sacrificed in this way heals the eidolon for 1 point of damage. The soulbound summoner can use this ability even after the eidolon has been killed and sent back to its summoner’s mind; if the eidolon is healed enough that its hit point total is above 0, it can be summoned again as normal. This alters life link.
Weakend Summoning: A soulbound summoner’s eidolon is usually the result of unintended magic, trauma, or a singular pact, instead of rigorous arcane study.
Soulbound summoners do not gain the ability to cast the summon monster or gate spells as a spell-like ability.
Soulbound Evolution: A soulbound summoner’s eidolon gains power from its unusually strong bond with its summoner.
At 3rd level, and again at 5th, 7th, and 9th level, the eidolon adds 1 point to its evolution pool.
At 11th level, and again at 15th, 17th, and 19th level, the eidolon adds 2 points to its evolution pool. At 7th level, the eidolon can select evolutions even if it does not meet the subtype requirements for that evolution.
At 13th level, the eidolon can draw from its summoner’s power to cast spells. The spell must be a spell that the summoner knows, and the summoner must expend two spell slots of the same spell level or higher to allow the eidolon to cast the spell. Expending spell slots in this way does not take an action. The eidolon uses the summoner’s caster level, feats, and casting statistics for all spellcasting purposes. The eidolon must be able to meet all other requirements for casting the spell, such as being able to speak for spells requiring verbal components and providing any material components or focuses for spells that require them. The eidolon must be able to move its body to cast spells with somatic components, but it does not need to have the limbs (arms) evolution.
Oracle’s Curse: Blackened- You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known.
At 5th level, add scorching ray and flaming sphere to your list of spells known.
At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2.
At 15th level, add delayed blast fireball to your list of spells known.
Bond Senses: At 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no maximum range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.

Traits
Reactive: +2 Initiative
Fate’s Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Feats:
Simple Weapons and Light Armor Proficiency
Extra Evolution: +1 Evolution Pool point.
Resilient Eidolon: If you are knocked unconscious, fall asleep, or are killed, your eidolon remains for a number of rounds equal to your summoner level before it is banished. If you are brought back to consciousness before this duration expires, your eidolon is not banished. If the duration expires before you are brought back to consciousness, your eidolon is banished normally.

Skills: Acrobatics +5 [3], Climb +0 [0], Diplomacy +4 [0], Knowledge: Arcana +6 [1], Knowledge: Dungeoneering +6 [1], Knowledge: Nature +6 [1], Knowledge: Planes +6 [1], Knowledge: Religion +6 [1], Linguistics +6 [3], Perception +8 [3] Spellcraft +6 [1], Use Magic Device +9 [3]

Languages: Common, Orc, Elven, Halfling, Draconic, Goblin, Giant

SQ: -4 weapon attack Rolls

Combat Gear: Spiked Gauntlet (5 gp; 1lb), Hide Shirt, MW Greataxe (320; 12 lbs)*, Wand of Magic Missiles Level 1 (50 charges)
Gold: 35 Silver: 7 Copper:
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Tracked Resources
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Traveler's Outfit 1/1 5
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll x2* 1/1 5 0.2 gp
Spell Component Pouch 1/1 2 5 gp
*= Carried by Thraag the Elder.
Total Weight 21 lbs lbs light 26 or less/ medium 27-53/ heavy 54-80

Thraag the Elder:

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Male Ancestor Half Orc Eidolon 3
N Medium humanoid (Human, Orc)
Init +1 ; Senses Perception +14
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Defense
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AC 18, touch 11, flat-footed 17 (+0 armor, +1 Dex, + Dodge, +7 Natural Armor, +0 Deflection, +0 Shield)
hp: 25 (3d10+3)
Fort +4, Ref +2, Will +3
Defensive Abilities: Evasion, Resist Fire 5
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Offense
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Speed: 30 Ft
Melee: Greataxe +6 [1d12+4; x3] and Bite +1 [1d8+3; x2]
Or
2 Claws +6 [1d4+3; x2] and Bite +6 [1d8+3; x2]
Ranged: None
Special Attacks: Primary Natural Attacks [Claws, Bite]
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Statistics
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Str 17, Dex 13, Con 13, Int 7, Wis 10, Cha 11
Base Atk +3 ; CMB +6; CMD 17

Racial Abilities:
Intimidating: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied 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.
Darkvisin: 60 ft.
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.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Class Abilities:
Max Natural Attacks: [3]
Darkvision [60 ft]
Link: A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring.
In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.
Share Spells: The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list.This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.
Additional Class Skills: Acrobatics, Survival, Intimidate, Knowledge: History
Evolutions: Evolution Pool [5]
Biped (Limbs [Arms] and Limbs [Legs]), Claws 2 [1d4] Free
All Half Orc base racial traits. Free
Improved Natural Armor: +2 Natural Armor [1]
Bite: Sharpened Teeth [1]
Resistance: Resist Fire 5 [1]
Improved Damage: Bite [1]
Skilled: +8 to Perception [1]
Magic Attack9: The eidolon is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. If the summoner is 10th level or higher, all of the eidolon’s natural attacks are treated as the alignment of the eidolon for the purpose of overcoming damage reduction.

Feats:
Improved Natural Armor: +1 Natural Armor.
Power Attack:

Skills: Acrobatics +7 [3], Bluff +6 [3], Intimidating +2 [0], Knowledge (History) +4 [3], Perception +14 [3]

Languages: Common, Orc
SQ: Darkvision 60 ft., Link, Share Spells
Combat Gear: Rough leather pants, MW Greataxe
Total Weight lbs light 76 or less/ medium 77-153/ heavy 154-230

Background:

Thraag grew up in Ustalav, near the border of Belkzen. He was a scrawny half orc who grew up as an orphan. When he was coming of age a warband from Belkzen attacked the village he was in and captured him and several other people.

Through the forced march back to Belkzen, Thraag noticed that those who took him were treating him with nicer and with a strange respect. Thraag soon found out why. When they reached their destination, Thraag discovered why. He met a shaman who seemed surprised at the sight of him and explained, with a great deal of yelling, what was happening.

Ten generations before, a warlord named Thraag (the Elder) was gathering forces in Belkzen when some traitors turned on him and set a trap using crusaders against him. A prophecy was made by an Oracle that in 10 generations Thraag would be brought back to the world through his final descendant. For generations, a cult of Shamans had watched the family of Thraag (the Elder) to find the 10th generation. The shaman claimed to have had great joy at hearing that the 10th generation was named after the great orc leader. But at seeing the scrawny orc in front of him the Shaman went berserk.

That night he had his followers make a massive bonfire and called upon the gods to bring the hero back. When nothing happened the Shaman raged and started smacking Thraag (the Younger) before finally shoving him into the bonfire. Thraag managed to catch himself by grabbing two of the large logs that held up the bonfire. Thraag (the Younger) screamed in pain as the fire burnt and blackened his hands and forearms. As he cried out in pain a strange glowing symbol suddenly appeared on his left hand. Suddenly, a huge form appeared and blasted Thraag (the Younger) away from the fire.

Thraag (the Younger) fell to the ground writhing in pain. As he looked up a massive naked Half-Orc seemed to step out of the fire. The Shaman was shrieking in joy at his apparent success when the new figure grabbed a greataxe from a stunned guard and slammed it into the shaman, slaying him. The followers panicked at the sight of the dying shaman and mostly fled. The big half orc freed the others from the town and ordered them to grab what they could before they fled.

Sometime in the flight Thraag (the Younger) fell unconscious. When he awoke he found that he was in Ustalav again. His hands and forearms were still blackened and burnt, but they did not hurt. He soon discovered a new voice in his head, that of Thraag (the Elder) who had come across the void to protect his final descendant. Under Thraag's (the Elder) advice, the two set off from Ustalav as the followers of the shaman had come here once before to find him and would likely come again once they collected themselves. So the two headed directly away from Belkzen and into the River Kingdoms where the Thraags are looking for a safe place for Thraag (the Younger).