Torgat Eaglecaller's page

222 posts. Organized Play character for Tusk the Half-Orc.

Full Name

Torgat Eaglecaller


| HP: 4/7 | AC:16* T:12 FF:14* | CMB:+0 CMD:12 | F:+1 R:+2 W:+1 | Init:+6 | Per:-1 | SM: +0 | Attack: Acid Dart +2 (ranged touch, 4/7) (1d6 acid) | Silver Crusade


| Speed 30' | *Active conditions: Mage Armor. |

Spells memorized:
1st—grease (DC 16), stumble gap[APG] (DC 16), summon monster I; 0 (at will)—detect magic, mage hand, read magic


Half-Orc (junglekin) Conjurer 1









About Torgat Eaglecaller

Torgat Eaglecaller
Male half-orc conjurer 1
NG Medium humanoid (human, orc)
Init +6; Senses darkvision 60 ft.; Perception -1


AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +1
Defensive Abilities orc ferocity, share will


Speed 30 ft.
Melee club +0 (1d6) or
. . cold iron dagger +0 (1d4/19-20)
Ranged light crossbow +2 (1d8/19-20)
Arcane School Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—acid dart (1d6 acid)
Conjurer Spells Prepared (CL 1st; concentration +5)
. . 1st—grease, stumble gap[APG] (DC 16), summon monster I
. . 0 (at will)—detect magic, mage hand, read magic
. . Opposition Schools Enchantment, Evocation


Str 10, Dex 14, Con 12, Int 19, Wis 8, Cha 12
Base Atk +0; CMB +0; CMD 12
Feats Augment Summoning, Endurance, Spell Focus (conjuration)
Traits force for good, rage of storms
Skills Craft (mapmaking) +8, Knowledge (arcana) +8, Knowledge (nature) +8, Knowledge (planes) +8, Linguistics +8, Spellcraft +8
Languages Abyssal, Ancient Osiriani, Common, Orc, Polyglot, Skald, Varisian
SQ arcane bond (Trex [Arcane Familiar], compsognatus), orc blood, summoner's charm (1 round)
Combat Gear potion of cure light wounds, scroll of cure light wounds, scroll of mage armor (x2), wand of summon monster i (CL 3rd, 9 charges), acid, oil; Other Gear club, cold iron dagger, crossbow bolts (10), light crossbow, backpack, bedroll, belt pouch, cartography tools*, chalk (3), flint and steel, ink, inkpen, miniature shovel (focus for stumble gap) (worth 10 gp), mug/tankard, silk rope (50 ft.)*, soap, spell component pouch, tindertwig (5), torch*, trail rations (3), vial, waterskin, whetstone*, wizard starting spellbook, 8 gp, 1 sp, 1 cp

*Left at Grand Lodge during scenario cartography tools, silk rope, torch, whetstone

Special Abilities:

Acid Dart (1d6 acid, 7/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach. Alertness is replaced by emissary familiar's Divine Guidance (Sp).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Share Will (Su) When you or your familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).

After Chronicle 1, used rebuild rules to change faction to Silver Crusade, change traits, tweak ability scores, and to swap arcane bond ring for compsognathus familiar (Emissary archetype).


Trex (Arcane Familiar (Emissary)) CR –
Compsognathus (Pathfinder RPG Bestiary 2 90)
N Tiny magical beast (animal)
Init +6; Senses low-light vision, scent; Perception +4

Trex Stats:

AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 3 (1d8+2)
Fort +4, Ref +4, Will +2
Defensive Abilities improved evasion
Speed 40 ft., swim 20 ft.
Melee bite +1 (1d3-1 plus poison)
Space 2½ ft.; Reach 0 ft.
Spell-Like Abilities (CL 1st; concentration -2)
. . At will—guidance
Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5
Base Atk +0; CMB +0; CMD 9
Feats Improved Initiative
Skills Acrobatics +2 (+6 to jump), Knowledge (arcana) -1, Knowledge (planes) -1, Linguistics -1, Perception +4, Spellcraft -1, Swim +10
SQ empathic link, share will
Special Abilities
Divine Guidance (Sp) An emissary can cast guidance at will.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison (DC 12) (Ex) Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch. Replaced by Share Will
Share Will (1/day) (Su) When you or your familiar fails a save, the other can roll in their place, but failure affects both.
Swim (20 feet) You have a Swim speed.

Torgat's Spellbook

Torgat's Inventory Tracking Sheets