Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30
*Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51
Half-orc (mystic) cleric (crusader) of Mylesar 1/druid (nature fang) 8
NG Medium humanoid (human, orc)
Init +0; Senses Perception +15; scent
AC 24, touch 13, flat-footed 24 (+9 armor, +2 luck, +2 shield, +1 untyped bonus, +2 sacred @18 hour uptime)
Fort +15*, Ref +5*, Will +14*
Defensive Abilities sacred tattoo, *hardy; Resist acid 5, fire 10
Speed 30 ft.
Melee/Ranged +2 impact returning throwing orc double axe +15 (2d6+11/×3)
Full Attack+1 orc double axe +13/+13/+8/+8 (2d6+8/×3)(2d6+5/×3)
Special Attacks ambush, bravery/valor variant channeling 3/day (DC 10, 1d6 plus 1 channel bonus), death roll, sneak attack +3d6, studied target +2 (1st, move action)
Spell-Like Abilities (CL 9th; concentration +9)
. . 2/day burning hands (DC 17)
. . 2/day speed burst
Cleric (Crusader) Spells Prepared (CL 1st; concentration +4)
. . 1st—divine favor, magic weapon[D]
. . 0 (at will)—detect magic, guidance
. . D Domain spell; Domain War (Tactics[APG] subdomain)
Druid (Nature Fang) Spells Prepared (CL 9th; concentration +12)
. . 4th—divine power, grove of respite, strong jaw[D,APG] (DC 17)
. . 3rd—cloak of winds[APG] (DC 16), iron stake, magic vestment, vermin shape I[UM], water walk[D]
. . 2nd—barkskin (2), flaming sphere (2, DC 15), savage maw[D,ARG]
. . 1st—alter winds[APG] (DC 14), cure light wounds (2), produce flame, stone fist[APG], touch of the sea[D,APG] (DC 14)
. . 0 (at will)—create water, detect magic, light, purify food and drink (DC 13)
. . D Domain spell; Domain War (Tactics[APG] subdomain), Crocodile domain
Str 22, Dex 10, Con 18, Int 8, Wis 16, Cha 10
Base Atk +6; CMB +13 (+15 bull rush); CMD 26
Feats Accomplished Sneak Attacker, Combat Stamina, Dirty Fighting, Elemental Commixture, Endurance, Improved Familiar, Improved Two-weapon Fighting, Orc Weapon Expertise[ARG], Precise Shot, Two-weapon Fighting, Weapon Focus (orc double axe)
Traits bred for war, fate's favored, magical knack
Skills Climb +9, Handle Animal +12, Heal +7, Intimidate +1, Knowledge (nature) +11, Knowledge (planes) +3, Knowledge (religion) +3, Perception +15, Profession (trapper) +15, Sense Motive +15, Spellcraft +4, Survival +15, Swim +9
Languages Common, Druidic, Orc
SQ combat style (two-weapon combat), family ties, improved two-weapon fighting, loyal bodyguard, nature bond (Crocodile domain), orc blood, orc weapon expertise, precise shot, seize the initiative, shield master, slayer talents (combat trick, ranger combat style[ACG], ranger combat style[ACG]), trackless step, two-weapon fighting, weapon focus
Other Gear bonded cloaker hide armor[UC], +2 impact returning throwing orc double axe, javelin (5), backpack, belt pouch, blanket[APG], flint and steel, holly and mistletoe, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, whetstone, 130 gp, 9 sp, 8 cp
Bravery/Valor Variant Channeling (±1 Sacred) Additional save vs. fear/AC bonus, or standard channel
Cleric (Crusader) Domain (Tactics) Death Roll (6/day) (Ex) Knock grappled enemy prone and deal 1d8 dmg.
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Druid (Nature Fang) Domain (Crocodile) Granted Powers: You are connected with the primal forces of creation and destruction and with the crocodile spirit’s ancient wisdom.
Elemental Commixture Cast 2 elemental spells simultaneously for various benefits.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Family Ties Not fulfilling family requests: -2 penalty on all Wis and Cha based ability & skill checks (DC 20 Will negates).
Loyal Bodyguard (Ex) Familiar can use Bodyguard to protect master, even if not threatening attacker.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Weapon Expertise (Defender) +1 shield bonus to AC (+2 if two-handed weapon).
Orc Weapon Expertise [Combat Trick] 5 stamina points to gain another benefit of this feat for 1 min.
Seize the Initiative (6/day) (Su) An ally within 30' may take the better of 2d20 for initiative
Shield Master (Su) Familiar can take half damage done to you, as shield other
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Studied Target +2 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Ethereal (fire): Fire resist 5. 1/day burning hands SLA
Life (flame drake): Grants +1 bonus to strength and Speed Surge. 2/day as a swift action, draw on draconic heritage of the life essence for a boost of strength and speed to take an additional move action in that round.
Ethereal (fire, goblins): Improve armor to +1. 2/day as a swift action, attempt to trip an adjacent opponent with the armor's tail. This trip attempt does not provoke an AOO.
Ethereal (ogre brute): Improve weapon to +1. Minor Rage 2/day, +1 attack and damage for 3 rounds. Afterward fatigued for a minute.
Ethereal (ogre brute, bone golem): Improve armor to +2. Bone Exoskeleton Armor: The bone golems natural defenses fuse with your cloaker armor, creating a rigid exoskeleton when you need it. You gain +2 CMD to grappling or disarm attempts.
Elemental (earth, bone golem): Acid resist 5. Bone Prison (Ex) 1/day as a standard action, you can summon and throw one of the golem's bones at a creature within 30 feet. You must make a ranged touch attack to hit. This bones magically replicates and forms a cage surrounding struck creatures with a CMD equal to your own. The target is trapped but takes no damage. The target can escape the grapple normally, or can break out of the bones by dealing 15 points of damage to the prison, which has the same AC, DR, and saves as you. Damage to the prison has no effect on you.
Ethereal: Gain the Throwing property. The ghoul huntmaster's natural ability with ranged attacks enhances the axe granting it double the thrown range (20').
Ethereal: Gain the Returning property. When the axe is thrown feint (bluff) as a swift action at +10 to cause the target to lose its dex bonus for 1 round.
Fire2 (Gnoll Commander): Fire resistance +5. (Secondary Effect) Whenever you cast a spell or SLA causing fire damage, you use 1 dice step higher for damage. For example, a d4 becomes a d6 or a d6 becomes a d8.
Life (Gnoll commander): Grants +1 bonus to constitution. Strength Surge: 1/day as an immediate action, you may draw upon an inner power of rage and increase your strength by +4 for 1 round per two character levels.
Ethereal #8 and 9 (Storm Hag): Grants the use of Strength instead of Dexterity when making ranged attacks with thrown weapons. Additionally, the range increment of any weapon thrown by the wearer gains a +10-foot bonus (Secondary Effect) Storm Strike (Su) 2/day, as a swift action, you may call upon Mylesar to gather the power of the storms and make a single attack with a weapon that is predominantly made of metal. Such an attack deals an additional 1d6 points of electricity damage per 5 character levels.
LE#3 (Ice Giant): +1 Constitution. (Secondary Effect) 1/day as a move action you can transform into the essence of ice for a number of rounds up to your character level. During this time you gain a +2 bonus to AC and you ignore difficult terrain due to ice or snow.
EE10 (Worg): +1 AC Luck Bonus (Secondary Effect) You gain a +2 survival (+4 in snow/icy conditions) plus the scent monster trait.
N Tiny magical beast (animal)
Init +2; Senses darkvision 60 ft; Perception +13
AC 22, touch 14, flat-footed 18 (+2 Dex, +1 dodge, +7 natural, +2 size)
Fort +9, Ref +5, Will +9
Speed 20 ft., fly 50 ft. (perfect), swim 50 ft.
Melee bite +9 (1d3-2)
Rangedelemental blast +9 (2d6 cold or electricity)
Space 2 ft.; Reach 0 ft.
Special Attacks elemental blast, elemental infusion
Str 7, Dex 15, Con 12, Int 8, Wis 12, Cha 13
Base Atk +6; CMB +6; CMD 14
Feats Bodyguard[APG], Combat Reflexes, Dodge, Weapon Finesse
[b]Skills Acrobatics +10 (+6 to jump), Climb +14, Handle Animal +0, Perception +8, Sense Motive +3, Spellcraft -1, Stealth +14, Survival +5, Swim +6; Racial Modifiers +8 Acrobatics
SQ loyal bodyguard
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Loyal Bodyguard (Ex) Can use Bodyguard to protect master, even if not threatening attacker.
Elemental Alignment (Su) Each day at sunrise, a mamiwa must align itself toward either air or water. An air-aligned mamiwa gains electricity resistance 5, its elemental blast and elemental infusion abilities deal electricity damage, and it gains Auran as a bonus language. A mamiwa aligned with water instead gains cold resistance 5, deals cold damage with its attacks, and gains Aquan as a bonus language.
Elemental Blast (Su) A mamiwa can unleash a blast of elemental energy as a ranged touch attack. Creatures struck by this blast take 2d6 points of cold or electricity damage, depending on the mamiwa’s elemental alignment for that day.
Elemental Infusion (Su) As a standard action, a mamiwa can join itself with a single weapon or suit of armor. A mamiwa cannot act while infusing an object, except to end the infusion, but does impart some of its elemental nature to whatever it inhabits. An infused weapon deals an additional 1d6 points of energy damage, while an infused suit of armor instead grants both the armor and its wearer energy resistance 5. The energy type of this bonus damage and resistance depends on the mamiwa’s elemental alignment for that day. Each day, a mamiwa can maintain its elemental infusion for up to 1 minute per Hit Die. This time does not need to be consecutive, but must be used in 1-minute increments. If the infused object is destroyed, the mamiwa immediately appears adjacent to the wearer and is staggered for 1d6 rounds.
Rain Speaker (Ex) A mamiwa gains telepathy out to 100 feet in any sort of precipitation, but can communicate only with other creatures that are also being rained upon.
Truk'tosh ('little mountain' in the nightblood tongue) was born a twin alongside his sister Niyut to the Firebird tribe in the rugged foothills of the iron mountains. Many among the tribe saw their charmed birth as a sign of good fortune. Others saw them, his sister especially, as an ill omen.
Truk handled the burdens of his childhood admirably, balancing well the traditions imparted on him by the village elders, his growing powers, and his duties to his mother and sister. Unlike his sister, Truk'tosh was a natural when it came to communing with the elements. The spirits of nature flowed through him as easily as the blood within his veins. He knew Niyut's magic was stronger, or could be, if allowed to flourish but he worried what that would mean for both of them. As the two grew older he often wondered: Were the shadows that clung to her a hostile force to be defended from as their people believed or just another part of her to be accepted and embraced? Whatever it meant, the darkness that tugged at his sister frightened him but never enough to keep him from loving her and he cherished the moments the two of them shared with their mother.
As the years passed, Truk rapidly filled out, more and more resembling his savage father. He was blessed with size and strength that any young warrior would envy but also a bestial visage that made it hard to believe he was even related to his beautiful sister. He wasn't so naive to think that he didn't stand out but the nature of their home made prejudice based on appearance alone rarely a problem and, when good sense wasn't enough, his sister was always quick to correct neighbors foolish enough to speak an unkind word or stare overly long. Despite his brutish appearance, Truk was a gentle spirit with a love for flowers and animals and throughout their childhood he was always seen trying to nurse some sick or injured thing back to health.
Eighteen years later and now a man grown, Truk sat alongside his sister while she tried to commune with the elements, seeking answers to the dark portents that haunted her dreams. But the time for portents had passed. Darkness had arrived...
Truk is (or was) the classic gentle giant, endowed with a hulking muscular physique but without the desire or will to do harm with it. Growing up, Truk'tosh liked to think himself his small sister's protector but in reality Niyut was more than capable of fending for herself and, more often than not, she protected him. She was the one that would turn away the other boys of the tribe with a fierce glare or a few stinging words when their play got too rough for gentle Truk. She would comfort him when he was heartbroken by the death of one of his pets.
His skin is a uniform jade-green save where he sports the dark sacred tattoos shared with him by his mother. His heavy brow and jutting tusks give him a bit of a natural scowl but everyone that knows the big half-orc knows well that said scowl is purely cosmetic. As is customary among the men of the Firebird, his scalp is kept shorn both to deny enemies an advantage in combat and to keep his mind open to the spirits. Accustomed to the harsh weather in the badlands, he dresses lightly, getting by comfortably with only a kilt of boiled leather and furs draped across his broad shoulders.