Orc Shaman

Tsadok the Cursed's page

6 posts. Alias of Dark Netwerk.


Race

HP 32/32 {effects: none} | AC 13 (T13 FF10) | F+6 R+3 W+2 | Init +3 | darkvision 60', perception +1

Classes/Levels

Dailies:
Arcane Pool 4/4
Spells:
1st: 3/3

Gender

Male half-orc Fighter 1/Magus 2 |

About Tsadok the Cursed

Male Half-orc Unbreakable Fighter 1 / Hexcrafter Magus 2
LE humanoid (human and orc)

Init +3; Senses darkvision 60', perception +1

==DEFENSE==
AC 13, touch 13, flat-footed 10 (+3 dex)
hp 32 (1d10 +2d8 +6 con)
Fort +7 (+4 base +2 con), Ref +4 (+0 base +3 dex), Will +3 (+2 base +0 wis)
Defensive Abilities Diehard

==OFFENSE==
Spd
Melee
unarmed strike +6 1d3+4 x2 {NL - provoke AoO}

Ranged

Offensive Abilities Slave-taking (+1 disarm & grapple), Spell Combat, Spellstrike

==STATISTICS==
Str 18, Dex 16, Con 14, Int 17 (15 +2 race), Wis 10, Cha 8
Base Attack Bonus +2, CMB +6, CMD 18
Feats Diehard, Endurance, Exotic Weapon Proficiency (whip, net, dire flail, spiked chain), Weapon Focus (whip), Whip Mastery
Crime Slave-taking
Languages Common, Orc, Abyssal, Draconic, Goblin

Spells Memorized (DC 10 +3 int +spell level)
0th (4): acid splash, brand, detect magic, prestidigitation
1st (3): chill touch, frostbite, true strike

Spellbook
0th 16 pg (all+curse):
1st 9 pg:

Skills:
Skill points: 18 (2 +3 INT +1 favored)/lvl

Acrobatics +6 (3 +3 DEX - ACP)
Appraise +4 (1 +3 INT)
Bluff -1 (0 -1 CHA)
Climb +8 (1 +4 STR +3 class - ACP)
Craft (-) +3 (0 +3 INT +0 class)
Diplomacy -1 (0 -1 CHA)
Disguise -1 (0 -1 CHA)
Escape Artist +3 (0 +3 DEX - ACP)
Fly +3 (0 +3 DEX +0 class - ACP)
Handle Animal +2 (1 -1 CHA +2 race)
Heal +0 (0 +0 WIS)
Intimidate +7 (3 -1 CHA +3 class +2 race)
Knowledge (arcana) +7 (1 +3 INT +3 class)
Knowledge (dungeoneering) +7 (1 +3 INT +3 class)
Knowledge (planes) +7 (1 +3 INT +3 class)
Perception +1 (1 +0 WIS)
Perform -1 (0 -1 CHA)
Profession (slaver) +4 (1 +0 WIS +3 class)
Ride +3 (0 +3 DEX +0 class - ACP)
Sense Motive -1 (0 -1 WIS)
Spellcraft +9 (3 +3 INT +3 class)
Stealth +3 (0 +3 DEX - ACP)
Survival +0 (0 +0 WIS)
Swim +8 (1 +4 STR +3 class - ACP)

Trained Only Skills (Untrained)
Disable Device []+[/] (0 + DEX - ACP)
Knowledge (engineering) []+[/] (0 + INT)
Knowledge (geography) []+[/] (0 + INT)
Knowledge (history) []+[/] (0 + INT)
Knowledge (local) []+[/] (0 + INT)
Knowledge (nature) []+[/] (0 + INT)
Knowledge (nobility) []+[/] (0 + INT)
Knowledge (religion) []+[/] (0 + INT)
Linguistics []+[/] (0 + INT)
Sleight of Hand []+[/] (0 + DEX - ACP)
Use Magic Device []+[/] (0 + CHA +0 class)


Equipment:

Encumbrance # lbs (100 lbs=light; 200 lbs=medium; 300 lbs=heavy)

_wt_ item

0.0 lbs (0 gp) Weapons

0.0 lbs (0 gp) Clothing and Armor
__._ Outfit

0 lbs (0 gp) Other Gear

Cash # gp

Feat descriptions:

DIEHARD {unbreakable fighter 1}
You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door.
Prerequisites: Endurance.
Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

ENDURANCE {unbreakable fighter 1}
Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

EXOTIC WEAPON PROFICIENCY (whip, net, dire flail, spiked chain) {beastmaster & chain fighter half-orc}
Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Prerequisites: Base attack bonus +1.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.

WEAPON FOCUS (whip) {1st}
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

WHIP MASTERY {3rd}
Your superior expertise with this weapon does not provoke attacks of opportunity from your enemies.
Prerequisites: Weapon Focus (whip), base attack bonus +2.
Benefit: You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a creature’s armor bonus or natural armor bonus.
Normal: Attacking with a whip provokes attacks of opportunity as if you used a ranged weapon. A whip deals no damage to a creature that has an armor bonus of +1 or natural armor bonus of +3.


Crime descriptions:

SLAVE-TAKING
Slavery is illegal in Talingarde and a very rare crime. Still, once in a great while, slavers from the mainland will foolishly make an incursion into Talirean protected territories. When they are captured alive they are always made an example of.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Class Abilities:

ARCANE POOL (4 pts)
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

SPELL COMBAT
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

SPELLSTRIKE
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

TOUGH AS NAILS
An unbreakable gains Endurance and Diehard as bonus feats. This ability replaces the fighter’s 1st-level bonus feat.

WEAPON AND ARMOR PROFICIENCY
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (excluding tower shields).
A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.


Race Abilities:

Half-Orc
BEAST MASTER
Some half-orcs have a spiritual kinship with fantastical beasts, capturing them for sport or living and hunting with them. A half-orc with this trait treats whips and nets as martial weapons and gains a +2 racial bonus on Handle Animal checks. This racial trait replaces orc ferocity.

CHAIN FIGHTER
Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.

DARKVISION
Half-orcs can see in the dark up to 60 feet.

INTIMIDATING
Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.


Appearance:

Tsadok is large and stocky greenish-skinned half-orc with white hair. His face, arms and other areas of his skin have been covered with various scars and brands, a product of a group of slaves, temporary, defiance of him.

Personality:

Tsadok is a cruel and cunning individual, proud to demonstrate his power over others. Although he has a powerful build, sporting scars and brands, his eyes flash with an intellect not normally associated with such a monstrous appearance. Still, he has a submissive streak upon encountering those that have proven to be or that he might consider "his betters".

Background:

Tsadok was born into slavery, outside of Talingarde, a child of a slavewoman used to pleasure the masters, a mixture of villains of various races, orcs, hobgoblins, even some humans. The half-orc learned from a young age the power the master has over the slave. The masters are akin to the gods, holding the slave's existance in the palm of their hand. Other slaves may have taken it as opression, an evil that needs to be escaped or eradicated. To Tsadok, however, it seemed the natural way of things. Might and knowledge demonstrates power over the others.

When he was old enough, Tsadok began his work as a slave. To begin with, he was a mere animal handler. Not the greatest of course, and earned his fair share of beatings, but such was life as a slave. The masters have the power, and so he must obey. When a group of slaves gathered in order to plan a revolt and escape, Tsadok joined them. Not out of any cameraderie, or desire to change his lot in life. Merely to observe, to determine why they were not content with the way things were. Rather than bringing the plan to fruition with the slaves, however, he went to his masters and turned them in.

The masters had seen much in him and his actions. They gave him power over other slaves. He was even given the opportunity to be the master over those who had tried to escape. Although his reward from the masters was great, the opportunity to taste power, the other slaves riled at him, once overpowering him to scar and brand his body, calling him and marking him as 'cursed'. He had his vengeance upon them, however, after putting down that minor rebellion, he doled out his punishments. They were cruel, but effective. The slaves were damaged without reducing the effectiveness of their work, severing body parts that were not needed for their tasks, giving them scars on the face or other areas that still would not interfere in their tasks, but would permanently mark them.

This act, to punish without reducing the worth of the slaves, was enough for his masters to 'promote' him, effectively giving him his freedom, to join the slave-takers and masters. He still deferred to them, of course, a lifetime of slavery not something that is easily thrown off, but he also learned the ways of power from strength of arms and, thanks to his cunning, of magic. They trained him in the use of the arcane channeled through his weapons that could be use to help tame belligerent slaves.

Still, it was not to last. During an expedition to Talingarde in order to acquire a new batch of slaves, Tsadok was captured. Now he sits, chained once again, awaiting his fate in the prison of Branderscar.