About Tuck KenleyTuck Kenley, Orc-blooded Sorcerer - Level 1
HD: 1d6 +1 (Con) (7 HP)
STR: 18 (+4)
Armor Class: 13 = 10 (Base), + 2 (Dex), + 1 (Natural)
SAVES:
COMBAT:
Greataxe: +4 2-Handed Melee (1d12 + 6, x3, 12lbs, S)
SKILLS: Acrobatics: +6 = +2 (Dex), +1 (Rank), +3 (Class)
Languages: Common, Giant, Orc Feats:
Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal. Hermean Blood (Acrobatics, Stealth): Though you may not know it, the blood of greatness flows in your veins. Pick two skills that share the same associated ability score. Those skills are always considered class skills for you. It’s possible that Hermean agents may come looking for you, either to evaluate you for an invitation or to cover up an embarrassing dalliance, as determined by the GM’s whim. Traits:
• Outcast: You gain a +1 trait bonus on Survival skill checks, and Survival is always a class skill for you. • Adopted:
• Carefully Hidden:
Spells Known: (CL 1, +4 melee touch, +2 ranged touch)
TRACKED RESOURCES
Encumbrance & Carrying Capacity
Equipment:
Dagger, Greataxe; Other Gear Pouch, belt (1 @ 0.92 lbs), Pouch, belt (empty) Spells:
Mage Armor 1 Hour An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor. Special Abilities:
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Beginnings:
Tuck's natural mother was a Shoanti woman who had been caught in an orc assault. The warriors of her tribe were able to catch the attackers and slaughter them to the last orc but not before the woman had been impregnated. At Tuck's birth the chieftain decreed that the infant would be taken out of the tribal lands and left to the gods. The Shaman had seen something portentous in the infant's birthing caul, however, and followed the warriors who bore the infant away. When the warrior placed the squalling infant on the mount of a rocky Tor and stole away, the Shaman approached with a bladder of goat's milk and gathered the child into his arms. He traveled for several days before he found the lights of a Varisian household. Waiting until the occupants had retired, he crept up to the door and placed the infant safely upon the doorstep, swaddled warmly in an old cloak. In the babe's grasping hand he left a necklace he'd made himself with the tusks of the boy's father and the knuckle bones of orc's hands. Between the two tusks he had linked a blue stone from the tribal lands. Then he hammered fiercely on the door with the head of his staff before slipping away into the darkness. Tuck knew very little of these events. What he did know was that Mother Kenley, an older woman who was a seamstress, responded to the child's unnatural features without prejudice only seeing a small, helpless bundle wailing in the darkness. A widow, Mother Kenley had seen her children grown and married, raising families of their own. The nearest town was Sandpoint but it was a half day's travel. Her eldest son, a fisherman, travelled back and forth between the town once a week to pick up the cloth she'd worked at or to deliver food and various essentials. Sometimes some of the other farm folk in the area would drop by as well. For whatever reason, perhaps out of a fear that someone would take the child away if they found out, Mother Kenley went to considerable effort to tuck the boy safely away when there were visitors. As long as he was warm and fed, he was quiet enough and for the first few years she had no difficulty in doing so. It grew more challenging, however, as Tuck grew older. She made a game out of it, teaching him to hide away and be silent whenever someone came over. That made things a little easier, as his hearing was far better than her own. Somehow, through efforts that sometimes exhausted the poor woman, Mother Kenley succeeded in keeping Tuck's presence in the house a secret right up to the day she died. Tuck was seven then and he didn't know what to do when the woman's son arrived to deliver supplies. In the uproar that followed when the man found that his mother was dead, Tuck fled out the back door of the small cottage in which he was raised.
Isolation and Discovery:
Tuck was completely unprepared for life outside of the cottage. He got lost almost immediately and wandered for some time before he found a neighboring farm. Frightened of the people there, it was only out of hunger that he finally approached them. Even then, Tuck was large for his age and though his features were heavily influenced by his mother's bloodline, it was plain to anyone who saw him that he wasn't human. A young boy screamed and his father came running with a pitchfork and no patience for asking questions. Tuck was driven back into the forest where he was forced to survive on what berries he could find, finally digging up and eating grubs when desperation seized him. He tried other farmholds with similar results. The time in the wilderness made him a filthy, bedraggled thing that the locals treated with either hostility or suspicion. There's little question that with time and the approach of winter Tuck would not have survived had it not been for a chance encounter with one of the few people outside Sandpoint whose curiosity was enough to overwhelm her caution. Shalelu Andosa was more at home in the wilderness than in the city and she either knew or knew of most of the people in the outskirts surrounding Sandpoint. She also knew how to recognize a young orc and differentiate one from a creature of mixed blood. Though Tuck had tried to flee her, he was too weak and exhausted to get far. Eventually Shalelu succeeded in getting the full story out of Tuck and out of pity took the boy with her. She had been leaving Sandpoint and knowing that there were few who would have the patience and compassion to deal with such an unusual child, she decided to keep him. For most of the next half year Tuck travelled with Shalelu and through her met and learned to interact with other people. Some treated him with disgust and suspicion but Shalelu knew others who were less disposed to bigotry and went out of her way to introduce them. She also taught Tuck the rudiments of survival and of the way of civilization: coin, barter, laws and customs. When Shalelu at last returned to Sandpoint with the small boy in tow, she spoke with Ameiko and made arrangements to leave him with her. Ameiko knew a family who would give him a room and ensure he was well cared for. Nevertheless, Tuck remained a shy and introverted young man. As the years passed he came to rely more and more on Shalelu and Ameiko, trusting both women more than he ever did his foster family. When he was old enough, Ameiko hired him to work in the Rusty Dragon, cleaning, doing simple repairs and other menials tasks. The job, she foresaw immediately, exposed him once again to people and though they all didn't treat him as well as she'd liked, most came to at least know and accept him there.
Personal Discovery:
Tuck still lives with his foster parents a short distance from the Iron Dragon. For the most part he is content with his life. He has come to terms with the simplicity of the work at the tavern and he does well enough with many of the people who visit there. Shalelu was kind enough to teach him how to defend himself. Knowing full well that with his large form and great strength he would need to learn how to fight, she worked with him outside of Sandpoint to determine his strengths. In the end, she gave him a greataxe and taught him to fight with some degree of skill, putting his strength to full advantage. He didn't care for fighting and had never so much as waved the axe Shalelu gave him at anyone but accepted the necessity of her teachings, even if he wasn't sure he'd ever use them. Recently Tuck has been experiencing increasingly strange things. It began when things started to glow without any apparent reason. Afraid he was going mad (as more than one not-so-friendly person has suggested would eventually happen just before he killed everyone around him) he did his best to ask innocent questions that led him to discovering that what he was seeing were magic items or effects. As he focused on understanding the experience he began to develop a sort of control of the ability. Tuck also seemed to have an ability to read magic writing, which he discovered when a wizard who was staying at the inn on his way north was looking over a scroll he'd scribed. These abilities frightened him more than a little but they intrigued him as well. He knew he was strong and that people were easily intimidated by him, which according to both Ameiko and Shalelu could be every bit as useful as knowing how to swing an axe, but he wasn't a fighter. The strange abilities that began to awaken in him comforted him in a way. Tuck got the sense that he would be able to protect himself in a manner more natural to him if he could just learn to harness it. The only trouble was, he didn't quite know how to go about doing that. And he was afraid to ask. So he just did the best he could to understand the new abilities that possessed him, hoping that someday, somehow he'd have the courage to approach someone for help.
Hero Lab:
TUCK KENLEY CR 1/2 Male Half-Orc Sorcerer 1 NG Medium Humanoid (Orc, Orc) Init +2; Senses Darkvision (60 feet); Perception +0 -------------------- DEFENSE -------------------- AC 13, touch 12, flat-footed 11. . (+2 Dex, +1 natural) hp 7 (1d6+1) Fort +1, Ref +2, Will +3 Weakness Light Sensitivity -------------------- OFFENSE -------------------- Spd 30 ft. Melee Dagger +4 (1d4+4/19-20/x2) and . . Greataxe +4 (1d12+6/20/x3) and . . Unarmed Strike +4 (1d3+4/20/x2) Sorcerer Spells Known (CL 1, +4 melee touch, +2 ranged touch): 1 (4/day) Shocking Grasp, Mage Armor (DC 15) 0 (at will) Read Magic (DC 14), Detect Magic, Disrupt Undead, Ray of Frost -------------------- STATISTICS -------------------- Str 18, Dex 14, Con 13, Int 13, Wis 10, Cha 18 Base Atk +0; CMB +4; CMD 16 Feats Eschew Materials, Hermean Blood: Acrobatics, Stealth Traits Adopted, Carefully Hidden, Outcast Skills Acrobatics +6, Intimidate +10, Stealth +6, Survival +5 Languages Common, Giant, Orc SQ Orc, Orc Ferocity (1/day), Touch of Rage +1 (7/day) (Sp) Combat Gear Dagger, Greataxe; Other Gear Pouch, belt (1 @ 0.92 lbs), Pouch, belt (empty) -------------------- TRACKED RESOURCES -------------------- Dagger - 0/1 Orc Ferocity (1/day) - 0/1 Touch of Rage +1 (7/day) (Sp) - 0/7 -------------------- SPECIAL ABILITIES -------------------- Carefully Hidden You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects. Darkvision (60 feet) You can see in the dark (black and white vision only). Eschew Materials Cast without materials, if material cost is <= 1gp. Hermean Blood: Acrobatics, Stealth 2 skills of your choice are class skills Light Sensitivity (Ex) Dazzled as long as they remain in bright light. Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled. Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying. Touch of Rage +1 (7/day) (Sp) Morale Bonus on attack rolls, damage rools, and Will saving throws equal to +1 Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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