About TzardüskRacial Traits:
Ability Score: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. Type: Half-orcs are Humanoid creatures with both the human and orc subtypes. Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size. Base Speed: Half-orcs have a base speed of 30 feet. Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. senses: acute darkvision 90' weapon familiarity great axe & falchion and treat any weapon with the word “orc” in its name as a martial weapon. mystic: Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. - sacred tattoo: +1 luck bonus on all saves Shadowhunter" Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Half-orcs can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat. Traits:
auspicious tattoo - +1 trait bonus on will saves wisdom in the flesh - Select any Strength-, Constitution-, or Dexterity-based skill. You may make checks with that skill using your Wisdom modifier instead of the skill's normal ability score. That skill is always a class skill for you. (disable device) Loyalty You gain a +1 trait bonus on saving throws against enchantment spells and spell-like abilities. Feats:
endurance (bonus feat): 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. Iron Will (bonus feat) You are more resistant to mental effects. Benefit: You get a +2 bonus on all Will saving throws. Extra hex (1st lvl feat) (for seventh level take spirit talker feat) Tribal Scars You endured the grueling coming-of-age rituals of your tribe or following, and proudly bear the scars that grant you the blessings of your tribe’s ancestors or totem. Benefit: You gain 6 hit points. In addition, you gain the following: Bear belt: You gain a +1 bonus on Fortitude saves and a +2 bonus on Intimidate checks. Shaman Abilities:
prof. with simple weapons, lite/med armor, orisons spirit = Heavens: A shaman who selects the heavens spirit has eyes that sparkle like starlight, exuding an aura of otherworldliness to those she is around. When she calls upon one of this spirit's abilities, her eyes turn pitch black and the colors around her drain for a brief moment. Spirit Magic Spells: Color spray (1st), hypnotic pattern (2nd), daylight (3rd), rainbow pattern (4th), overland flight (5th), chain lightning (6th), prismatic spray (7th), sunburst (8th), meteor swarm (9th). spirit magic A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats). stardust Stardust (Sp): As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman's level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. (5x/day) speaker for the past features:
Mysteries of the Past A speaker for the past gains Linguistics, Knowledge (history), Knowledge (local), Perception, and Use Magic Device as class skills. She also adds the spells from the ancestor and time oracle mysteries to her class spell list (as the cleric level for those spells). ... ancestor: unseen servant (2nd), spiritual weapon (4th), heroism (6th), spiritual ally (8th), telekinesis (10th), greater heroism (12th), ethereal jaunt (14th), vision (16th), astral projection (18th). ... time: memory lapse (2nd), gentle repose (4th), sands of time (6th), threefold aspect (8th), permanency (10th), contingency (12th), disintegrate (14th), temporal stasis (16th), time stop (18th). This ability replaces the shaman's familiar. The speaker for the past must choose a time when she must spend 1 hour each day in quiet contemplation to regain her daily allotment of spells, but does not need to commune with a familiar during this time. Because she has no familiar, she does not gain a spirit familiar feature from any spirit she bonds with. Revelations of the Past At 4th, 6th, 12th, 14th, and 20th levels, the speaker for the past can select a revelation from the ancestor or time mysteries. She uses her shaman level as her oracle level for these revelations, and uses her Wisdom modifier in place of her Charisma modifier for the purposes of the revelation. This ability replaces wandering spirit and wandering hex. List of ancestor and time mysteries Hexes:
Healing Hex (Su): A shaman soothes the wounds of those she touches. This acts as cure light wounds, using the shaman's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this acts as cure moderate wounds. Heaven's Leap: (Su): The shaman is adept at creating tiny tears in the fabric of space, and temporarily stitching them together to reach other locations through a limited, one-way wormhole. As a standard action, the shaman can designate herself or a single ally that she can see who is within 30 feet of her. She can move that creature as if it were subject to jester's jaunt. Once targeted by this hex, the ally cannot be the target of this hex again for 24 hours. Equipment:
Studded leather armor falchion +3 2d4+1 18-20/x2 S light xbow, 10 bolts +3 1d8 19-20/x2 P 2 alchemist fire 2 acid flasks 2 tanglefoot bags 2 scrolls clw belt pouch waterskin whetstone tinderbox, flint/steel ring made of gold with an onyx gem-stone set in the middle with a red/white band 50' silk rope belt pouch with 40 gp inside. Spells:
0 lvl, dc 13, 4/day det magic, create water, guidance, stabilize 1 lvl, dc 14, 3+1/day cure light wounds, sleep, cure light wounds (spirit magic: color spray) 2 lvl, dc 15, 2+1/day (spiritual weapon, wood shape)(spirit magic: hypnotic pattern)
background:
Born of a captive human mother and sired by none other than the tribe's shaman, Harsk Bloodeye, Tsardüsk was indeed born under an inauspicious sign. His mother, weakened by her captivity, died at the moment of his birth. His father took this as a good sign, though, since he'd then be raised free of her human influence. Weak compared to others of the tribe, and a half-breed to boot, he was treated as an outcast by most, subject to the worst sort of abuses, both physical and emotional. He grew mentally strong though under his father's tutelage. He learned the ways of a shaman early and took to his training easily. He never did develop the strength of arm expected of one of orcish blood. But when he was already a young shaman in training, another half-orc youth came to the tribe, rejected by the human society he was raised in. He claimed to be Tsardüsk's half-brother, sired by Harsk and a 'conquest' he had made while raiding a human settlement. All Kalagan knew of his father was a name and a tribal affiliation. When Kalagan arrived, Tsardüsk was a bit jealous, sure his father would be prouder of his strong, martial half-blooded son. He already knew his father far preferred his full-orcish sons and daughters over himself. Kalagan was trained in tribal knowledge, lore and fighting quickly and even Tsardüsk was won over by his strong charismatic nature. The two brothers became close friends over time. When Kalagan had a religious epiphany, Tsardüsk had a vision of his own of the same new god... and soon both brothers were spreading the word of a new faith and civilization among the orcs of the tribe - the word of Rraurvir... Furious, their father ordered them both away from the tribe over their proselytizing... Before they could pack and go, Kalagan went to appeal to Harsk to be reasonable, and let them stay and preach to the tribe. Their father would have none of it, and they fought... Tsardüsk looked on in horror as the only father he'd ever known fought viciously against the only one of his half-brothers he'd ever bonded with. Kalagan, gravely wounded, lashed out against his father with a fierce swing that mortally wounded the shaman. With many of the tribe calling for their blood, the brothers took their followers, few though they might have been, and left the people, searching for other tribes of orcs to try to spread the teachings of Rraurvir to them... They knew little of Rraurvir in actuality - only that she appeared to them in the form of a beautiful half-orc female, with decidedly human features. She told them of love, growth and harmony. And this word is what the brothers tried to spread among other orcs. So far they have managed to make some converts, who have gathered together in a new tribe. This new orc tribe call themselves 'The Green Hand'. Leaving behind the conflicts and practices of their old tribes, these converted orcs have taken to agriculture, learning what they can from their human neighbors, those who will talk and deal with them, that is. They live about ten miles from the nearest human settlement, south of the city of Woodwych in Nyrond, and there they have put down roots and begun farming for their sustenance. They call their small town Arishagk, which means 'Greenville' in orcish. The elves of the Celadon forest nearby have made no attempt to contact the new tribe of orcs in any way, but are watching them closely. What none of them know, in fact Kalagan and Tzardusk don't even know, that their beautiful half-orc goddess is in fact the goddess Merikka. Raurvir is now the orcish equivalent of Merikka in an attempt to soften the actions and proclivities of this generally evil race. Greenville currently numbers about 45 individuals, mostly comprised of disgruntled outsiders in orcish society - half-orcs, weaker tribal members, females and the sort, but the new faith is growing slowly but steadily. With his replacement as shaman already trained, and his brother firmly in place as mayor of Arishagk, Tzardusk made the decision to travel and seek new converts in the world.
just fluff, no need to read:
”Hallo little one. My name is Tormod Wildmane...maybe you have heard of me, maybe not. The other orbs know me, but I would prefer if you kept my name off your lips to the others. One day you shall visit me at my woodland copse. If you live that long. You are my voice in this group. Keep the peace between the two factions that will form. Laws vs Freedom. Always at odds. Good and bad to both. Be the voice of reason for them. I also expect you to protect nature and the wild beasts as you can. I understand some beasts are evil, but evil must exist for good to flourish. I am sure Darkoth would agree. Forget that name. Better if you did. In the desk drawer you will find a ring. Place it on your hand. This ring signifies you as an agent of the Golden Sphynx. The money is to purchase whatever supplies you feel you need. Danger is afoot in the lands of the Flaneass. We aim to prevent such danger behind the scenes before it engulfs the lands. Let the Circle of Eight go public with their machinations as they do. We do not completely trust them. The monk Kolwyk will see to your quarters here. Be prepared for a tasking soon as a member of Team Gold. Tell no one you work for us. Prove your worth and you will be rewarded. But above all else, be a warden.” And the orb goes dark.
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