GENDER: Male
ANCESTRY: Orc
CLASS: Oracle
LEVEL: 1
ALIGNMENT Neutral
Senses: Perception +5
TRAITS
Orc, Neutral, Oracle, Medium
DEFENSE
AC 14 (+0 Dex, +1 Armor, +3 Proficiency)
HP 20
Fort +5
Ref +3
Will +7
OFFENSE
Melee Spear +4 (1d6+1 P)
Ranged Spear +4 (1d6+1 P)
Spell chill touch DC 17 Fortitude (1d4+4 negative damage vs. living, or flat-footed vs. undead)
Spell haunting hymn DC 17 basic Fortitude (4 sonic damage, deafened for 1 minute on critical failure.)
Spell +7; DC 17
Spd 25 ft.
STATISTICS
Str 12 (+1)
Dex 10 (+0)
Con 14 (+2)
Int 10 (+0)
Wis 14 (+2)
Cha 18 (+4)
ANCESTRY FEATURES Ability Boosts: Strength, Charisma (Free)
Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.
HERITAGE Battle-Ready Orc: You descend from a line of terrifying battlefield commanders. You become trained in Intimidation, and you gain the Intimidating Glare skill feat.
CLASS FEATURES Key Attribute: Charisma
Proficiencies:
Perception
Trained in Perception
Saves
Trained in Fortitude
Trained in Reflex
Expert in Will
Skills
Trained in Religion
Trained in Society
Trained in Athletics
Trained in Medicine
Trained in Survival
Attacks
Trained in Simple Weapons
Trained in Unarmed Attacks
Defenses
Trained in Unarmored Defense
Trained in Light Armor
Spells
Trained in Divine Spell attack rolls
Trained in Divine Spell DCs
Mystery Benefits: Mystery Benefit The whispers of your ancestors have bestowed additional knowledge upon you. You gain an additional ancestry feat at 1st level and another additional ancestry feat at 11th level. These feats can't be ones that grant physiological effects, such as additional senses or unarmed attacks.
Curse of Ancestral Meddling:
Minor Curse: One of your ancestors becomes predominant in their meddling. The first time you gain this effect each day, roll 1d4 on Ancestral Influence to determine which type of ancestor becomes predominant. This predominant ancestor guides you to use their preferred type of action. When you try to use one of the types of actions listed for the other ancestors, you must succeed at a DC 4 flat check. On a failure, you spend the action but gain no effect (though you don't lose the spell if you were Casting a Spell). If your action would take 1 minute or longer, it's long enough that you can overcome the meddling, and you don't need to attempt a flat check.
During combat or another tense, round-by-round encounter, other ancestors wrestle for control of your actions. When you roll initiative, and then at the end of each of your turns during the encounter, roll 1d4 and change your predominant ancestor appropriately. Once the encounter ends, you return to the influence of the ancestor you first rolled for the day.
Moderate Curse: The flat check DC to use other actions is 6, and you get the moderate curse benefit listed for your predominant ancestor in Table 2–4.
Major Curse: The flat check DC is 8, and you get the major curse benefit listed for your predominant ancestor instead of the moderate curse benefit.
1. Martial Ancestor: Non-Strikes must make flat check.
2. Skillful Ancestor: Non-Skill or Perception rolls must make a flat check.
3. Spellcasting Ancestor: Non-Cast a Spell Actions must roll a flat check.
4. Choose your ancestor.
BACKGROUND Local Brigand: You hail from the River Kingdoms or the more lawless reaches of Brevoy. Your life has been hard. You know how to ambush travelers, bully traders, avoid the law, and camp where no one can find you. Recently, you've run into some trouble, either with the law or with other bandits, and you're looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over.
Ability Boosts: Constitution, Charisma (Free)
A small tribe of orcs that have lived in the River Kingdoms' frontiers for over a century, the Splintered Bones are simultaneously more diplomatic than most orc tribes and more vicious. They have a better understanding of how non-orcs live, and tend to avoid doing egregiously awful acts - such things bring adventurers down on them, and thus weaken the tribe... but necessity drives at times.