Half-orc Wolf Shaman 2, Init +2, AC 19/17, hits 17/25, F+5 R+3 W+5, Perception +8
About Ulfak Niarka
Background
Spoiler:
Among the shoanti, the way of the shaman is a hard track to follow. They survive and prosper or fall into the dust, looked down on by everyone as a poor provider and weak warrior. Ulfak never wavered. Spurred on because no one liked his orcblood, a reminder of when the Belkzen raiders raped his mother.
He has always been one with the rituals and magic of the shaman. His first howl at the moon was answered by many wolves far and wide, a sure sign of his success. Their noble bearing and yellow eyes changed the young apprentice, lending him some of their loping speed and wiry strength by dawn.
It is wise never to cross the path of a flying raven or crow, they will tell all of your passing. Do not leave gaps in the stones around a fire or be cursed with poor food for three days. These are two of the many useful superstitions that guide Ulfak.
But now Ulfak is the first in many years to go from the hills, chosen to represent the chief, his word and honour. Chosen because they trust Ulfak will scent any lies. Sent on his way by the great shaman, Lekofir Whitehair, because of a shared vision of coiled evil strangling the land and its animals.
However it is the last words of the chief which stick firmest in Ulfak's mind, "the tribe will need your cunning and wisdom one day, for now learn of the world around you and travel far so that you can best help us with that new knowledge. So I send you from our tribe with nothing, that you may take the hard road and prosper for us all. Fight well, Little Dusk Wolf."
However auspicious those words may be, Ulfak has spent the last few months steadily growing weaker and poorer as his gruff shoanti manners brought him no luck what so ever. There is only a feeling that things will change now he is headed for Diamond Lake.
Personality
Gruff and grizzled, Ulfak is a tough young apprentice riddled with superstitions and rituals. His sense of pack, team work and respect for elders and betters is based on natural instincts. Away from his work, Ulfak loves to run and run, especially at night, with a jug of honey milk at dawn to finish the play.
Appearance
Ulfak Niarka "Little Dusk Wolf" in his tribe has a long pelt of reddish hair down his spine, accentuated by his own rangy height. Until Ulfak opens his mouth, the orcish blood isn't easy to spot but those massive canines and jaw muscles are unforgettable. His yellow eyes gleam in starlight, a sure sign of the favour of the lone warrior hero, Zaro the Alfar.
Male half-orcdruid(wolf shaman)
NG medium humanoid (human, orc)
Init +2; Senses Darkvision 60ft., Perception +8
_______________________________________________
DEFENSE
AC 17/19, touch 13, flatfooted 14
(+4 armour [hide armour], (+2 shield [heavy wooden shield), +2 Dex, +1 dodge)
hp 25 (8+2+5+2+6+2)
Current hps 25,
Fort +5, Ref +3, Will +5 (+6 vs illusion(figments))
_______________________________________________
OFFENSE
Spd 30ft
Melee club +6 (1d6+4) and bite +6 (1d4+4)*
Melee scimitar +6 (1d6+4/18-20) and bite +6 (1d4+4)*
Melee scythe +6 (2d4+6/x4 plus trip) and bite +6 (1d4+4)*
Ranged sling +4 (1d4+4)
*plus trip during wolf transformation
_______________________________________________
STATISTICS
Str 18, Dex 14, Con 14, Int 10, Wis 14, Cha 9
Base Atk +2; CMB +6(* +8 trip); CMD 17
Feats Dodge, Endurance,
Skills - ranks (12+2(favoured class)) Climb +4, Knowledge (nature) +7, Linguistics +2, Perception +8, Sense Motive +9, Survival +10,
Languages Auran, Common, Druid Speech, Orc, Wegwuir,
SQ nature bond (travel domain), nature sense, scent (1/day), wild empathy +0, woodland stride, trackless step
Traits Wise Mentor: The great shaman shared Ulfak's vision of bitter and twisted evil smothering the Land. He spent many days teaching this apprentice about the lies and half truths that many not of the shoanti use. You gain a +1 trait bonus to Sense Motive checks and Sense Motive is always a class skill for you. You also gain a +1 trait bonus to resist illusions (figments).
Wolf Cub: Due to your wolf blood once day as a standard action, you can take a deep breath through your nose to gain the scent ability for 1 minute.
________________________________________________
WOLF SHAMAN SPELLS
Spoiler:
Druid Spells (italics indicates a spell has already been cast)
[concentration +3, melee touch +3, ranged touch +2, DC = 12+spell level)
2nd - locate object*, stone call, summon swarm,
1st - longstrider*, magic fang, magic stone, produce flame,
0th - create water, detect poison, guidance, stabilise,
*Travel Domain
You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet. Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Times/Day: 5,
Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.
______________________________________________
HALF-ORC RACIAL TRAITS
Spoiler:
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Shaman’s Apprentice (ARG): 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. This racial trait replaces the intimidating trait.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Toothy (ARG): Some half-orcs’ tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
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.
Carrying Capacity
Ulfak can manage 86 lbs in weight before she is at a medium load.
Current Encumbrance 8 lbs