Vuzi Ognok's page

481 posts. Alias of CariMac.

Full Name

Vuzi Ognok


Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9


AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5


Character Image

Strength 13
Dexterity 18
Constitution 16
Intelligence 9
Wisdom 8
Charisma 20

About Vuzi Ognok

Vuzi Ognok
Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Advanced Player's Guide 42)
N Medium humanoid (human, orc)
Init +8; Senses darkvision 60 ft.; Perception +9
AC 24, touch 16, flat-footed 19 (+6 armor, +1 deflection, +4 Dex, +1 dodge, +2 shield; +2 deflection bonus vs. evil, +2 deflection vs. evil)
hp 68 (4d8+32)
Fort +7, Ref +8, Will +7; +4 Competence bonus vs. disease; +2 resistance vs. evil, +2 resistance vs. evil
Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5
Speed 30 ft.
Melee +1 longspear +8/+3 (1d8+2/×3 plus 1d6 electricity) or
mwk cold iron longspear +8/+3 (1d8+1/×3 plus 1d6 electricity) or
mwk silver morningstar +8/+3 (1d8+1 plus 1d6 electricity)
Ranged sling +10 (1d4+1)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron longspear, 10 ft. with +1 longspear)
Spell-Like Abilities (CL 8th; concentration +14)
3/day—touch of fatigue (DC 16)
Oracle Spells Known (CL 8th; concentration +14)
4th (4/day)—blessing of fervor[APG] (DC 20), cure critical wounds, fear (DC 20)
3rd (6/day)—animate dead, cure serious wounds, dispel magic, greater stunning barrier[ACG] (DC 19)
2nd (8/day)—align weapon, boneshaker (DC 18), cure moderate wounds, false life, lesser restoration
1st (8/day)—bane (DC 17), bless water (DC 17), cause fear (DC 17), command (DC 17), cure light wounds, protection from evil, weapons against evil
0 (at will)—bleed (DC 16), create water, detect magic, guidance, mending, purify food and drink (DC 16), read magic, stabilize
Mystery Bones
Sorcerer (Tattooed Sorcerer) Spells Known (CL 6th; concentration +12)
2nd (5/day)—boneshaker (DC 18)
1st (8/day)—chill touch (DC 17), ear-piercing scream[UM] (DC 17), mage armor, magic missile
0 (at will)—acid splash, detect magic, disrupt undead, mage hand, mending, spark[APG] (DC 16)
Bloodline Undead
Str 13, Dex 18, Con 16, Int 10, Wis 8, Cha 22
Base Atk +6; CMB +7; CMD 23
Feats Alertness, Command Undead, Dodge, Draconic Heritage (chromatic), Extra Revelation[APG], Piercing Spell[UM], Varisian Tattoo[ISWG]
Traits magical knack, seeker
Skills Appraise +5, Bluff +6, Craft (alchemy) +6, Craft (tattoo) +8, Diplomacy +6, Disguise +2, Fly +8, Handle Animal +3, Heal +3, Intimidate +12, Knowledge (history) +6, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +4, Perception +9, Sense Motive +1, Spellcraft +6, Stealth +8, Use Magic Device +10; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Dwarven, Goblin, Infernal, Orc
SQ bloodline arcana (corporeal undead affected by humanoid-affecting spells), bloodline tattoos, familiar tattoo, oracle's curse (wasting), orc blood, paranoid, revelations (armor of bones, raise the dead, undead servitude, voice of the grave[APG])
Combat Gear potion of cure light wounds (2), potion of endure elements, potion of hide from undead, potion of shield of faith +2, wand of bless (50 charges), wand of burning hands (CL 2nd, 50 charges), oil (5), reagent, salt (101), reagent, salt (99); Other Gear silken ceremonial armor[UC], +1 arrow deflection light wooden shield, +1 longspear, mwk cold iron longspear, mwk silver morningstar, sling, sling bullets (50), cloak of resistance +1, efficient quiver, handy haversack, headband of alluring charisma +2, ring of protection +1, bedroll, belt pouch, bread (3), candle (10), chalk, earplugs[APG], earplugs[APG], earplugs[APG], everburning torch, fine wine (per bottle) (2), flint and steel, hammer, ink, inkpen, journal[UE], masterwork tool, mess kit[UE], piton (4), pot, reinforced scarf[UE], sack (2), silk rope (50 ft.), soap, spell component pouch (2), sunrod (3), teapot[UE], tindertwig (4), trail rations (30), waterskin, waterskin, wrist sheath[UE], wrist sheath[UE], 202 gp, 1 sp, 7 cp
Special Abilities
Armor of Bones +6 (8 hours/day) (Su) +6 AC.
Bloodline Arcana: Undead (Ex) Formerly humanoid corporeal undead are humanoids for your mind-affecting spells.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Damage Reduction (5/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Draconic Heritage (chromatic, Electricity, 9/day) As a swift action, melee attacks with hands deal +1d6 dam of chosen energy for 1 rd.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Immunity to Disease You are immune to diseases.
Immunity to Sickened You are immune to the sickened condition.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Paranoid Aid Another DC 15 for attempts to help you.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Raise the Dead (8 HD, 1/day) (Su) Summon a 8 HD Bloody Skeleton, Fast Zombie, Skeleton, or Zombie to serve you.
Sacred Tattoo +1 to all saves.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Varisian Tattoo (Necromancy) Spells from chosen school gain +1 caster level.
Voice of the Grave (-2 saves, 8 rounds/day) (Su) As speak with dead, with penalty of dead creature to resist effects.
Wasting +4 competence bonus to save vs. Disease

Vuzi spent her entire life among the dead. Her first memories are of playing in the cemetery outside the destroyed village near the border of Utstalav and the Hold of Belkzen. Her village was raided by the Orcs until there was nothing left but Vuzi, and an old woman who managed to hide them both each time the Orcs came through. Zera used Vuzi to scavenge for food, and keep the firewood bin filled. Neither had another place to go to. Even if they had a place they didn’t have the means to make it out of that forgotten ruined village.

Things were quiet for a few years. It didn't’ stay that way. When she was fourteen the orcs came through again. There were a couple of stragglers after the main force. Zera and Vuzi just crawled out of their hiding spot in the cemetery, and the were caught. This time they killed Zera the old woman, and found Vuzi hiding among the gravestones.

Vuzi’s oracle skills came to life, and she raised a skeleton to protect herself. With Zera dead and the orcs aware there was someone left in the village not just the ghosts, Vuzi took a chance and left. She’s traveled south and west over the years. She takes adventurer jobs for money. She’s been a caravan healer. That job didn’t end well. In fact most of her jobs don’t end well. Too many people have issues with the dead suddenly walking again.

The best thing she has done was to take care of the bandit leader and his group that were terrorizing a small village just a few days away from Sandpoint. After completing that job she headed to Sandpoint to spend her gold, and heard a story in the Rusty Dragon about a Dungeon full of Graves on an Island in the Shackles. The items that might be found there intrigued Viza She’s been headed to the Shackles for the last several months.

She keeps growing strong in her necromantic arts, and finds herself with a sorcerous affinity for death. She’s picked up the craft of tattooing, and can make a good living at that. The Inns and Pubs along the coast have many opportunities to tattoo a sailor or two each night.

The half-orc has finally made it to the island where the Forest of Hope is, and heads toward the local pub in the port town.. A six foot tall half-orc woman wearing no armor enters the pub. Her body looks as if it could be wasting from a disease, but he hair is silky black and pulled into a neat bun at the back. Those who look closely will see a scorpion clinging to her clothing at the neckline. Her clothing is dark. She smiles but it isn’t a friendly smile. Her tattoos are evident. ”Anyone in need of a tattoo? I’ll trade one for information or you buying me dinner. Your choice.”

Broken statue 25GP
Poisoned Playing Cards


Arcane Familiar CR –
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +11
AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 34 (1d8+3)
Fort +2, Ref +5, Will +6
Defensive Abilities improved evasion; Immune mind-affecting effects
Speed 30 ft.
Melee sting +11 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells
Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +6; CMB +7; CMD 13 (25 vs. trip)
Feats Toughness, Weapon Finesse[B]
Tricks Attack, Cinderbrave, Come, Down, Fighting, Seek, Stay
Skills Appraise +0, Bluff -3, Climb +7, Diplomacy -3, Fly +11, Handle Animal -3, Heal +1, Intimidate -3, Linguistics +2, Perception +11, Spellcraft +1, Stealth +19, Use Magic Device +1; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ cinderbrave, come, empathic link, fighting, seek
Special Abilities
Cinderbrave [Trick] The animal will carry or follow its master into an area enshrouded with flames, even if placed at risk.
Come [Trick] The animal will come to you on command.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Fighting [Trick] The animal has been trained to fight.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (DC 12) (Ex) Sting—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.

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