Half-Orc

Zehameti Helix's page

95 posts. Alias of Walter Lindie.


Full Name

Zehameti Helix

Race

Half Orc

Classes/Levels

Artificer 3 HP:27/27 | AC:15 T:11 FF:14 | F:+3 R:+3 W:5 | Init:+1 | Per +7

Gender

Skills :
Acrobatics +4, Disable device +6, intimidate +1, K. (arcana/engine/planes/pionics)+8. K. (all others)+5, Perception +7, sense motive +6, Spellcraft +10, Use Magic Device +11

About Zehameti Helix

Backstory

Spoiler:
Zehameti Helix was born in a merchant caravan that moved throughout the continent. His father and mother are a diviner wizard and a cleric of Abrazim. His father worked as a guard and his mother as a healer on top of their crafting tasks. It was a good life but not the safest due to the occasional bandit attack. Razze was born without much in the way of magical abilities or even the natural ferocity most half-orcs possessed Leading his mother to insribe his flesh with the sacred makings of Her former tribe to help protect her son from harm. He trained under all of the powerful wizards and clerics that his family traveled with but had no real power with divine or arcane magics. Studying with the artificers that his parents worked with unlocked a great deal of talent in Zehameti. He left the caravan at the age of 19 to study under one of the artificers who was retiring so he could learn the art directly rather than getting in the way of the caravans trading. Unfortunately on the after only a year he learned his parents caravan had been attacked and destroyed. Every shred of the dead taken and destroyed. The only thing he had left of his family was the ring his parents had given him to celebrate his learning the artificers art. Enraged and by loss he set out to avenge his family.

Crunch

Spoiler:
Male Half-Orc Artificer 3
CN Medium Humanoid (orc)
Init +1; Senses darkvision 60; Perception +7
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Defense
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AC 15, touch 11, flat-footed 14
hp 27
Fort +3(+2 disease), Ref +3, Will +5(+1 neg channeling)

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Offense
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Speed 30 ft.
Melee MW Falchion 7 (2d4/18-20x2)
melee Morningstar 6 (1d8/3x)
Ranged light crossbow +3 (1d8/19-20x3)
Ranged Alchemists fire +3 (1d6) + DC 15 Reflex of catch on fire

4 lvl 1 extracts a day


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Statistics
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Spoiler:

Str 16, Dex 12, Con 13, Int 18, Wis 12, Cha 9
Base Atk +2; CMB 0; CMD 11
Feats
Class
Brew potion
here
Scribe scroll
here
Craft Wondrous
here
Level
Weapon Focus Falchion
here
Toughness
here
extraordinary artisan
here
Traits
Pragmatic Activator
here
here

Cultist's Kiss

You were attacked by a servant of the Lady of Plagues and survived.

+2 to Fort saves against disease and +1 channel resistance against Negative channeling to harm the living

Drawback
attached
here
Short temper
here

Skills

Spoiler:

Acrobatics +4 (3 rank, +1 Dex)
Appraise +4 (+4 Int)
Bluff -1 (-1 Cha)
Climb +3(+1 Str)
Craft +4 (+4 Int)
Diplomacy -1 (-1 Cha)
Disable device +6 (1 rank, +3 CS, +1 Dex, +1 Trapfinding)
Disguise -1 (-1 Cha)
Escape Artist +1 (+1 Dex)
Fly +1 (+1 Dex)
Handle animal -1 (-1 Cha)
heal +1 (+1 Wis)
intimidate +1 (-1 Cha, +2 Trait)
Knowledge (arcana/engineering/planes/pionics)+8 (1 rank, +3 CS, +4 Int)
Knowledge (all others)+5 (1 rank, +4 Int)
Perception +7 (3 rank, +3 CS, +1 Wis)
Perform -1 (-1 Cha)
Ride +1 (+1 Dex)
sense motive +6 (1 rank, +3 CS, +1 Wis, +1 trait)
Spellcraft +10 (3 rank, +3 CS, +4 Int)
Stealth +1 (+1 Dex)
Survival +3 (2 rank, +1 Wis)
Swim 3 (+1 Str)
Use Magic Device +11 (+3 rank, +3 CS, +4 Int, +1 Artisan Bonus)

Languages: Common, Orc. Abyssal, Draconic, Gnoll, and Goblin.


Gear
Spoiler:

Mithral chain Shirt 12.5, Weapons 20, Handy Haversack 5, Explorer's outfit, a backpack, 20 Whetstone.
total 67.5 pounds
In Handy Haversack
Thieves tools 2, Potion CLW, 3 Alchemist Fires 3, Artificers lab 40, fighter's kit:, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, trail rations (5 days), and a waterskin 17, Crowbar 2, 2 Tindertwig, 1 Acid flask, 1 Alchemist's fire, 2 antitoxin , 1 sunrod , healer's kit, a set of MW thieves tools and a length of silk rope, shovel/pick with case (8 lbs.), 7 days rations (7), waterskin(4), spice it up (-),flint and steel (-), leather sack (1/2), signal whistle (-), 2 torches (2), 1 Acid flask, 1 Alchemist's fire, 2 antitoxin (-), 1 sunrod (1), healer's kit (1), waterproof bedroll(5), waterproof map case (1/2), spare explorer's outfit (6), spare peasants outfit (2), traveling papers, wine bottle (1/2).
GP 150

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Special Abilities
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Race
Spoiler:

Darkvision: Half-orcs can see in the dark up to 60 feet.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. 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.

Class

Spoiler:

Weapon and Armor Proficiency: Artificers are proficient with all simple weapons, all crossbows, with light and medium armor, and with shields (except tower shields). If the campaign allows for firearms or siege weapons, artificers also also proficient in these weapons as well.
Infusions
Artificer Knowledge
Artisan Bonus: An artificer gains a bonus to all Use Magic Device checks equal to one half his artificer level, round down, to a minimum +1.
Trapfinding: An artificer gains a bonus to Perception skill checks made to locate traps and to Disable Device checks equal to one half his artificer level, round down, to a minimum +1. An artificer can use Disable Device to disarm magic traps and this feature is in all other ways identical to the rogue's trapfinding ability.