Rainkin

Zug of the Stone's page

40 posts. Organized Play character for Deevor.


Full Name

Zug of the Stone

Race

HP 28/28 AC 19(Shield 21) F+9,R+6,W+10 Perc +10

Classes/Levels

Hero 2/2 Focus 1/1 Speed 25; Active Condition: Default Exploration Search

Gender

Half-Orc(Labourer) Druid(Wild)/3

Special Abilities

Resistance: Poison 1

Languages

Common, Orcish, Wildsong

Strength 16
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 16
Charisma 10

About Zug of the Stone

Zug of the Stone Druid 3
N Medium Human Dromaar Humanoid
Perception +10; Low-Light Vision Darkvision
Languages Common, Druidic, Orcish
Skills Acrobatics +1, Athletics +8, Intimidation +5, Lore: Labor +5, Medicine +8, Nature +10(E), Survival +8
Str +3, Dex +1, Con +2, Int +0, Wis +3, Cha +0
Items Hide, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Holly and Mistletoe, Healers Toolkit, Wayfinder, Alchemists Fire(Lesser), Elixir of Life(Minor), Scroll pf Breathe Fire, Hide Shield (Hardness 4, HP 20, BT 10)
AC 19 (+21 with shield raised); Fort +9, Ref +6, Will +10
HP 38; Resistances poison 1
Shield Block Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Speed 25 feet
Melee Club +8 (Thrown 10 ft.), Damage 1d6+3 B
Melee Longspear +8 (Reach), Damage 1d8+3 P
Ranged Javelin (x4) +6 (Thrown), Damage 1d6+3 P

Reach Spell (Concentrate, Spellshape) You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. If the spell normally has a range of touch, you extend its range to 30 feet.

Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You're holding or wearing a healer's toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.

Primal Prepared Spells DC 18, attack +8;
2nd Dispel Magic, Oaken Resilience;
1st Heal, Create Water, Shattering Gem;
Cantrips Detect Magic, Vitality Lash, Ignition, Scatter Scree, Stabilize
Focus Spells (2 points)
Pest Form
Untamed Form
Untamed Shift
Animal Form

Additional Feats Animal Empathy, Dromaar, Hefty Hauler, Orc Sight, Poison Resistance, Untamed Form

Additional Specials Anathema, Druidic Order (Untamed Order), Voice of Nature, Wildsong

PFS Basics:

Deevor 12784
Zug of the Stone 2006
XP 17
Faction: Radiant Oath: Reputation 17
Downtime: Performance +7
PFS Training: Spells
Build Starting Gold 2.1gp
Current Gold: 18.1gp
1) Pathfinder Society Bounty #4: The Cat's Cradle (+1 XP, +1 Radiant Oath, +4.0gp)
2) Pathfinder Bounty #3: Shadows and Scarecrows (+1 XP, +1 Radiant Oath, +4.0gp)
3) Pathfinder Bounty #8: The Tireless Path (+1 XP, +1 Radiant Oath, +4.0gp)
4) Pathfinder Bounty #11: Forged Facade (+1 XP, +1 Radiant Oath, +4.0gp)
5) Pathfinder Adventure: The Fall of Plaguestone (+12 XP, +12 Radiant Oath, +??.0gp)

Zug of the Stone
Male half-orc druid 2
CG, Medium, Human, Humanoid, Orc
Perception +7; darkvision, low-light vision
Languages Common, Druidic, Orcish
Skills Athletics +7, Herbalism Lore +4, Intimidation +4, Labor Lore +4, Medicine +7, Nature +7, Survival +7
Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 10 (+0), Wis 16 (+3), Cha 10 (+0)
Other Items hide, leather, wooden shield, club, dagger, javelins (4), longspear, arrows (10), backpack, bandolier, bedroll, belt pouch, belt pouch, chalks (10), flint and steel, healer's tools, holly and mistletoe, rations (1 week)s (2), rope (foot)s (50), soap, torchs (5), waterskin, purse, wayfinder (2 gp; 10 sp)
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AC Hide:18 (20 with shield raised); Fort +6; Ref +5; Will +9
HP 28 Focus Points 1 Hero Points 1;
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Speed 25 feet
Melee [1] club +7 (thrown 10 ft.), Damage 1d6+3 B
Melee [1] dagger +7 (versatile S, agile, thrown 10 ft., finesse), Damage 1d4+3 P
Melee [1] longspear +7 (reach 10 feet), Damage 1d8+3 P
Melee [1] shield bash +4 (attached to shield), Damage 1d4+3 B
Ranged [1] club +5 (thrown 10 ft.), Damage 1d6+3 B
Ranged [1] dagger +5 (versatile S, agile, thrown 10 ft., finesse), Damage 1d4+3 P
Ranged [1] javelin +5 (thrown 30 ft.), Damage 1d6+3 P
Primal Druid Spells DC 17, attack +7; 1st gust of wind, summon plant or fungus Cantrips (1st) detect magic, disrupt undead, electric arc, produce flame, stabilize
Focus Spells 1 Focus Points, DC 10; 1st Wild Morph, Wild Shape, Wild Shape (Animal Form), Wild Shape (Pest Form)
Feats Hefty Hauler, Orc Sight, Reach Spell, Shield Block, Wild Shape, Poison Resistance, Battle Medicine
Other Abilities anathema, belkzen, component substitution, divination, druidic language, druidic order, metamagical experimentation, primal spellcasting, radiant oath champion, shield block, spells, wild, wild empathy
Zug Level 1:

Zug of the Stone
Male half-orc druid 1
CG, Medium, Human, Humanoid, Orc
Perception +6; darkvision, low-light vision
Languages Common, Druidic, Orcish
Skills Athletics +6, Herbalism Lore +3, Intimidation +3, Labor Lore +3, Medicine +6, Nature +6, Survival +6
Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 10 (+0), Wis 16 (+3), Cha 10 (+0)
Other Items hide, leather, wooden shield, club, dagger, javelins (4), longspear, arrows (10), backpack, bandolier, bedroll, belt pouch, belt pouch, chalks (10), flint and steel, healer's tools, holly and mistletoe, rations (1 week)s (2), rope (foot)s (50), soap, torchs (5), waterskin, purse (2 gp; 10 sp)
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AC 17 (19 with shield raised); Fort +5; Ref +4; Will +8
HP 18 Focus Points 2 Hero Points 1;
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Speed 25 feet
Melee [1] club +6 (thrown 10 ft.), Damage 1d6+3 B
Melee [1] dagger +6 (versatile S, agile, thrown 10 ft., finesse), Damage 1d4+3 P
Melee [1] longspear +6 (reach 10 feet), Damage 1d8+3 P
Melee [1] shield bash +3 (attached to shield), Damage 1d4+3 B
Ranged [1] club +4 (thrown 10 ft.), Damage 1d6+3 B
Ranged [1] dagger +4 (versatile S, agile, thrown 10 ft., finesse), Damage 1d4+3 P
Ranged [1] javelin +4 (thrown 30 ft.), Damage 1d6+3 P
Primal Druid Spells DC 16, attack +6; 1st gust of wind, summon plant or fungus Cantrips (1st) detect magic, disrupt undead, electric arc, produce flame, stabilize
Focus Spells 2 Focus Points, DC 10; 1st Wild Morph, Wild Shape, Wild Shape (Animal Form), Wild Shape (Pest Form)
Feats Hefty Hauler, Orc Sight, Reach Spell, Shield Block, Wild Shape
Other Abilities anathema, belkzen, component substitution, divination, druidic language, druidic order, metamagical experimentation, primal spellcasting, radiant oath champion, shield block, spells, wild, wild empathy

Bit of Background:

Born into slavery, Zug was used to the harsh life of hauling stone and splitting rocks. Eventually his orc masters left him where he fell, struggling to even lift his head, he laid in the wilderness for a day before being rescued by a strange man/bird. Well when he landed by the half-orc's body he was a vulture, but then through hazy eyes Zug saw a man where the vulture had been. Given food and water, Zug was nurtured back to health surrounded by the rocks and stones of the mountain. Jairsen the man, was a druid of the wild order, who taking Zug under his wing taught him the druidic ways. Zug learned well, becoming a guardian of his part of the mountain wilderness. When Jairsen returned to teach Zug more, he declared his allegiance to the Pathfinder Society and introduced Zug to the society, where he now trains and learns. Though he finds Absalom very unwelcoming, he seems only happy when sleeping under the stars.

Gingerly making his way through town, a large half-orc with many tattoos painted over his torso and arms, strides with trepidation through the city. At least the desert here seemed wild and was his friend, but these clay brick houses leave him feeling uneasy. Across his back a wooden shield is strapped tightly, along with a thick seasoned and hardened lump of shaped branch.

His eyes scour the street for the tale tell sign of Pathfinders, he was sure they told him to be here, here in this hot and dusty town full of civilisation. When kept within their boundaries these places were reasonable enough, but that didn't mean he liked it.

A group walking down the street, another half-orc, perhaps he thinks, The tell tale signs, they look like the contacts, I'll give them a try.

Zug crosses the street to the approaching group, "Pathfinders?" he plain and simple gambit. "We have a mission? I've been travelling through the sands, until I came here." He turns to Desmond and nods, "Brother"

He listens to the gnome, though the map and the location mean nothing to him, the thought of journeying back into the wild eases his mind.

My Notes:

Summon Animal is better than summon plant at 1st level, more choice.
Summon Plant (-1)
Yellow Musk Thrall with Fascinate
Summon Animal (-1)
Bloodseeker
Common Eurypterid
Compsognathus
Eagle
Flash Beetle
Giant Centipede
Guard Dog
Monkey
Pufferfish
Raven
Red Fox
Skunk
Snapping Turtle
Three-Toed Sloth with Rend
Trilobite
Viper
Weasel with
Squeeze and
with Constrict
Summon Fey (-1)
Grimple
Haniver
Mitflit
Nyktera
Sprite
Tooth Fairy