Orc Seeker

Âdayil's page

259 posts. Alias of Oceanshieldwolf.


Race

HP 28/28| AC: 18 | Fort: +6; Ref: +5; Will: +6 | Per +4 | Spd 20 ft. |

Classes/Levels

Darkvision | ◆ ↺ ◇ | Scouting, Perception + 4 | Stealth +5, Athletics +6 | Class DC 18

Gender

Female Orc (Hold-scarred) Witch 2 (Sentinel FA) |

Strength 2
Dexterity 1
Constitution 2
Intelligence 4
Wisdom 0
Charisma 0

About Âdayil

◆= 1 Action, ◆◆= 2 Action Activity, ◆◆◆= 3 Action Activity
◇= Free Action, ↺= Reaction

Ancestry: Orc:

Hit Points 10
Size Medium
Speed 25 feet
Ability Boosts Strength, Free
Languages Common, Orcish. Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Goblin, Jotun, Petran, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).
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: Hold-scarred:

You are part of an orc community that participates in ritual scarification or tattooing. The marks on your skin show your exceptional hardiness and vitality. You gain 12 Hit Points from your ancestry instead of 10. You also gain the Diehard feat.

Background: Field Medic:

In the chaotic rush of battle, you learned to adapt to rapidly changing conditions as you administered to battle casualties. You patched up soldiers, guards, or other combatants, and learned a fair amount about the logistics of war.

Choose two attribute boosts. One must be to Constitution or Wisdom, and one is a free attribute boost. You’re trained in the Medicine skill and the Warfare Lore skill. You gain the Battle Medicine skill feat.

Class: Witch:

You command powerful magic, not through study or devotion to any ideal, but as a vessel or agent for a mysterious, otherworldly patron that even you don't entirely understand. This entity might be a covert divinity, a powerful fey, a manifestation of natural energies, an ancient spirit, or any other mighty supernatural being—but its nature is likely as much a mystery to you as it is to anyone else. Through a special familiar, your patron grants you versatile spells and powerful hexes to use as you see fit, though you're never certain if these gifts will end up serving your patron's larger plan.

KEY ABILITY
Intelligence

HIT POINTS
6 plus your Constitution modifier

PERCEPTION
Trained in Perception

SAVING THROWS
Trained in Fortitude
Trained in Reflex
Expert in Will

SKILLS
Trained in one skill determined by your patron
Trained in a number of additional skills equal to 3 plus your Intelligence modifier

ATTACKS
Trained in simple weapons
Trained in unarmed attacks

DEFENSES
Untrained in all armor
Trained in unarmored defense

CLASS DC
Trained in witch class DC

SPELLS
Trained in spell attack modifier
Trained in spell DC

***

Patron, Wilding Steward:

When your patron appeared before you, they moved with the grace and ferocity of the wilderness, their voice the creaking of trees and the sound of hoof against unspoiled earth. They might have been a dryad queen or a primeval beast, but it seemed all of nature was theirs to defend.
Spell List Primal; Patron Skill Nature

Lesson of Wild Speech: Your patron has taught you the complexities of nonverbal speech, letting you influence and call animals and plants to you. You gain the wilding word hex cantrip and your familiar learns your choice of summon animal or summon plant or fungus.
Familiar of Keen Senses: Your familiar has glinting eyes, twitching ears, or some other sign of a beast's powerful senses. When you Cast or Sustain a hex, your familiar gains your choice of an imprecise scent, tremorsense, or wavesense, with a range of 60 feet until the start of your next turn, and it can immediately Point Out as a free action.

Witch Spellcasting:

Using your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells.

At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase, as shown in Table 2–7: Witch Spells per Day.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier.
Heightening Spells
When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.

Cantrips
Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up—this is usually equal to the highest level of witch spell slot you have. For example, as a 1st-level witch, your cantrips are 1st-level spells, and as a 5th-level witch, your cantrips are 3rd-level spells.

SPELLS
Primal
Prepared Spells DC 18, attack +8;
1st (3 slots/day) heal, hydraulic push, summon animal;
Cantrips (5 known/day) gouging claw, vitality lash, electric arc, Ccaustic blast, prestidigitation

Focus Spells (1 points)
Phase Familiar
Trigger: Your familiar would take damage.
Range: 60 feet;
Targets: your familiar
Your patron momentarily recalls your familiar to the ether, shifting it from its solid, physical form into a ghostly version of itself. Against the triggering damage, your familiar gains resistance 5 to all damage and is immune to precision damage. Heightened (+1) Increase the resistance by 2.

Hex Cantrip
Wilding Word
Cast [one-action] verbal
Range 30 feet;
Targets 1 animal, fungus, or plant
Saving Throw Will;
Duration sustained up to 1 minute

Your patron's majesty - or their displeasure - comes in a growl from your throat, making other creatures reluctant to harm you. The target must attempt a Will save; if the target is an animal, fungus or plant, it takes a -1 circumstance penalty to the save.

Critical Success: The target is unaffected.
Success: When the target attempts an attack roll or skill check that would harm you, it takes a –2 status penalty to its roll.
Failure: As success, but the target also becomes sickened 1 each time it damages you.
Critical Failure: As failure, but the sickened value is 2

Patron:

You weren't born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power.

A patron might be a deity or demigod, a coven of powerful hags, a fey lord, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem. As you gain more of your patron's power, you might learn more about who or what they are—certain combinations of themes and lessons suggest particular patrons or agendas—but patrons empower witches for their own secretive reasons, which they rarely reveal in full.

At 1st level, choose your patron's theme, which determines your spellcasting tradition, a skill, a special cantrip you gain, and a spell added to your familiar.

Familiar:

Your patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the rules here, though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels.

Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1st-level spells, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to.

Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells.

Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the Learn a Spell exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar.

If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared.

Familiar Spells Known:

Cantrips: acid splash, caustic blast, detect magic, disrupt undead, electric arc, glass shield, gouging claw, healing plaster, prestidigitation, stabilize

1st level: ant haul, hydraulic push, briny bolt, heal, tailwind, summon animal

Ancestry: Orc Ability Boosts: Str, Int
Background: Field Medic Ability Boosts: Con, Int
Class: Witch Ability Boosts: Int
Four free ability boosts: Str, Dex, Con, Int

Race Orc (Hold-scarred)
Class Witch 2
Ability Scores: Str +2, Dex +1, Con +2, Int +4, Wis +0, Cha +0
Perception: +4 (T/E/M/L)
Speed: 25 ft.
Languages: Common, Orcish, Goblin, Elvish, Shadowtongue, Necronomus
Background: Field Medic

DEFENSE
AC 15
Saving Throws: Fort +6 (T/E/M/L), Ref +5 (T/E/M/L), Will +6 (T/E/M/L)
HP: 28 (12 Ancestry + 12 Class + 4 Con = 20)

OFFENSE
MELEE
Melee Falchion +6, 1d10+ 2 (T/E/M/L) S (Forceful, Sweep)
Melee Longspear +6, 1d8 + 2 (T/E/M/L) (Reach) P
Melee Club +6, 1d6+2 (T/E/M/L)(Thrown 10 ft.), B
Melee Dagger +6, 1d4+2 (T/E/M/L)(Agile, Finesse, Thrown 10 ft., Versatile S), P

RANGED
Ranged Javelin (x2) +5, 1d6+2 (T/E/M/L) P

Hexes:

Phase Familiar
Casting reaction
Trigger Your familiar would take damage.
Range 60 feet; Targets your familiar

Your patron momentarily recalls your familiar to the ether, shifting it from its solid, physical form into a ghostly version of itself. Against the triggering damage, your familiar gains resistance 5 to all damage and is immune to precision damage.

Heightened (+1) Increase the resistance by 2.

FEATS
Ancestry Feats:
Die Hard
It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.

Orc Weapon Familiarity
In combat, you favor the brutal weapons that are traditional for your orc ancestors. You are trained with the falchion and greataxe. In addition, you gain access to all uncommon orc weapons. For the purpose of determining your proficiency, martial orc weapons are simple weapons and advanced orc weapons are martial weapons.

Hold Mark
You bear scars or tattoos enhanced by the mark of your community's prowess - Death's Head. You are trained in the listed skill and gain a +1 status bonus to saves against spells from the listed tradition. You gain a large brand or tattoo in the shape of the chosen emblem or a similar concept (for example, the Burning Sun could be a torch, sun, volcano, or other fiery symbol, while the Empty Hand could be a fist or claw).

- Death's Head : You are trained in Survival and gain a +1 status bonus to saves against spells from the Primal tradition.

Skill: Survival
Tradition: Primal

Free Archetype: Sentinel

You have trained carefully to maximize the protective qualities of your armor. You become trained in light armor and medium armor. If you already were trained in light armor and medium armor, you gain training in heavy armor as well. Whenever you gain a class feature that grants you expert or greater proficiency in any type of armor (but not unarmored defense), you also gain that proficiency in the armor types granted to you by this feat. If you are at least 13th level and you have a class feature that grants you expert proficiency in unarmored defense, you also become an expert in the armor types granted to you by this feat.

Class Feats:

Cauldron
You can brew magic in your cauldron, creating useful magical concoctions. You can use the Craft activity to create oils and potions. You immediately gain the formulas for four common 1st-level oils or potions. At 4th level and every 2 levels beyond that, you gain the formula for a common oil or potion of that level or lower (a 4th-level potion if you’re 4th level, a 6th-level potion if you’re 6th level, and so on). If you have a familiar, you can have your familiar learn these formulas rather than storing them in a formula book. Your familiar can learn new formulas in the same way it learns new spells, and these formulas are transferred from a slain familiar to a new familiar in the same way spells are.

During your daily preparations, you can create one temporary oil or potion using a formula you know. If you have master proficiency in spell DC, you can create a batch of two temporary oils or potions during your daily preparations, and if you have legendary proficiency, you can create a batch of three. Any items you create this way become inert bottles of liquid the next time you make your daily preparations, and any remaining effects of the temporary items end. A temporary oil or potion has no value.

General Feats:
Pet
You have a pet—a Tiny animal of a type you choose, such as a cat, bird, or rodent. It has the minion trait, meaning it gains 2 actions during your turn if you use the Command an Animal action to command it; this replaces the usual effects of Command an Animal, and you don’t need to attempt a Nature check. A pet can’t make Strikes.

Level Your pet’s level is equal to yours.

Modifiers and AC Your pet’s save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. It uses 3 + your level as its modifier for Perception, Acrobatics, and Stealth, and just your level as its modifier for other skill checks. It doesn’t have or use its own attribute modifiers and can never benefit from item bonuses.

Hit Points Your pet has 5 Hit Points per level.

Senses Your pet has low-light vision and can gain additional senses from pet abilities.

Speed Your pet has a Speed of 25 feet. You can choose to instead have an aquatic pet, which breathes in water instead of air and has the aquatic trait, no land Speed, and a swim Speed of 25 feet.

Skill Feats:

Battle Medicine
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 temporarily immune to your Battle Medicine for 1 day.

Godless Healing
You recover an additional 5 Hit Points from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day.

SKILLS (Class: 1 Patron (Nature) + 7 (Arcana, Athletics, Crafting, Diplomacy, Occultism, Stealth, Thievery)
Background: Medicine, Warfare Lore
Heritage: Survival)

Acrobatics: +1 (T/E/M/L)
Arcana: +8 (T/E/M/L)
Athletics: +6 (T/E/M/L)
Crafting: +8 (T/E/M/L)
Deception: +0 (T/E/M/L)
Diplomacy: +4 (T/E/M/L)
Intimidation: +0(T/E/M/L)
Lore: +0 (T/E/M/L)
Lore (Warfare): +8 (T/E/M/L)
Medicine: +4 (T/E/M/L)
Nature: +4 (T/E/M/L)
Occultism: +8 (T/E/M/L)
Performance: +0 (T/E/M/L)
Religion: +0 (T/E/M/L)
Society: +4 (T/E/M/L)
Stealth: +5 (T/E/M/L)
Survival: +4 (T/E/M/L)
Thievery: +5 (T/E/M/L)

EQUIPMENT
Falchion, 3 gp, 1d10, 2 Bulk, Forceful, Sweep
Longspear, 5 sp, 1d8 P, 2 Bulk, Reach
Dagger, 2 sp, 1d4 P, Bulk L, Agile, finesse, thrown 10 ft, versatile S
Javelins, 3; 3 sp; 1d6 P; Bulk L Hands 1; Range 30 ft.
Club x2 , 0 sp, 1d6 B, 1 Bulk, Thrown 10 ft

Hide Armor, AC 3, Max Dex 2, Str 2, Spd -5, Check -2, Bulk 2

Weapons/Armor Total Cost/Bulk: 4 gp, 7 Bulk, 5 L

Misc. Equipment:
Ordinary Clothing
Musical instrument, handheld, 8 sp, 1 Bulk
Bandolier
Healer’s Tools 5 gp, 1 Bulk
5x sacks, 5 cp, Bulk .5
Grappling Hook 1 sp, Bulk L
1x Rations (week) 4 sp, Bulk L
Rope 5 sp, Bulk L
Waterskin 5 cp, Bulk L
4 x scroll healing

Krutk, Crab Familiar:

AC 15 Size: Tiny
Speed: 40' HP: 15
Low-light vision
Perception +6
Acrobatics +6
Stealth +6
All other skills: +2

Abilities:
Tough Your familiar's maximum Hit Points increase by 2 per level.

Construct Your familiar has the construct trait instead of the animal trait. The familiar is immune to death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconcsious, vitality and void.

Fast Movement Increase one of your pet's Speeds from 25 feet to 40 feet

*Patron Ability* Your familiar has glinting eyes, twitching ears, or some other sign of a beast's powerful senses. When you Cast or Sustain a hex, your familiar gains your choice of an imprecise scent, tremorsense, or wavesense, with a range of 60 feet until the start of your next turn, and it can immediately Point Out as a free action.

Familiars have the minion trait, so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost. You can have only one familiar at a time.

A familiar can't make Strikes, but it can use trained skill actions for skills for which it adds your spellcasting ability modifier. If it attempts an attack roll or other skill check, it uses your level as its modifier. It doesn't have or use its own ability modifiers and can never benefit from item bonuses.

Your familiar has low-light vision and can gain additional senses from familiar abilities. It can communicate empathically with you as long as it’s within 1 mile of you, sharing emotions. It doesn’t understand or speak languages normally, but it can gain speech from a familiar ability.