Grummosh Half Orc Shaman 3 LN Medium Humanoid (Human)(Orc) Favored Class: Skill Points +3
Senses: Perception +12, Darkvision 60
Defenses HP: 24 (3d8+6)
AC: 16 (6 armor)
Touch: 10
Flat-Footed: 16
Fort: +6 Reflex: +4 Will: +9
Base Attack Bonus: +2; CMB +2; CMD 12
Melee Masterwork Greataxe +3 (1d12/20/x3)
Ranged Light Crossbow +2 (1d8/19-20/x2)
Shaman Spells Prepared (CL 3 Concentration +6) 2nd (2/day) Barkskin, Summon Nature’s Ally 2, (S)Fog Cloud 1st (3/day) Summon Nature’s Ally 1, Summon Nature’s Ally 1, Cure Light Wounds, (S)Enlarge Person 0 (at-will)Create Water, Detect Magic, Guidance, Stabiliz Str 10, Dex 10, Con 14, Int 14, Wis 16, Cha 14
Skills: Knowledge(Nature) +8, Knowledge(Planes) +8, Knowledge(Religion) +8, Profession(Shaman) +9, Perception +12, Spellcraft +8, Survival +12
Traits: Fate’s Favored, Seeker
Feats: Alertness, Endurance, Spell Focus(Conjuration), Augment Summoning
Languages: Common, Goblin, Giant, Orc
Gear: Masterwork Breastplate, Masterwork Greataxe, shaman's kit, Wand(CLW)(41), Scroll(Bless), Scroll(Bless), Scroll(Burning Hands), Light Crossbow, Bolts(20), Wand(Burning Hands)(CL3)(4), Wand(Comprehend Languages)(6), Pearl of Power 1, Cloak of Resistance +1
========================================
Special Abilities
========================================
Endurance: +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Orc Blood Grummosh count as both humans and orcs for any effect related to race.
Sacred Tattoo: Grummosh gain a +1 luck bonus on all saving throws
Darkvision: Grummosh can see in the dark up to 60 feet.
Shaman's Apprentice: Half orcs gain Endurance as a bonus feat.
Spirit Animal: Grummosh has chosen a tuatara as his spirit animal.
Spirit Ability(Battle Spirit): Grummosh surrounds himself with the spirit of battle. Allies within 30 feet of the shaman (including the shaman) receive a +1 morale bonus on attack rolls and weapon damage rolls. Grummosh can use this ability for 5 rounds/day. These rounds do not need to be consecutive.
Battle Ward: Grummosh touches a willing creature (including himself) and grants a battle ward. The next time a foe makes an attack roll against the target, the ward activates and grants a +3 deflection bonus to the warded creature’s AC. Each subsequent time she’s attacked, the deflection bonus reduces by 1 (to +2 for the second time he’s attacked and +1 for the third). The ward fades when the bonus is reduced to +0 or after 24 hours, whichever comes first.
Deliver Touch Spells: Grummosh’s spirit animal can deliver touch spells or hexes for him. If the shaman and the spirit animal are in contact at the time the shaman casts a touch spell, he can designate her animal as the “toucher.” The spirit animal can then deliver the touch spell just as the shaman would. If the shaman casts another spell before the touch is delivered, the touch spell dissipates. If the shaman activates a hex, his spirit animal can be used to make the touch; he doesn’t have to be in contact with the animal to use this ability with hexes.
Shaman's Kit:
This kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Gorebash:
Gorebash Tuatara N Tiny outsider(native) Protector Familiar
Init +1; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE AC 17, touch 13, flat-footed 16 (+1 Dex, +2 size + 4 nat)
HP 12 (1d8+1)
Fort +3, Ref +3, Will +3
OFFENSE Speed 20 ft., Climb 20 ft.
Melee bite +5 (1d3–4 plus attach)
Space 2-1/2 ft.; Reach 5 ft.
STATISTICS
Str 2, Dex 13, Con 12, Int 7, Wis 10, Cha 5
BAB +2; CMB +1; CMD 7 (11 vs. trip)
Feats: Combat Reflexes, Bodyguard, Critical Conduit
Skills: Acrobatics +5 (+1 when jumping), Climb +9, Perception +10, Survival +8; Racial Modifiers –4 Acrobatics when jumping, +4 Perception, +4 Survival
SQ Share Spells, Empathic Link
SPECIAL ABILITIES Familiar: The master of a tuatara familiar gains a +3 bonus on Survival checks.
Alertness: While a familiar is within arm’s reach, the master gains the Alertness feat.