"Reaver" Kain Maddox – Male Half-Orc Oracle, 6
CR 6; Unaligned
Medium Humanoid;
HD 6d8
HP 48 (36+12);
Init +4;
Spd 30'
Deity: Gorum
AC 20,
Touch 13,
Flat-Footed 17
Spiked scale armor, spiked heavy steel shield
Base Atk +4;
CMB +7
, CMD +10
Melee +7 battleaxe (1d8+3, 20/x3)
Melee +7 heavy spiked shield (1d6+3, 20/x2)
Melee +7 sickle (1d6+3, 20/x2)
Ranged +7 longbow (1d8, 20/x3)
Abilities: Str 17, Dex 16, Con 14 (13 +1 4th), Int 11, Wis 15 (13 +2 half-orc), Cha 16
Saves Fort +4, Ref +5, Will +7
[sblock=Half-Orc Traits]
- +2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice (Wisdom) at creation to represent their varied nature.
- Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Half-orcs have a base speed of 30 feet.
- Darkvision: Half-orcs can see in the dark up to 60 feet. See Vision and Light.
- Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
- Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
- Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
- 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.
- Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
[/sblock]
Skills (9 ranks in each): Intimidate +14, Perception +11, Profession (Cook) +11, Sense Motive +11
Feats: Two-Weapon Fighting, Improved Shield Bash, Double Slice
Languages Common, Orc
Class Features: Focus (Battle), Oracle’s Curse (Haunted), Focus Spells, Revelations
Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a move action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.
Skill at Arms (Ex): You gain proficiency in all martial weapons, medium armor, and heavy armor.
War Sight (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.
Battlecry (Ex): As a standard action, you can unleash an inspiring battlecry. All allies within 100 feet that hear your cry gain a +1 morale bonus on attack rolls, skill checks, and saving throws for a number of rounds equal to your
Charisma modifier (+3). At 10th level, this bonus increases to +2. You can use this ability once per day, plus one additional time per day at 5th level and for every five levels thereafter.
Oracle Spells Known – 7/6/4/1
Oracle Spells/Day – u/6/6/4
*Cantrips (DC 14) – create water, detect magic, ghost sound (curse), light, mage hand (curse), mending, purify food and drink, read magic, resistance
*1st Level (DC 15) – bless, cure light wounds, endure elements, magic weapon, protection from evil, shield of faith
*2nd Level (DC 16) – augury, bear’s endurance, cure moderate wounds, levitate (curse), minor image (curse), resist energy
*3rd Level (DC 17) – cure serious wounds, enlarge person (focus)
Possessions: spiked scale mail, heavy steel spiked shield, battleaxe, sickle, greatsword, longbow, arrows (20); backpack, bedroll, winter blanket, small steel mirror, sacks (3), water skin, trail rations (1 week).