You are on page 1of 5

Mulraabrurg Durrosrin Zon-Kuthon Andoran None

Character Name Player Name Deity Region Alignment


Kineticist 6 Half-Orc (Mystic) / Humanoid Medium / 5 ft. 0' 0" / 0 lbs. Darkvision (60 ft.)
CLASS RACE SIZE / FACE HEIGHT / WEIGHT VISION
6 (5) 23000 / 35000 22 Masculino 25
Character Level (CR) EXP/NEXT LEVEL AGE GENDER EYES HAIR Points
ABILITY NAME BASE
SCORE
BASE
MOD
ABILITY
SCORE
ABILITY
MOD
TEMP
SCORE
TEMP
MOD
WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION SPEED

STR 13 +1 13 +1 HP 85 Walk 30 ft.


hit points
Strength

DEX 16 +3 16 +3 AC 20 : 17 : 13 = 10 + 7 + 0 + 3 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0
armor class
Dexterity
TOTAL FLAT TOUCH BASE ARMOR SHIELD STAT SIZE NATURAL
ARMOR
DEFLEC-
TION
DODGE Morale Insight Sacred Profane MISC

CON 20 +5
BONUS BONUS
24 +7
Constitution INITIATIVE +3 =
+3 +
+0 10 +0 0
INT
modifier

Intelligence
8 -1 8 -1 TOTAL DEX
MODIFIER
MISC
MODIFIER
MISS
CHANCE
Arcane
Spell
ARMOR
CHECK
SPELL
RESIST
ACID
RESIST
COLD
RESIST
ELECT.
RESIST
FIRE
RESIST
Failure PENALTY
WIS 14 +2 14 +2 Encumbrance Light TOTAL SKILLPOINTS: 18
SKILLS MAX RANKS: 6/6
Wisdom
SKILL NAME
KEY ABILITY SKILL ABILITY RANKS MISC

CHA 7 -2 7 -2
MODIFIER

=
MODIFIER MODIFIER

Charisma Acrobatics DEX 3 3


SAVING THROWS TOTAL BASE ABILITY MAGIC MISC EPIC TEMP
Appraise INT -1 = -1
SAVE
=
FORTITUDE +17 = +5 +
+7 +
+3 +
+2 +
+0 + Bluff CHA -2 -2
(constitution) Climb STR 1 = 1
REFLEX +13 = +5 +
+3 +
+3 +
+2 +
+0 + Craft (Untrained) INT -1 = -1
(dexterity)
Diplomacy CHA -2 = -2
WILL +9 =
+2 +
+2 +
+3 +
+2 +
+0 +
Disguise CHA -2 = -2
(wisdom)
Escape Artist DEX 7 = 3 + 1 + 3
Conditional Save Modifiers: Fly DEX 3 = 3
+4 bonus on Swim checks made to resist nonlethal damage from exhaustion; Heal WIS 2 = 2
Constitution checks made to continue running, to avoid nonlethal damage from a Intimidate CHA -2 = -2
forced march, to hold your breath, and to avoid nonlethal damage from starvation Knowledge (Local) INT 4 = -1 + 5
or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold Knowledge (Nature) INT 3 = -1 + 1 + 3
environments and to resist damage from suffocation. Knowledge (Planes) INT 4 = -1 + 5
Perception WIS 11 = 2 + 6 + 3
TOTAL BASE ATTACK BONUS STAT SIZE MISC EPIC TEMP
=
Perform (Untrained) CHA -2 -2
MELEE +5 = +4 + +1 + +0 + +0 + 0 +
Ride DEX 3 = 3
attack bonus
Sense Motive WIS 2 = 2
RANGED +7 = +4 + +3 + +0 + +0 + 0 +
=
attack bonus Stealth DEX 3 3
Survival WIS 2 = 2
CMB +5 = +4 + +1 + +0 + + +
attack bonus Swim STR 1 = 1
BULL
GRAPPLE TRIP DISARM SUNDER RUSH OVERRUN = + +
CMB +5 +5 +5 +5 +5 +5 = + +

CMD 18 18 18 18 18 18 : can be used untrained. : exclusive skills. *: Skill Mastery.

UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH


(nonlethal only) +5 1d3+1 20/x2 5 ft.
Special Properties:

*Kinetic Blast HAND TYPE SIZE CRITICAL REACH


Primaria M none/x0 5 ft.
Special Properties: See Kinetic Blast

*: weapon is equipped
1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off
hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.

ARMOR TYPE AC MAXDEX CHECK SPELL FAILURE

*Chain Shirt +3 (Mithral) Light +7 +6 +0 10


30 hp/inch, hardness 15

Character: Mulraabrurg Durrosrin PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:6 (CR:5)
Player: Created using PCGen v6.07.07 on 6 may. 2018 at 15:56:55 Page 1
EQUIPMENT (for instance, a fire blast would damage only creatures of the fire subtype). Against such
creatures, your blast targets touch AC (if it requires an attack roll) and always allows
ITEM LOCATION QTY WT / COST
spell resistance. Because you are draining energy from the target, your blast doesn't
Cloak of Resistance +3 Equipped 1 1 / 9,000
apply your elemental overflow bonuses or Constitution modifier. The target can attempt
Belt of Mighty Constitution +4 Equipped 1 1 / 16,000 a Fortitude save to take 1/4 the normal amount of damage. Draining infusion ignores
Chain Shirt +3 (Mithral) Equipped 2 NaN (NaN) / any damage reduction, resistances, and immunities the creature might possess. If at
10,100 (20,200) least one creature fails its saving throw against your draining infusion, you can reduce
30 hp/inch, hardness 15 the total burn cost of any one blast wild talent used before the end of your next turn by
Handy Haversack Equipped 1 5 / 2,000 1, or by 2 if you have the supercharge ability. If you use draining infusion again before
Kinetic Blast Equipped 1 0/0 applying this reduction, you still deal the damage from that draining infusion, but the
See Kinetic Blast burn reductions don't stack.
TOTAL WEIGHT CARRIED/VALUE 32 lbs. 47,200gp Elemental Defense (Su) [Paizo Inc. - Occult
Adventures, p.13]
WEIGHT ALLOWANCE
At 2nd level, a kineticist gains her element's defense wild talent ( the descriptions of
Light 50 Medium 100 Heavy 150 defense wild talents begin on page 16).
Lift over head 150 Lift off ground 300 Push / Drag 750 Elemental Focus (Su) [Paizo Inc. - Occult
MONEY Adventures, p.10]
Total= 0 gp [Unspent Funds = 10,000 gp] At 1st level, a kineticist chooses one primary element on which to focus. This
element determines how she accesses the raw power of the Ethereal Plane, and
MAGIC grants her access to specific wild talents (see below) and additional class skills. She
Languages can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis),
Common, Orc or water (hydrokinesis). She gains her selected element's basic utility wild talent
(basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic
Other Companions hydrokinesis; see page 23) as a bonus wild talent. See Elements on page 14 for the
specific abilities granted by each element.
Traits Elemental Overflow (Ex) [Paizo Inc. - Occult
Fate's Favored [Paizo Publishing - Adventures, p.13]
Ultimate Campaign] At 3rd level, a kineticist's body surges with energy from her chosen element whenever
The fates watch over you. Whenever you are under the effect of a luck bonus of any she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores,
kind, that bonus increases by 1. or experience some other thematic effect. In addition, she receives a bonus on her
Freed Slave [Paizo Inc. - Inner Sea attack rolls with kinetic blasts equal to the total number of points of burn she currently
Primer, p.4] has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also
You were either born or sold into slavery, but were freed by Andoren abolitionists. receives a bonus on damage rolls with her kinetic blast equal to double the bonus
Your strong will helped you persevere in captivity, and gave you strength to start again on attack rolls. The kineticist can suppress the visual effects of elemental overflow
from nothing in your new life in Andoran. You gain a +1 trait bonus on Will saves. by concentrating for 1 full round, but doing so suppresses all of this ability's other
Wild Ferocity (Urban) [Paizo Inc. - Heroes of the benefits, as well. The next time the kineticist uses any wild talent, the visual effects and
Wild, p.7] benefits return instantly. As a kineticist's body becomes more and more suffused with
Select one terrain type from the ranger's favored terrain list. While in this terrain type, her element, she begins to gain more powerful benefits. Starting at 6th level, whenever
taking a standard action while disabled does not cause you to take the normal 1 point she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical
of damage. You can use this trait when acting as if disabled despite having a negative ability scores of her choice. She also gains a chance to ignore the effects of a critical
hit point total as a result of orc ferocity or the Diehard feat. hit or sneak attack equal to 5% x her current number of points of burn. At 11th level,
whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4
size bonus to one physical ability score of her choice and a +2 size bonus to each of
Special Qualities her other two physical ability scores. At 16th level, whenever the kineticist has at least
Basic Pyrokinesis [Paizo Inc. - Occult 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability
Adventures, p.23] score of her choice, a +4 size bonus to a second physical ability score of her choice,
Element fire; Type utility (Sp); Level 1; Burn 0 You can use your inner flame to and a +2 size bonus to the remaining physical ability score.
reproduce the effects of a flare, light, or sparkAPG cantrip, except that the light you Extended Range [Paizo Inc. - Occult
create with light produces heat like a normal flame; using any of the three abilities ends Adventures, p.19]
any previous light effect from this wild talent.
Element universal; Type form infusion; Level 1; Burn 1 Associated Blasts any Saving
Burn (Ex) [Paizo Inc. - Occult Throw none Your kinetic blast can strike any target within 120 feet.
Adventures, p.11]
Fire [Paizo Inc. - Occult
At 1st level, a kineticist can overexert herself to channel more power than normal, Adventures, p.14]
pushing past the limit of what is safe for her body by accepting burn. Some of her wild
Kineticists who focus on the element of fire are called pyrokineticists. Pyrokineticists
talents allow her to accept burn in exchange for a greater effect, while others require
wield elemental fire as a potent weapon, and they possess a powerful offense.
her to accept a certain amount of burn to use that talent at all. For each point of burn she
Class Skills: A pyrokineticist adds Escape Artist and Knowledge (nature) to her list
accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage
of class skills.
can't be healed by any means other than getting a full night's rest, which removes all
Wild Talents: 1st-basic pyrokinesis, burning infusion, cold adaptation, fan of flames,
burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced
fire sculptor, fire's fury, heat adaptation; 2nd-searing flame; 3rd-eruption, firesight,
or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn.
flame jet, heat wave, smoke storm, torrent; 4th-flash infusion; 5th-flame jet (greater),
A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn
flame shield, trail of flames, unraveling infusion; 6th-brilliant infusion; 7th- explosion,
at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can't
pure-flame infusion; 9th-from the ashes.
choose to accept burn if it would put her total number of points of burn higher than 3 +
her Constitution modifier (though she can be forced to accept more burn from a source Fire's Fury [Paizo Inc. - Occult
outside her control). A kineticist who has accepted burn never benefits from abilities Adventures, p.24]
that allow her to ignore or alter the effects she receives from nonlethal damage. Element fire; Type utility (Su); Level 1; Burn - When using fire blasts or composite
Burning Infusion [Paizo Inc. - Occult blasts that include fire, add your elemental overflow bonus to the damage dealt. If the
Adventures, p.17] kinetic blast normally adds double your elemental overflow bonus to damage, these
effects stack.
Element fire; Type substance infusion; Level 1; Burn 1 Associated Blasts blue flame,
fire, magma, plasma Saving Throw Reflex negates Your kinetic blast ignites your foes. Fire Blast [Paizo Inc. - Occult
Whenever an infused blast hits a foe and penetrates its spell resistance, that foe Adventures, p.15]
catches on fire, regardless of whether it takes damage. A foe that catches fire takes Element fire; Type simple blast (Sp); Level -; Burn 0 Blast Type energy; Damage fire
1d6 points of fire damage each round until the fire is extinguished. Against a creature You unleash a gout of flickering fire to burn a single foe.
on fire from this infusion, any fire kinetic blasts gain a +2 bonus on attack rolls, to DCs, Firesight [Paizo Inc. - Occult
and on caster level checks to overcome spell resistance. Adventures, p.25]
Darkvision (Ex) [Paizo Inc. - Bestiary] Element fire; Type utility (Su); Level 3; Burn - You can see through flames and smoke
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, as if they were transparent. Creatures that are on fire or have the fire subtype never
out to a range specified for the creature. Darkvision is black and white only (colors benefit from concealment or total concealment against you.
cannot be discerned). It does not allow characters to see anything that they could not Gather Power (Su) [Paizo Inc. - Occult
see otherwise-invisible objects are still invisible, and illusions are still visible as what Adventures, p.12]
they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. If she has both hands free (or all of her prehensile appendages free, for unusual
The presence of light does not spoil darkvision. kineticists), a kineticist can gather energy or elemental matter as a move action.
Draining Infusion [Paizo Inc. - Occult Gathering power creates an extremely loud, visible display in a 20-foot radius centered
Adventures, p.18] on the kineticist, as the energy or matter swirls around her. Gathering power in this
Element universal; Type substance infusion; Level 1; Burn 1 Associated Blasts any way allows the kineticist to reduce the total burn cost of a blast wild talent she uses
simple Saving Throw Fortitude partial; see text You can drain elemental energy and in the same round by 1 point. The kineticist can instead gather power for 1 full round
matter from your foes to strengthen your next attack. When you use this infusion, your in order to reduce the total burn cost of a blast wild talent used on her next turn by 2
kinetic blast affects only creatures with a subtype matching your kinetic blast's element points (to a minimum of 0 points). If she does so, she can also gather power as a move

Character: Mulraabrurg Durrosrin PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:6 (CR:5)
Player: Created using PCGen v6.07.07 on 6 may. 2018 at 15:56:55 Page 2
action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist Orc Blood (Ex) [Paizo Inc. - Core
takes damage during or after gathering power and before using the kinetic blast that Rulebook, p.25]
releases it, she must succeed at a concentration check (DC = 10 + damage taken + Half-orc count as both humans and orcs for any effect related to race.
effective spell level of her kinetic blast) or lose the energy in a wild surge that forces Sacred Tattoo [Paizo Inc. - Advanced
her to accept a number of points of burn equal to the number of points by which her Player's Guide, p.19]
gathered power would have reduced the burn cost. This ability can never reduce the Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs.
burn cost of a wild talent below 0 points. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait
Heat Adaptation [Paizo Inc. - Occult replaces the orc ferocity racial trait.
Adventures, p.25] Searing Flesh [Paizo Inc. - Occult
Element fire or water; Type utility (Sp); Level 1; Burn 0 You are constantly protected by Adventures, p.17]
endure elements against hot temperatures only. You gain an amount of fire resistance Element fire; Type defense (Su); Level -; Burn 0 Your body becomes painfully hot.
equal to twice your current amount of burn. Whenever a creature hits you with a natural attack or an unarmed strike, that creature
Infusion (Su) [Paizo Inc. - Occult takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of
Adventures, p.12] fire damage). A creature in a grapple with you takes double this amount of damage at
At 1st level, a kineticist gains an infusion wild talent from the list of options available the end of each of its turns. Weapons that strike you also take this damage, though
based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, the damage is unlikely to penetrate the weapon's hardness. By accepting 1 point of
13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist burn, you can increase this damage by 1 point per 4 kineticist levels you possess until
can alter her kinetic blasts to suit her needs. Infusions come in two types, each of the next time your burn is removed. You can increase the damage in this way up to
which changes a kinetic blast differently: a substance infusion causes an additional seven times. Whenever you accept burn while using a fire wild talent, the surging flame
effect, while a form infusion causes the kinetic blast to manifest in a different way. Each causes your searing flesh to deal double its current amount of damage for 1 round (a
infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated creature in a grapple with you takes a total of four times as much damage as normal).
Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she You can dismiss or restore this effect as an immediate action.
can apply up to one associated form infusion and up to one associated substance Shaman's Apprentice [Paizo Inc. - Advanced
infusion. Some infusions change the action required to activate a kinetic blast or entirely Race Guide, p.52]
transform the kinetic blast's normal effects. The burn cost listed in each infusion's Burn Only the most stalwart survive the years of harsh treatment that an apprenticeship to
entry is added to the burn cost of the kinetic blast the infusion modifies. The DC for an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat.
a save against an infusion is based on the associated kinetic blast's effective spell
Universal [Paizo Inc. - Occult
level, not the level of the infusion. The DCs for form infusions are calculated using
Adventures]
the kineticist's Dexterity modifier instead of her Constitution modifier. When a kineticist
modifies a kinetic blast with a form infusion and a substance infusion that both require The following wild talents are available to all kineticists. Wild Talents: 1st-draining
saving throws, each target first attempts a saving throw against the form infusion. If infusion, extended range, kinetic blade, kinetic fist, skilled kineticist; 2nd-skilled
a target succeeds and a successful save negates the infusion's effects, the entire kineticist (greater); 3rd-elemental grip, extreme range, flurry of blasts, kinetic whip,
kinetic blast is negated; otherwise, the target then attempts a saving throw against the mobile blast, snake; 4th- expanded defense; 5th-grappling infusion, kinetic form, spark
substance infusion. If a kineticist's form and substance infusions both alter the kinetic of life, wall; 6th-ride the blast; 8th-reverse shift.
blast's damage, apply the substance infusion's alteration first. At 5th, 11th, and 17th Weapon and Armor Proficiency [Paizo Inc. - Occult
levels, a kineticist can replace one of her infusions with another infusion of the same Adventures, p.10]
effective spell level or lower. She can't replace an infusion that she used to qualify for Kineticists are proficient with all simple weapons and light armor, but not shields.
another of her wild talents. The descriptions of infusions begin on page 17. Weapon Familiarity (Ex) [Paizo Inc. - Core
Infusion Specialization (Ex) [Paizo Inc. - Occult Rulebook, p.25]
Adventures, p.13] Half-orcs are proficient with greataxes and falchions, and treat any weapon with the
At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces word "orc" in its name as a martial weapon.
the combined burn cost of the infusions by 1. This can't reduce the total cost of the Wild Talents [Paizo Inc. - Occult
infusions used below 0. She reduces the burn cost by 1 additional point at 8th, 11th, Adventures, p.10]
14th, 17th, and 20th levels. A kineticist can use wild talents-magical abilities similar to spells but drawn from the
Internal Buffer (Su) [Paizo Inc. - Occult kineticist's innate psychic talent and usable at will. Wild talents are typically spell-like
Adventures, p.13] abilities (though some are supernatural abilities), and take a standard action to use
At 6th level, a kineticist's study of her body and the elemental forces that course unless otherwise noted. A wild talent always has the elemental descriptor or descriptors
through it allow her to form an internal buffer to store extra energy. The buffer starts (aether, air, earth, fire, or water) matching its Element entry. A wild talent that can be
empty and doesn't replenish each day, but the kineticist can accept 1 point of burn used with any of several elements gains the appropriate elemental descriptor when
to add 1 point to the buffer as a full-round action, to a maximum of 1 point total. This used with an element. For example, the wall wild talent gains the earth descriptor when
maximum increases to 2 points at 11th level and to 3 points at 16th level. Once the used by a geokineticist. Every wild talent has an effective spell level. A kineticist can
kineticist adds points to her buffer, they remain indefinitely until she spends them. When always select 1st-level wild talents, but she can select a wild talent of a higher level
she would otherwise accept burn, a kineticist can spend 1 point from her buffer to avoid only if her kineticist level is at least double the wild talent's effective spell level. Kinetic
accepting 1 point of burn. She cannot spend more than 1 point from her buffer in this blast and defense wild talents are always considered to have an effective spell level
way for a single wild talent. Points spent from the internal buffer don't activate elemental equal to 1/2 the kineticist's class level (to a maximum effective spell level of 9th at
overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on kineticist level 18th). Unless otherwise noted, the DC for a saving throw against a wild
the number of points of burn the kineticist can accept in a single turn. talent is equal to 10 + the wild talent's effective spell level + the kineticist's Constitution
Kinetic Blast (Sp) [Paizo Inc. - Occult modifier. The kineticist uses her Constitution modifier on all concentration checks for
Adventures, p.11] wild talents. In addition to the wild talents she gains from her other class features, at
At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from
must be a simple blast that matches her element. As a standard action, the kineticist the list of options available to her. A kineticist can select only universal wild talents
can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th
least one hand free to aim the blast (or one prehensile appendage, if she doesn't have levels, a kineticist can replace one of her utility wild talents with another wild talent of
hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing the same level or lower. She can't replace a wild talent that she used to qualify for
damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats another of her wild talents. [DC: 20
such as Weapon Focus. The kineticist is never considered to be wielding or gripping
the kinetic blast (regardless of effects from form infusions; see Infusion on page 12), Feats
and she can't use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast Diehard [Paizo Inc. - Core
involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full Rulebook, p.122]
damage to swarms of any size (though only area blasts deal extra damage to swarms). You are especially hard to kill. Not only do your wounds automatically stabilize when
A readied kinetic blast can be used to counterspell any spell of equal or lower level that grievously injured, but you can remain conscious and continue to act even at death's
shares its descriptor. A kinetic blast that deals energy damage of any type (including door.
force) has the corresponding descriptor. The various kinetic blasts, as well as additional When your hit point total is below 0, but you are not dead, you automatically stabilize.
rules for simple blasts, are described on pages 15-16. You do not need to make a Constitution check each round to avoid losing additional
Metakinesis (Su) [Paizo Inc. - Occult hit points. You may choose to act as if you were disabled, rather than dying. You must
Adventures, p.13] make this decision as soon as you are reduced to negative hit points (even if it isn't
A kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by your turn). If you do not choose to act as if you were disabled, you immediately fall
accepting burn. unconscious. When using this feat, you are staggered. You can take a move action
Mystic [Paizo Inc. - Advanced without further injuring yourself, but if you perform any standard action (or any other
Race Guide, p.] action deemed as strenuous, including some free actions, such as casting a quickened
Orc shamans are brutal teachers who sometimes kill or maim their most promising spell) you take 1 point of damage after completing the act. If your negative hit points
students in order to eliminate what could be a potential rival. Half-orcs who survive are equal to or greater than your Constitution score, you immediately die.
years of abuse by an orc shaman master are deeply scarred and altered by the Point-Blank Shot [Paizo Inc. - Core
experience. Shaman trainees learn early that cunning and luck are often the only things Rulebook, p.131]
that offer a chance of survival. They have the shaman's apprentice and sacred tattoo You are especially accurate when making ranged attacks against close target.
alternate racial traits. You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of
up to 30 feet.

Character: Mulraabrurg Durrosrin PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:6 (CR:5)
Player: Created using PCGen v6.07.07 on 6 may. 2018 at 15:56:55 Page 3
Precise Shot [Paizo Inc. - Core
Rulebook, p.131]
You are adept at firing ranged attacks into melee.
You can shoot or throw ranged weapons at an opponent engaged in melee without
taking the standard -4 penalty on your attack roll.
Endurance [Paizo Inc. - Core
Rulebook, p.112]
Harsh conditions or long exertions do not easily tire you.
You gain a +4 bonus on the following checks and saves: Swim checks made to resist
nonlethal damage from exhaustion; Constitution checks made to continue running;
Constitution checks made to avoid nonlethal damage from a forced march; Constitution
checks made to hold your breath; Constitution checks made to avoid nonlethal damage
from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or
cold environments; and Fortitude saves made to resist damage from suffocation. You
may sleep in light or medium armor without becoming fatigued.

Proficiencies
Battle Aspergillum, Bayonet, Blowgun, Boar Spear, Brass Knuckles, Cestus,
Club, Heavy Crossbow, Light Crossbow, Dagger, Chain Dagger, Punching
Dagger, Dart, Falchion, Gaff, Gauntlet, Spiked Gauntlet, Grapple, Greataxe,
Javelin, Kinetic Blast, Longspear, Heavy Mace, Light Mace, Mere Club,
Morningstar, Pliers, Quarterstaff, Rock, Shortspear, Sickle, Skull, Sling,
Spear, Boar Spear, Ray Spells, Touch Spells, Splash Weapon, Stake,
Unarmed Strike, Underwater Heavy Crossbow, Underwater Light Crossbow

Character: Mulraabrurg Durrosrin PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:6 (CR:5)
Player: Created using PCGen v6.07.07 on 6 may. 2018 at 15:56:55 Page 4
Mulraabrurg Durrosrin
Half-Orc (Mystic)
RACE
22
AGE
Masculino
GENDER
Darkvision (60 ft.)
VISION
None
ALIGNMENT
Derecha
DOMINANT HAND
0' 0"
HEIGHT
0 lbs.
WEIGHT

EYE COLOUR

SKIN COLOUR
,
HAIR / HAIR STYLE

PHOBIAS
,
PERSONALITY TRAITS

INTERESTS
,
SPOKEN STYLE / CATCH PHRASE

RESIDENCE

LOCATION
Andoran
REGION
Zon-Kuthon
DEITY
Humanoid
Race Type

Race Sub Type

Description:
Biography:

Character: Mulraabrurg Durrosrin PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:6 (CR:5)
Player: Created using PCGen v6.07.07 on 6 may. 2018 at 15:56:55 Page 5

You might also like