Half-orc druid wise beyond his years.



NG Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +12
AC 19, touch 13, flat-footed 17 (+6 armor, +1 Dex, +1 dodge, +1 deflection)
hp 41 (5d8+15)
Fort +6, Ref +2, Will +8; +4 vs. fey and plant-targeted effects
Defensive Abilities orc ferocity; Immune fire
Speed 20 ft.
Melee +1 greataxe +5 (1d12+2/x3)
Druid Spells Prepared (CL 5th; concentration +9)
* 3rd—call lightning (DC 17), cure moderate wounds
* 2nd—barkskin, bull’s strength, flaming sphere (DC 16)
* 1st—cure light wounds, detect animals or plants, magic fang, pass without trace
* 0 (at will)–create water, detect magic, mending, purify food and drink
Str 12, Dex 13, Con 14, Int 10, Wis 19, Cha 10
Base Atk +3; CMB +4; CMD 17
Feats Dodge, Improved Initiative, Natural Spell
Skills Handle Animal +12, Heal +12, Knowledge (nature) +8, Perception +12; ACP -3
Languages Common, Druidic, Orc
SQ nature bond (wolf companion), nature sense, orc blood, trackless step, resist nature’s lure, totemic summons (canines), totemic transformation (5-minutes/day), weapon familiarity, wild empathy +5 (+9 canines), woodland stride
Gear demonhide breastplate, +1 greataxe, +1 ring of protection

Demonhide Breastplate This armor was made from a demon that Gortak slayed while defending animals of his forest. Purified in a holy temple-lake dedicated to Vis Feritas, it is treated as dragonhide that protects against fire.

Totemic Summons (Su): Gortak may cast summon nature’s ally as a standard action when summoning canines, and these summoned creatures gain temporary hit points equal to his druid level.

Totemic Transformation (Su): As a standard action, Gortak may adopt an aspect of the wolf while retaining his normal form. This allows him to speak normally and cast speak with animals (mammals only) at will. He also gains one of the following bonuses:
* movement (+10 enhancement bonus to land speed, +4 racial bonus on Swim checks)
* senses (low-light vision, scent)
* toughness (+2 natural armor bonus to AC, Endurance feat)
* natural weapons (bite [1d6] and 2 claws [1d4], +2 to CMB on grapple checks)

Design Notes
* Abilities: 20-points
* Wealth: 4k

U Medium animal
Init +3; Senses low-light vision, scent; Perception +7
AC 19, touch 13, flat-footed 16 (+2 armor, +3 Dex, +4 natural)
hp 37 (5d8+15)
Fort +7, Ref +7, Will +2;
Defensive Abilities evasion
Speed 50 ft.
Melee bite +6 (1d6+3 plus trip)
Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +5; CMD 18 (22 vs. trip)
Feats Armor Proficiency (light), Run, Weapon Focus (bite)
Skills Perception +7, Survival +3
SQ tricks (attack, come, defend, fetch, guard, heel, stay, track)
Gear barding

Hailing from the large continent Yulien on Vesta where he grew up as a member of a nomadic half-orc tribe of hunter and gatherers. At a young age Gortak felt a closer tie to nature than his clan and when he came of age he left his tribe to meditate with the spirits of the world. Gortak learned the ways of the forest from animals and communed with Vis Feritas herself, and used this power to protect the world when the demons began to twist and befoul nature. He fought hard but in the end watched as the ancient forests and all of their inhabitants died. Gortak survived on the hellish landscape of Vesta in its final years before being transported to the Rock of Bral by the last of Del Agnito’s strength, given the quest to seek the Astral Leyline and restore life to a dead planet.


The Fires of Vesta DeathmatchFM