Kortzug

Description:

KORTZUG    CR 4
Male Half-Orc Druid 5
NG Medium Humanoid (Orc)
Init + 2; Senses Darkvision (60 feet); Perception + 10


DEFENSE

AC 23, touch 14, flat-footed 18   (+ 8 armor, + 2 Dex, + 1 natural, + 1 dodge, + 1 deflection)
hp 43 (4d8 + 8)
Fort + 6, Ref + 3, Will + 6

OFFENSE

Spd 20 ft.
Melee + 1 Falchion, “Moon Tongue” + 9 (2d4 + 7 /18-20/x2) and
   Cold Iron Sickle + 7 (1d6 + 4 /20/x2)
Ranged Sling + 5 (1d4 + 4 /20/x2)
Druid Spells Known (CL 5, 7 melee touch, 5 ranged touch):
3 (1/day)Stone Shape
2 (3/day) Restoration, Lesser, Bull’s Strength (DC 14), Bull’s Strength (DC 14)
1 (4/day) Cure Light Wounds (DC 13), Cure Light Wounds (DC 13), Faerie Fire, Longstrider
0 (at will) Light, Detect Magic, Create Water, Stabilize

STATISTICS

Str 18, Dex 14, Con 12, Int 10, Wis 14, Cha 10
Base Atk + 3; CMB + 7; CMD 20
Feats Dodge, Druid Weapon Proficiencies, Toughness + 5, Weapon Focus: Falchion
Traits Devotee of the Green: Knowledge: Geography, Resilient
Skills Climb + 5, Fly + 3, Handle Animal + 7, Heal + 6, Knowledge: Geography + 5, Knowledge: Nature + 10, Perception + 9, Survival + 8
Languages Common, Druidic, Orc
SQ Animal Companion Link (Ex), Nature Sense (Ex), Orc Ferocity (1/day), Resist Nature’s Lure (Ex), Share Spells with Companion (Ex), Spontaneous Casting, Trackless Step (Ex), Wild Empathy + 4 (Ex), Wild Shape (1/day) (Su), Wild Shape (Beast Shape I: Small – Medium animal), Woodland Stride (Ex)
Combat Gear Bullets, Sling (20), Moon Tongue, + 2 Dragonhide Breastplate, Cold Iron Sickle, Sling; Other Gear Ring of Protection + 1, Amulet of Natural Armor + 1, Backpack (9 @ 15.5 lbs), Case, map or scroll (3 @ 0 lbs), Case, map or scroll (empty), Case, map or scroll (empty), Holly and mistletoe, Iron Vials x2, Oil (1-pint flask) (2), Potion of Gaseous Form, Potion of Protection from Evil, Rations, trail (per day) (2), Scroll: Entangle, Scroll: Faerie Fire, Scroll: Longstrider, Sunrod (2), Wand of Cure Light Wounds, Wand of Magic Fang, Waterproof Bag, Waterskin (2)

SPECIAL ABILITIES

Animal Companion Link (Ex) You have a link with your Animal Companion.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Nature Sense (Ex) A druid gains a + 2 bonus on Knowledge (nature) and Survival checks.
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Resist Nature’s Lure (Ex) + 4 save vs. effects from Fey and effects using plants.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it’s within 5 feet.
Spontaneous Casting The Druid can convert stored spells into Summon Nature’s Ally spells.
Trackless Step (Ex) You do not leave a trail as you move through natural suroundings.
Wild Empathy + 4 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
Wild Shape (1/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape I: Small – Medium animal) You may use your Wild Shape ability to become an animal.
Woodland Stride (Ex) Move through undergrowth at normal speed.

ANIMAL COMPANION


OOGUM    CR 4
Male Ape
NN Large Animal
Init + 3; Senses Low-Light Vision, Scent; Perception + 5

DEFENSE

AC 20, touch 12, flat-footed 17   (+ 3 armor, + 3 Dex, – 1 size, + 5 natural)
hp 26 (+ 8)
Fort + 6, Ref + 7, Will + 2

OFFENSE

Spd 0 ft., Climbing (30 feet)
Melee Bite (Ape) + 3 (1d6 + 3/20/x2) and
   Greatclub + 9 (2d8 + 9/20/x2) and
   Slam x2 (Ape) + 3 x2 (1d6 + 3/20/x2)
Space 10 ft.; Reach 10 ft.

STATISTICS

Str 22, Dex 16, Con 14, Int 3, Wis 12, Cha 7
Base Atk + 3; CMB + 10; CMD 23
Feats Martial Weapon Proficiency: Greatclub, Light Armor Proficiency, Dodge
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Defend [Trick], Down [Trick], Fighting [Trick], Guard [Trick], Seek [Trick], Stay [Trick], Track [Trick]
Skills Acrobatics + 7, Climb + 13, Escape Artist + 2, Fly + 0, Linguistics – 3, Perception + 5, Ride + 2, Stealth + 2, Swim + 5
Languages Common
SQ Attack Any Target [Trick], Defend [Trick], Evasion (Ex), Fighting [Trick], Guard [Trick], Seek [Trick], Track [Trick]
Combat Gear Greatclub, Studded Leather;

SPECIAL ABILITIES

Attack Any Target [Trick] The animal will attack any creature on command.
Climbing (30 feet) You have a Climb speed.
Defend [Trick] The animal will defend you.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.
Bio:

Kortzug

Pathfinder Society San Antonio NathanK