Welcome to yet another installment of Heroes on Demand. In this installment, we take you to the frozen plains of the north to match steel with spell in Paizo’s incredibly popular fantasy roleplaying game Pathfinder.
Anyone who has ever talked with me about roleplaying games knows two things about me. One is that I played a lot of 3.5 back in the day. The second is that I truly enjoy building and playing characters that run strongly against type. I always have. I would rather have a character that is interesting to me than one that is mechanically sound. This can sometime shoot me in the foot when it comes to actually putting the character on the table. But with the release of the Pathfinder rules, these characters became much more mechanically viable due to the rules overhaul. I’ve recently been looking more and more at the Pathfinder rules after some time away from that particular rules set and have been tinkering with some character builds. So today, I present to you Krell-mak the Unthawed, a half-orc sorcerer from the frozen north.
Krell-mak the Unthawed
Male Half-Orc Sorcerer 1 (Boreal Bloodline)
NG Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +0
AC 11, touch 11, flat-footed 10 (Dex +1)
Fort +3, Ref +2, Will +3
Speed 30 ft.
Melee falchion +2 (2d4+3, 18-20/x2)
Special Attacks cold steel 6/day
Spells Known (CL 1, touch +2, ranged touch +1, concentration +4)
1st (4/day) – mage armor, magic missile
0 – detect magic, flare (DC 14), light, ray of frost
Str 14 (+2), Dex 12 (+1), Con 14 (+2), Int 8 (-1), Wis (+0), Cha 16 (+3)
Base Atk +0; CMB +2; CMD 13
Feats Eschew Materials, Spell Focus (Evocation)
Skills Intimidate +5, Spellcraft +3, Survival +4
Languages Common, Orc
SQ bloodline arcana, boreal bloodline*, sacred tattoo*
Gear falchion, backpack, bedroll, winter blanket, tent, waterskin, spell component pouch, flint and steel, cold-weather outfit, hooded lantern, 3 pints of oil, 48 gp
*From the Advanced Player’s Guide
Background: Krell-mak was born to a small tribe of humans living in the frozen tundras of the north. He was a child of violence. But he was also a child of magic. The magic mixed with the ancient power of the north that ran deep in the tribes blood manifested itself in very powerful ways. This led to the child being raised by the tribe as a shaman instead of being left to the elements. As he grew, so too did his magic. And as his power increased, so too did his status in the tribe. Eventually, his power grew to the point where he outgrew the tribe and he left to pursue his destiny.
Design Notes: Like I said at the top of this post, I truly enjoy building and playing a character that goes against type. And a half-orc sorcerer certainly flies in the face of what they are “traditionally” built to do. But then again this guy isn’t your traditional spellcaster either. He takes full advantage of the half-orc’s racial proficiency with the falchion coupled with a higher than average Strength to be able to deal some damage in melee. He also has a higher than average Constitution score to help him survive in there with his abysmal AC. As a plus, he’s able to effectively give his weapon the frost enchantment for a total of six rounds per day thanks to his arcana power. Played carefully, he could be advanced any number of ways to become a frightening character, both as a strong caster and a more than capable fighter.
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