Gortig Firehand (WIP)

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Gimble
Level 4
Posts: 68
Joined: Sat May 16, 2020 10:56 am

Gortig Firehand (WIP)

Post by Gimble »

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Gortig Firehand

Race: Half-Orc
Class: Witch 5
Gender: Male
Age: 40
Height: 6' 3"
Weight: 214 lbs.
Alignment: Chaotic Good
Type: Humanoid (human, orc)
Favored Class: Witch
Deity: Sezelrian

Ability Scores:
Str 11 (11 base)
Dex 13 (13 base)
Con 13 (13 base)
Int 20 (15 base, +2 racial, +1 level, +2 enhancement)
Wis 10 (10 base)
Cha 12 (12 base)

Languages:
Abyssal
Common
Draconic
Giant
Goblin
Ignan
Orc

Combat:
HD: 5d6
HP: 29 (22 from hit dice, +5 Con, +2 FCB)
Temp HP: 0
AC: 14 (10 base, +1 Dex, +2 natural, +1 deflection)
BAB: +2
Speed: 30ft.
Init: +1 (+1 Dex)
CMD: 13 (10 base, +2 BAB, +1 Dex)
CMB: +2 (+2 BAB)

Attacks:

Saves:
Fort +4 (+1 base, +1 Con, +1 luck, +1 resistance)
Refl +4 (+1 base, +1 Dex, +1 luck, +1 resistance)
Will +6 (+4 base, +0 Wis, +1 luck, +1 resistance)

Skills:
Acrobatics +4 (0 ranks, +1 Dex, +3 familiar)
Appraise +5 (0 ranks, +5 Int)
Bluff +1 (0 ranks, +1 Cha)
Climb +0 (0 ranks, +0 Str)
Craft +5 (+5 Int)
Craft [Alchemy] +13 (5 ranks, +3 trained, +5 Int)
Diplomacy +1 (0 ranks, +1 Cha)
Disable Device +1 (0 ranks, +1 Dex)
Disguise +1 (0 ranks, +1 Cha)
Escape Artist +1 (0 ranks, +1 Dex)
Fly +5 (1 ranks, +3 trained, +1 Dex)
Handle Animal +1 (0 ranks, +1 Cha)
Heal +8 (5 ranks, +3 trained, +0 Wis)
Intimidate +5 (1 ranks, +3 trained, +1 Cha)
Knowledge +5 (+5 Int)
Knowledge [Arcana] +13 (5 ranks, +3 trained, +5 Int)
Knowledge [History] +10 (2 ranks, +3 trained, +5 Int)
Knowledge [Nature] +10 (2 ranks, +3 trained, +5 Int)
Knowledge [Planes] +10 (2 ranks, +3 trained, +5 Int)
Linguistics +5 (0 ranks, +5 Int)
Perception +0/+2 (0 ranks, +0 Wis, +2 while within 5 feet of familiar)
Perform +1 (+1 Cha)
Perform [Oratory] +2 (1 ranks, +1 Cha)
Profession [Herbalist] +4 (1 ranks, +3 trained, +0 Wis)
Ride +1 (0 ranks, +1 Dex)
Sense Motive +0/+2 (0 ranks, +0 Wis, +2 while within 5 feet of familiar)
Sleight of Hand +1 (0 ranks, +1 Dex)
Spellcraft +15 (5 ranks, +3 trained, +5 Int, +2 racial)
Stealth +1 (0 ranks, +1 Dex)
Survival +0 (0 ranks, +0 Wis)
Swim +0 (0 ranks, +0 Str)
Use Magic Device +9 (5 ranks, +3 trained, +1 Cha)

Feats:
Burning Amplification (Level 1)
Fire God's Blessing (Level 3)
Improved Familiar (Fey Touched) (Level 5)
Alertness (While within 5 feet of familiar)

Racial Features:
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Shaman Enhancement: You gain a +2 racial bonus on Spellcraft checks. In addition, when such a half-orc acquires an animal companion, bonded mount, cohort, familiar, or spirit animal, that creature gains a +2 bonus to Strength, Dexterity, or Constitution, as selected by the half-orc. This racial trait replaces weapon familiarity and intimidating.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Class Features:
Spells
Spells: A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.

To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier.

A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 2–10. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.
Cantrips
Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 2–10 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.
Hex: Evil Eye (Su)
The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.
Hex: Iceplant (Su)
This hex grants the witch and her familiar a +2 natural armor bonus and the constant effects of endure elements. The effect leaves the witch’s skin thick and stiff to the touch.
Hex: Ward (Su)
A witch can use this hex to place a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.
Witch's Familiar (Ex)
At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual (see sidebar).
Patron Spells
At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.

Favored Class Bonus:
2 x +1 Hit Point
2 x Add one level 1 spell from the witch spell list to the witch’s familiar.
1 x Add one level 2 spell from the witch spell list to the witch’s familiar.


Spells added to familiar:

Cantrips:
Arcane Mark
Bleed
Dancing Lights
Daze
Detect Fiendish Presence
Detect Magic
Detect Poison
Grasp
Guidance
Light
Mending
Message
Putrefy Food and Drink
Read Magic
Resistance
Spark
Stabilize
Touch of Fatigue

1st level:
Shocking Grasp (Patron)
Air Bubble (FCB)
Burning Hands (FCB)
Comprehend Languages
Cure Light Wounds
Ear-piercing Scream
Identify
Ill Omen
Mage Armor
Mount
Obscuring Mist
Ray of Enfeeblement
Shield Companion
Tears to Wine

2nd level:
Flaming Sphere (Patron)
False Life (FCB)
Glitterdust
Burning Gaze
See Invisibility
Web

3rd level:
Ash Storm
Heroism
Last edited by Gimble on Fri Mar 27, 2026 6:47 pm, edited 32 times in total.
Gimble
Level 4
Posts: 68
Joined: Sat May 16, 2020 10:56 am

Re: Gortig Firehand (WIP)

Post by Gimble »

Rook (Familiar)

Race: Primate, Monkey (Fey-touched)
Gender: Male
Height: 1' 6"
Weight: 10 lbs.
Alignment: Chaotic Good
Type: Fey

Ability Scores:
Str 3
Dex 17 (15 base, +2 Shaman Enhancement)
Con 10
Int 8 (Familiar level 5)
Wis 12
Cha 5

Languages:
Understand master's languages (Abyssal, Common, Draconic, Giant, Goblin, Ignan, Orc)

Combat:
HD: 5 (Effective for effects)
HP: 14 (Half of master's 29 hp)
Temp HP: 0
AC: 22 (10 base, +3 Dex, +2 size, +2 Iceplant, +3 Natural Armor bonus)
BAB: +2 (Uses master's BAB)
Speed: 30ft., climb 30ft.
Init: +3

Attacks:
Bite +7 (+2 BAB, +3 Dex, +2 size; 1d3-4 bludgeoning/piercing/slashing damage)

Saves:
Fort +2 (base +2, +0 Con)
Refl +5 (base +2, +3 Dex)
Will +7 (Uses master's base +4, +1 Wis, +2 Fey-touched)

Skills:
Acrobatics +11 (0 ranks, +3 Dex, +8 racial)
Climb +11 (0 ranks, +3 Dex, +8 racial)
Perception +5 (1 rank, +3 trained, +1 Wis)
Stealth +11 (0 ranks, +3 Dex, +8 size)
Note: Uses Master's skill ranks if higher than own.

Feats:
Weapon Finesse

Racial Features:
Low-Light Vision: Can see twice as far as humans in dim light.
Climb Speed: +8 racial bonus on Climb checks; can always take 10.
Tiny Size: +2 size bonus to AC/Attack, +8 size bonus to Stealth, -4 to CMB/CMD.

Familiar Abilities:
Empathic Link (Su): Master can communicate with familiar at distance up to 1 mile.
Improved Evasion (Ex): No damage on successful Ref save, half damage on fail.
Share Spells: Master may cast spells with target "You" on familiar.
Store Spells: Familiar acts as the Witch's spellbook.
Deliver Touch Spells (Su): Can deliver touch spells for the master.
Speak with Master (Ex): Verbal communication with master.
Endure Elements (Su): Constant effect from Iceplant Hex.

Fey-touched Abilities:
Change Shape (Su): A single fixed Small or Medium humanoid form; alter self.
Woodland Stride (Ex): As the druid ability.
Damage Reduction (Ex): 5/cold iron.
Spell Resistance (Ex): 6. (CR 1/4 base, +1 CR from Fey-touched, +5 from Fey Touched)
Last edited by Gimble on Thu Feb 19, 2026 10:42 am, edited 16 times in total.
Gimble
Level 4
Posts: 68
Joined: Sat May 16, 2020 10:56 am

Re: Gortig Firehand (WIP)

Post by Gimble »

Reserved post
Last edited by Gimble on Mon Mar 23, 2026 9:07 am, edited 1 time in total.
Gimble
Level 4
Posts: 68
Joined: Sat May 16, 2020 10:56 am

Re: Gortig Firehand (WIP)

Post by Gimble »

Background in bullet points:
  • Gortig grew up in an orc mountain village, son to an orc mother and a human father. He never met his father and his mother refuses to talk about it.I know, very cliche.
  • Gortig's not a full blood orc, which made his youngest years quite harsh. He never developed great strength either while growing into an adult. He also didn't have the mean streak many of his full blooded orc peers. He had just two friends in the village, the girl Brakka and her older brother Garrakk.
  • While coming of age Gortig was noticed by the tribe's elder for having an affinity with fire and magic. Brakka had similar affinities. Among with a few others they were selected for shamanic training.
  • The training took place at the slopes of the volcanic mountain The Ashmouth. Their tutor was the old orc (too old?) called Krozak.
  • The training was about attuning with the spirit of fire that lived within the volcano. This took several years, during wich Brakka and Gortig grew close.
  • At the end of the training the entire group had to go through a trial at the volcano. This turned out to be a deadly task. After a journey up the volcano the group entered a cave which promptly collapsed behind them, leaving them trapped inside. From the outside Krozak instructed them to seek out the fire spirit within. In the end, the fire spirit told them only one of them could exit the cave alive to complete the ritual. Tragedy ensued, leaving both Gortig and Brakka as the last survivors. In the dark Gortig decided to end his own life so that Brakka might live, but she had the same idea and beat him to it.
  • The cave opened up afterwards and grief stricken Gortig fought with Krozak. With great luck (or the aid of the fire spirit?) he struck the elder orc down in the cave.
  • Gortig fled the tribes and ended up in the Mashara desert. There he made a living trying to redeem himself by giving healing to the sick and wounded. He found a cave near an oasis settlement from which he provided his services. He also put his knowledge of and skill with alchemy to good use, crafting healing tincturesand draughts.
  • Many years later the settlement was attacked and Gortig played a role in the defense by using his fire magic.
  • This drew the attention of a certain desert prince towards him, and gets him picked for varying task, such as bringing bad tidings to a neighboring nation.
Last edited by Gimble on Wed Feb 11, 2026 6:51 am, edited 2 times in total.
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Charon
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Re: Gortig Firehand (WIP)

Post by Charon »

To that end, as you will be arriving soon. Jelani sent you to Heavensholm to seek out Rashkata. He filled you in that Rashkata is a fellow desert soul and powerful mage. He told you the man is stern but fair and resourceful enough to be expecting your arrival. As previously discussed, your goal is to make sure he knows that Jelani has no hostile intent towards Heavensholm or indeed anywhere else outside the desert lands. It is left to your discretion how much you reveal about what is going on, though Jelani would prefer you not only reveal the bare minimum but if you do, try to see if Rashkata knows anything about the threat you face.

Ultimately, Jelani does not expect any assistance from Rashkata, nor does he seek any, as he knows such intervention would come at a hefty price. If anything you are there to prevent intervention.

As an OOC note, you will also be contacted by Nirili the day after the meeting. She is a member of the mercenary troupe known as the Inglourious Basterds. Some of her mercs are already assisting Jelani and as a corporal she has been assigned to take over command of them. It's a matter of serendipity that the IB troupe were passing through Jelani's lands and got caught up in the scuffle. Jelani used them to bolster his numbers, but this was a small group of mercs who had lost their captain and were returning home. When Jelani contacted the IB to hire them officially, they agreed but on condition Nirili joins the unit. Point is, you are expecting her presence too.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
Gimble
Level 4
Posts: 68
Joined: Sat May 16, 2020 10:56 am

Re: Gortig Firehand (WIP)

Post by Gimble »

Spellcasting:
Caster Level: 5
Save DC: 15 + spell level

Cantrips (4/day):
[ ] Detect Magic
[ ] Read Magic
[ ] Spark
[ ] Stabilize

1st level (3+2/day):
[ ] Burning Hands
[ ] Cure Minor Wounds
[ ] Mage Armor
[X][X] Mount x2

2nd level (2+1/day):
[X] Flaming Sphere
[ ] Glitterdust
[ ] Burning Gaze

3rd level (1+1/day):
[ ] Ash Storm
[ ] Heroism
Last edited by Gimble on Fri Mar 27, 2026 7:20 pm, edited 3 times in total.
Gimble
Level 4
Posts: 68
Joined: Sat May 16, 2020 10:56 am

Re: Gortig Firehand (WIP)

Post by Gimble »

Active Spells:
Mount x 3
Flaming Sphere (5 rounds) (Burning Amplification)

Active Effects:
Iceplant (Gortig & Rook)
Hex Ward (Rook)

Used Resources:
Pearl of Power 1
Last edited by Gimble on Wed Mar 25, 2026 7:07 pm, edited 4 times in total.
Gimble
Level 4
Posts: 68
Joined: Sat May 16, 2020 10:56 am

Re: Gortig Firehand (WIP)

Post by Gimble »

Equipment (WIP):

Ideas:
- Headband of Vast Intelligence +2 (4000gp)
- Cloak of Resistance +1 (1000gp)
- Ring of Protection +1 (2000gp)
- Pearl of Power (1st) (1000gp) x2
- Wand of Cure Light Wounds (50 charges) (750gp)
- Wand of Snowball (50 charges) (750gp)
- Handy Haversack (2000gp)

- spell component pouch
- alchemy crafting tools
- item to improve spellcraft or knowledge skills (maybe a lens that gives +2 to identifying spells or magic items?)
- weapon (dagger? staff? something to do when out of spells)
- desert survival equipment (shades, dew collector, sand shoes)
- everyday mundane equipment (tent, bedroll, pots and pans, knife)
- exploration/travel gear (ropes, torches, etc)

Alchemical items (perhaps some self-crafted.. needs rolling?)
- Acid (flask) (10gp)
- Air crystals (50gp)
- Liquid Ice (40gp)
- Vermin Repellent (5gp)
- Antitoxin (50gp)
- Angelstep (25gp)
- Tanglefoot Bag (50gp)
- Tar Bomb (15gp)

- Trail rations x10 (5gp)
- Monkey Trial rations x10 (5sp?)
- Waterskin (full) x3
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