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Teka

Bregor Rowain's page

942 posts. Alias of BoggBear.


Full Name

The Green man, formely Bregor Rowain

Race

Half Orc

Classes/Levels

Oracle 2/ Barbarian (Invulnerable Rager) 2

Gender

Male

Size

6'10'

Age

20

Alignment

True Neutral

Deity

The Green Faith

Languages

Taldane, Orc, Sylvan

Strength 14
Dexterity 13
Constitution 16
Intelligence 12
Wisdom 8
Charisma 16

About Bregor Rowain

XP: 0
INITIATIVE: +1 (+1 Dex)

MOVE: 30'

HIT POINTS: 44/44 (2d8 Oracle, 2d12 Barbarian, +12 Con)

AC: 17 (+4 Studded leather, +1 Dex, +1 Feat, +1 Magic Item)
Flat-footed: 16
Touch: 13

SAVES:
Fort: +8
Ref: +2
Will: +3

BASE ATTACK BONUS: +3
Melee Attack: +5
Ranged Attack: +4

CMB: +5
CMD: 16

ATTACKS

Great Sword (Meele)
To Hit: +5, Crit: 19-20(x2), Damage: 2d6 + 3

Earthbreaker (Melee)
To Hit: +6, Crit: x3, Damage: 2d6 + 4

Bite (Meele)
To hit: +5, Crit: 20(x2), Damage: 1d4 + 2

FEATS:

Spoiler:
Iron Hide
Additional Traits

TRAITS:

Spoiler:

+2 Racial bonus to Cha
Unflinching Gaze - Your commanding presence makes others lose the will to maintain deception. Use Charisma bonus in place of Wisdom for Sense Motive checks.
Birthmark - Benefit: This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Tusked - Huge sharp tusks bulge from your mouth, and you recieve a bite attack (1d4 for a medium creature). If used as part of a full attack action, the bite attack is made at your full base attack bonus -5.
Armor exper - You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace.
When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

CLASS ABILITIES:

Spoiler:

Oracle Curse: Lame
Mystery: Life
Orisons
Revelation: Channel
Channel positive Energy 1d6 4/day
Rage 9/9 Rounds
Fast Movment +10
Damage Reduction 1/-
Moment of clarity Rage power

RACE ABILITIES:

Spoiler:

Darkvision 60'
Sacred Tattoos - +1 Luck bonus on Saves
Orc Blood - Counts as human and Orc for all releveant effects
Weapon Familiarity - Proficiency with Greataxe and Falchion, in addition, treat any weapon with the word "Orc" in it as a martial weapon
Rock Climber - +1 Trait bonus on Climb and Acrobatics

SPELLS:

Spoiler:

Orisons:
Create Water
Detect Magic
Light
Mending

Lv 1 (4+1) 5/5
Bless
Cure light wounds
Detect Undead
Shield of faith

SKILLS:

Spoiler:

(8 Oracle, 8 Barbarian, +4 Int, +2 Favored, = 16 ranks)

Acrobatics +8 (3 Rank, +1 Dex, +3 Trained, +1 Trait, 0 Armor)
Climb +7 (1 Rank,+2 Str, +3 Trained, +1 Trait, 0 Armor)
Handle Animal +8 (2 Rank, +3 Cha, +3 Trained)
Heal +5 (3 Rank, -1 Wis, +3 Trained)
Knowledge:Nature +5 (1 Rank, +1 Int, +3 Trained)
Knowledge: Religion +7 (4 Rank, +1 Int, +3 Trained)
Perception +5 (1 Rank, -1 Wis, +3 Trained, +2 Magic Item)
Sense motive +9 (3 Rank, +3 Wis, +3 Trained)
Survival +6 (4 Rank, -1 Wis, +3 Trained)

EQUIPMENT:

Spoiler:
Amulet of natural armor +1
Stag Lords Helmet
+1 Deathless Studded Leather
Greatsword
+1 Earthbreaker
Backpack
Whetstone
Waterskin
Bedroll
Sack
Rope 50'
3 Bars of soap
4 days of rations
Bones of his parents
10 gp

BACKGROUND:

Spoiler:
In every generation, one person is born without any clear fate stalked out for them. These men and women are often capable of forging their own destiny, and become the most noble of heroes or the most black hearted of villains.
Ever since Arodens death, it has been impossible to tell who is one of these “Free born souls”, and many hope to be amongst their numbers.

The Green man was born Bregor Rowain, and even from birth he was a person who stood out. Born to an Orcish mother and a human father, he was raised with more compassion than most of his ilk, but also with more pressure to become great.
His mother would nurture him in the fashion of Orcish mothers, and his father would train him so he could pick a craft to study, and eventually master.
While it was never said in so many words, it was expected for him to care for his family in their dotage, and as such he would need to do well, better in fact than any human competition he might have.

At a young age, the green one suffered an injury to his right leg, one that was never explained and never healed properly, leaving him with a pronounced limp.
This was ironic, as he discovered a gift for healing around the same time.
He became something of a wise man around the village, assuming the duties of midwife, healer and spiritual guide.
This was not looked upon well by the local clergy, or indeed the representatives of the witches that ruled his homeland. While he is not sure, he believes the land he came from was Irisen, and that the witches might have feared that he giving succour to people might eventually become a threat.
When they came for him, he was able to escape, but his parents did not...
They were killed by that unforgiving land and its people, living in thrall of paranoid witches...
He carries what bones he was able to recover after their execution with him at all times, having sworn to find a peaceful resting place for them in his travels.

Living of the land, slowly moving south into more hospitable lands, he travelled lightly, never carrying more than he needed to survive.
He would stop by villages to trade his services as a healer for a little food or other supplies, and then he would move on.
It was during this time that he received the nickname of “The green man” due to the vibrant green colour of his skin, which also extended to his eyes.

Once he entered the lands of Brevoy, he stopped travelling for a time, finding the place as well as it’s people less hostile than he was used to, and more accepting of his services.
He would till the lands, raise animals, prepare herbal remedies for the ill and listen to those who were heartsick.
Eventually his reputation grew to the point that he was made aware of a charter being offered to intrepid adventurers.

APPERANCE:

Spoiler:
The green one is tall, even for someone with orc blood, and unusually handsome. His orcish features adding to his appeal rather than detracting from it, giving him a savage beauty.
His skin is a vibrant green colour, and his eyes share the same coloration. In fact, his eyes have a tendency to make people look at him twice, as they are completely green, lacking pupils or irises, making him look a lot like a blind man.

While his hair is a natural black, he has taken to dying it a shade of green to correspond to his skin tone.
He possesses a strong and firm jaw line, with his orclike tusks jutting up just above his lower lip.
He sports a long beard that he keeps dyed green and woven into a braid, reaching down to his chest.

His entire body is covered in an intricate pattern of tattoos, two lines of white spiralling around his chest, arms and legs, with a series of runes in-between them, spelling out a number of legends sacred to Gozreh.

In addition, on his forehead is a strange birthmark, mingled in with the tattoos.
It bears a striking resemblance to the symbol used by the green faith in their ceremonies.


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