Born a slave in the Pits of Katapesh, first to serve as a pit b+*@* to the 'gladiators' there until eventually gaining enough strength to be a pit fighter himself. Calain was raised in a form of hell. Cleaning the gore from the Bestial men who fought for pure survival for the amusement of drunks and having to watch the matches hardend the boys soul to one unbreakable truth: We are all going to die.
Recieving no training whatso ever before he fought in his first match, he was forced to fight a nameless criminal, thier hands bound to a shield (a popular tactic for new fighters- such matches were bloody and lasted longer, with opponents being forced to bludgeon each other to death)
Freed when a Well off Mercenary saw potential for the strong backed boy he was purchased from the pits before too many fights ruined and eventually killed the young Man.
His new owner Quintus, a disgraced Andoran Eagle Knight, treated him well and trained him in the use of armor and weapons. The purpose was simple, to create a strong and fiercely loyal bodyguard for the wealthy Merchant trainer. It worked. Calain placed little value in sparing the lives of others, but being shown kindness and good living for the first years of exhistance meant he would die for his master.
Many nights on his long caravan travels he would look longingly at the moon. Wondering if any of it had a purpose? Why the world exhisted in such extremes and why when there was so much pain, did people not naturally strive to make things better? yet the fastest way to power in the world seemed to be by violence and so many people enjoyed inflicting or watching the spectacle of pain. It all seemed to wrong to him. The World, as it is was wrong. Everybody he met, on some level or another seemed mad. Calain was the only one who could see the truth.
Finally a part of an answer had come to him, gazing up at the moon. And so he guarded and worked and whored and loved and hated. His time was limited here, so he may as well enjoy it. He made friends and took his pay and especially, loved his captain like a father. Eventually earning enough coin to buy his freedom (an amount Quintus gave back to him as a gift for he'd stopped considering him a slave long ago.)
Until he returned to Katapesh. Nowhere had he'd ever seen so much maddness.
He'd had enough of civilization, maybe the wilds, a more natural way of living could appeal to him. Here he simply hunted.
Hit Points: 42
AC: 18 (2Dex, 6Armor, /Touch: 12/Flat Footed: 16
Armor/Protective Item: Breastplate (Armor/Shield Bonus: +6/Max Dex: +5; Armor Check: -1; Arcane Spell Failure: 30%; Weight: 40 lbs )
Speed: 30' (6 squares)
Masterwork Cold Iron Nodachi:
Alchemical Silver Cestus (both hands)
4 Daggers (two on belt, two in boots)
Acrobatics: 0ranks, 2dex: 2
Climb 4ranks, 4Str: 8
Diplomacy ranks 0-2Cha: -2
Handle Animal :
Heal ranks 2Wis:
Intimidate 4ranks-2Cha+2racial: 4 = 5
Knowledge (arcana)4ranks-1Int: 3
Knowledge (dungeoneering)* 4 ranks, -1Int:3
Knowledge (planes)*: 4ranks, -1Int:3
Knowledge (religion)*4ranks, -1Int:3
Perception 4ranks, 2Wis+1 Eyes of the hawk:7
Profession* (Soldier)4ranks 2Wis:6
Ride, 0ranks, 2Dex: 2
Sense Motive ranks,4ranks 2Wis[b]:6
Sleight of Hand*:
[b]Stealth 4ranks, 2Dex:6
Survival 4ranks, 2Wis: 6
Spellcraft 0ranks, -1Int+2Wis (spl sage):1
Swim ranks,4ranks, 4Str: 8
Use Magic Device*:
Bold=Class Skill / * Trained only
Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Half-orcs can see in the dark up to 60 feet.
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.
Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This trait replaces the weapon familiarity racial trait.
Missing Friend (+1HP and SP at level up), Fortune's Favored (+1 to any luck bonus), Class favored Bonus (1/2 to Intimidate and Id monsters)
Barbarian Special Abilities:
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Wild FightingAt 2nd level, even when not raging, wild ragers often fight with reckless, savage abandon. A wild rager using the full-attack action can make one extra attack per round at her highest base attack bonus. Until the beginning of her next turn, however, she takes a –2 penalty on attack rolls and –4 penalty to AC.
Inquisitor Special Abilities:
Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Replacement Power: The following granted power replaces the speak with animals power of the Animal domain.
Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Spell SageAt 1st level, a witch hunter adds her Wisdom modifier on Spellcraft checks in addition to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic, or to decipher a scroll. This ability replaces monster lore.
As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Moment of Clarity:
Special: This power can only be used once per rage.
Extra Rage Power: Knockdown
Gear & Money::
Arms and Armor:
4x Daggers 8gp
Lucerine Hammer 15gp
Masterwork Cold Iron Nodachi 420gp
2x Alchemical Silver Cestus 50gp
Gems & Jewelry:
0-Light, Create Water, Detect Magic, Sift, Disrupt Undead
1st level, 1/day