Man in Dragon's Breath

Canvy Mandrain's page

945 posts. Organized Play character for Deevor.


Full Name

Canvy Mandrain

Race

Human

Classes/Levels

Cleric/2 Fighter/1 HP: 36/55 AC10/T10/FF10 Conditions:

Gender

Male

Age

26

Alignment

C/N

Deity

Lamashtu (Trickery/Madness)

Languages

Common

Occupation

ex-Soldier

Strength 16
Dexterity 10
Constitution 14
Intelligence 8
Wisdom 15
Charisma 16

About Canvy Mandrain

[/spoiler=Daily Allowance]
Used 0 channel negative energy
Used 0 Double Image
Used 0 Vision of Madness
[/spoiler]

Canvy for RIZZENMAGNUS' recruitment for Sanitarium: where your fears are my playthings:

To spend 3000gp for gear...
Scrolls costed as being made, using Scribe Scroll
Canvy Mandrain (Sanitorium Game)
Human cleric of Lamashtu 2/fighter 1
CN Medium humanoid (human)
Init +0; Senses Perception +2
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Defense
--------------------
AC 18, touch 10, flat-footed 18 (+8 armor)
hp 32 (3 HD; 2d8+1d10+6)
Fort +7, Ref +0, Will +5
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4+3/19-20) or
. . dagger +5 (1d4+3/19-20) or
. . dagger +5 (1d4+3/19-20) or
. . dagger +5 (1d4+3/19-20) or
. . dagger +5 (1d4+3/19-20) or
. . mwk greatsword +6 (2d6+4/19-20)
Ranged longbow +2 (1d8/×3)
Special Attacks channel negative energy 6/day (DC 14, 1d6)
Domain Spell-Like Abilities (CL 2nd; concentration +4)
. . 5/day—copycat (2 rounds), vision of madness (+/-1)
Cleric Spells Prepared (CL 2nd; concentration +4)
. . 1st—bless, disguise self[D], liberating command[UC], shield of faith
. . 0 (at will)—detect magic, light, purify food and drink (DC 12), read magic
. . D Domain spell; Domains Madness, Trickery
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 14, Int 8, Wis 15, Cha 16
Base Atk +2; CMB +5; CMD 15
Feats Cleave, Power Attack, Scribe Scroll, Selective Channeling
Skills Acrobatics -6 (-10 to jump), Diplomacy +7, Disguise +7, Intimidate +7, Knowledge (religion) +3, Profession (soldier) +6, Sense Motive +6, Spellcraft +4
Languages Common
Combat Gear scroll of animate rope, barbed chains, firebelly, murderous command, scroll of comprehend languages, deadeye's lore, hide from undead, stunning barrier, swallow your fear, unbreakable heart, wand of cure light wounds, alchemist's fire (5), antiplague[APG] (2), antitoxin (2), caltrops (5), tangleburn bag[UE]; Other Gear mwk agile half-plate[APG], arrows (40), dagger, dagger, dagger, dagger, dagger, longbow, mwk greatsword, backpack, bedroll, belt pouch, candle (10), flint and steel, grappling hook, hemp rope (50 ft.), holy text[UE], ink, iron spike[APG] (4), manacles (barbed)[ARG], masterwork backpack[APG], mess kit[UE], parchment (5), pot, shovel, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Lamashtu, 124 gp, 8 sp
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Special Abilities
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Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleric Channel Negative Energy 1d6 (6/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Madness) Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copycat (5/day) (Sp) Create a single mirror image duplicate
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Selective Channeling Exclude targets from the area of your Channel Energy.
Vision of Madness (5/day) (Sp) With a melee touch attack, target gains +1 on attack rolls, saving throws, or skill checks and -1 on the others.

Canvy as a half-orc cleric5/human1:

Human died / reincarnated Half Orc
Canvy Mandrain
Male Half-Orc Cleric 5 Fighter 1
CN Medium Humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +2
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Defense
--------------------
AC 17, touch 10, flat-footed 17 (+7 armor)
hp 55 (1d10+5d8+8)
Fort +7, Ref +1, Will +6
Defensive Abilities copy cat (su) (5/day), orc ferocity (1/day)
--------------------
Offense
--------------------
Speed 20 ft.
Melee Bec de corbin +7 (1d10+4/x3) and
Falchion +7 (2d4+4/18-20/x2) and
Javelin +3 (1d6+3/x2) and
Masterwork Ranseur +8 (2d4+4/x3)
Ranged Light crossbow +4 (1d8/19-20/x2)
Special Attacks vision of madness (5/day)
Spell-Like Abilities Copy Cat (Su) (5/day), Vision of Madness (5/day)
Cleric Spells Prepared (CL 5):
3 (1/day) Rage, Dispel Magic
2 (3/day) Sound Burst (DC 14), Silence (DC 14), Invisibility, Darkness
1 (4/day) Magic Weapon, Confusion, Lesser (DC 13), Bless, Bless, Gorum's Armor
0 (at will) Create Water, Read Magic, Detect Magic, Light
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 13, Int 8, Wis 15, Cha 16
Base Atk +4; CMB +7; CMD 17
Feats Channel Smite, Cleave, Power Attack -2/+4, Scribe Scroll
Skills Acrobatics -7 (-11 jump), Climb +0, Escape Artist -7, Fly -7, Heal +6, Intimidate +11, Knowledge (religion) +4, Profession (soldier) +6, Ride -7, Stealth -7, Swim +0; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ aura, cleric channel negative energy 3d6 (6/day) (dc 15), domains (madness, trickery), spontaneous casting
Other Gear Splint mail, Bec de corbin, Crossbow bolts (20), Falchion, Javelin (3), Light crossbow, Masterwork Ranseur, Backpack (empty), Bedroll, Blanket, winter, Flint and steel, Holy symbol, wooden (Lamashtu), Waterskin (3), 17 GP, 4 SP
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleric Channel Negative Energy 3d6 (6/day) (DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Madness) Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copy Cat (Su) (5/day) (Sp) Create a single mirror image duplicate
Darkvision (60 feet) You can see in the dark (black and white vision only).
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Vision of Madness (5/day) (Sp) With a melee touch attack, target gains +2 on attack rolls, saving throws, or skill checks and -2 on the others.

5th level:

Canvy Mandrain
Male Half-Orc Cleric 4 Fighter 1
CN Medium Humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +2
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Defense
--------------------
AC 17, touch 10, flat-footed 17 (+7 armor)
hp 49 (1d10+4d8+7)
Fort +7, Ref +1, Will +6
Defensive Abilities copy cat (su) (5/day), orc ferocity (1/day)
--------------------
Offense
--------------------
Speed 20 ft.
Melee Bec de corbin +7 (1d10+4/x3) and
Falchion +7 (2d4+4/18-20/x2) and
Javelin +3 (1d6+3/x2) and
Masterwork Ranseur +8 (2d4+4/x3)
Ranged Light crossbow +4 (1d8/19-20/x2)
Special Attacks vision of madness (5/day)
Spell-Like Abilities Copy Cat (Su) (5/day), Vision of Madness (5/day)
Cleric Spells Prepared (CL 4):
2 (3/day) Sound Burst (DC 14), Silence (DC 14), Invisibility, Darkness
1 (4/day) Magic Weapon, Confusion, Lesser (DC 13), Bless, Bless, Gorum's Armor
0 (at will) Guidance, Resistance, Read Magic, Light
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 13, Int 8, Wis 15, Cha 16
Base Atk +4; CMB +7; CMD 17
Feats Channel Smite, Cleave, Power Attack -2/+4, Scribe Scroll
Skills Acrobatics -7 (-11 jump), Climb +0, Escape Artist -7, Fly -7, Heal +6, Intimidate +10, Knowledge (religion) +3, Profession (soldier) +6, Ride -7, Stealth -7, Swim +0
Languages Common, Orc
SQ aura, cleric channel negative energy 2d6 (6/day) (dc 15), domains (madness, trickery), spontaneous casting
Other Gear Splint mail, Bec de corbin, Crossbow bolts (20), Falchion, Javelin (3), Light crossbow, Masterwork Ranseur, Backpack (empty), Bedroll, Blanket, winter, Flint and steel, Lamashtu, Waterskin (3), 17 GP, 4 SP
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleric Channel Negative Energy 2d6 (6/day) (DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Madness) Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copy Cat (Su) (5/day) (Sp) Create a single mirror image duplicate
Darkvision (60 feet) You can see in the dark (black and white vision only).
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Vision of Madness (5/day) (Sp) With a melee touch attack, target gains +2 on attack rolls, saving throws, or skill checks and -2 on the others.

4th level:

CANVY MANDRAIN CR 3
Male Half-Orc Cleric 3 Fighter 1
CN Medium Humanoid (Orc)
Init +0; Senses Darkvision (60 feet); Perception +2
--------------------
DEFENSE
--------------------
AC 17, touch 10, flat-footed 17 (+7 armor)
hp 40 (1d10+3d8+4)
Fort +6, Ref +1, Will +5
Defensive Abilities Copy Cat (Su) (5/day)
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Bec de Corbin +6 (1d10+4/20/x3) and
Falchion +6 (2d4+4/18-20/x2) and
Gauntlet (from Armor) +6 (1d3+3/20/x2) and
Javelin +2 (1d6+3/20/x2) and
Masterwork Ranseur +7 (2d4+4/20/x3) and
Unarmed Strike +6 (1d3+3/20/x2)
Ranged Crossbow, Light +3 (1d8/19-20/x2)
Special Attacks Vision of Madness (5/day)
Spell-Like Abilities Copy Cat (Su) (5/day), Vision of Madness (5/day)
Cleric Spells Known (CL 3, 6 melee touch, 3 ranged touch):
2 (2/day) Sound Burst (DC 14), Darkness, Invisibility (DC 14)
1 (3/day) Magic Weapon (DC 13), Confusion, Lesser (DC 13), Bless, Bless
0 (at will) Resistance (DC 12), Read Magic (DC 12), Light, Guidance (DC 12)
--------------------
STATISTICS
--------------------
Str 16, Dex 10, Con 13, Int 8, Wis 15, Cha 16
Base Atk +3; CMB +6; CMD 16
Feats Channel Smite, Cleave, Power Attack -1/+2
Skills Acrobatics -7, Climb -4, Escape Artist -7, Fly -7, Heal +6, Intimidate +9, Knowledge (Religion) +3, Profession (Soldier) +6, Ride -7, Stealth -7, Swim +0
Languages Common, Orc
SQ Aura (Ex), Channel Negative Energy 2d6 (6/day) (DC 14) (Su), Cleric Domain: Madness, Cleric Domain: Trickery, Orc Ferocity (1/day), Spontaneous Casting
Combat Gear Bec de Corbin, Bolts, Crossbow (20), Crossbow, Light, Falchion, Javelin (3), Masterwork Ranseur, Splint Mail; Other Gear Backpack (empty), Bedroll, Blanket, winter, Flint and steel, Holy symbol, wooden: Lamashtu, Waterskin (3)
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Negative Energy 2d6 (6/day) (DC 14) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Cleric Domain: Madness Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Cleric Domain: Trickery Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copy Cat (Su) (5/day) (Sp) Create a single mirror image duplicate
Darkvision (60 feet) You can see in the dark (black and white vision only).
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.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Vision of Madness (5/day) (Sp) With a melee touch attack, target gains +1 on attack rolls, saving throws, or skill checks and -1 on the others.

General Stats:

Hero Points: 5
HP: 31 Speed: 30ft Weight limits: 76/153/230 Current HP: 14
HP rolls 8, 10, 8 (+1 per lev Con bonus)
Canvy's Money ??+10gp
Group Money 100gp
Initiative [dice]1d20+0[/dice]
Fav Class Cleric
Fav Class 2 pts HP 0 pts Skill
XP: 1300 XP Next Level: ?
Darkvision 60ft
Orc Ferocity 1/day fight on 1 round less than 0 HP gtr than -11
Proficient with Falchion and Orc-Axe
Perception [dice]1d20+2[/dice]

Daily Allocations:

Uses left Ability/skill etc

  • 5/6 Channel negative energy
  • 5/5 Vision of Madness
  • 5/5 CopyCat (2 rnds)
  • 1/1D Lesser Confusion(1)
  • 1/1 Magic Weapon
  • 1/1 Bless x2
  • 1/1 Detect Magic(0)
  • 1/1 Light(0)
  • 1/1 Guidance(0)
  • 1/1 Resistance(0)


Defense:

AC 17 = 10 + 7 + 0 + 0 + 0 + 0 + 0 + 0
Touch(10) Flatfooted(15)
CMD 19 = 10 + 7 + 2 + 0 + 0
Splint Mail AC +7, Skill Check -7
Trickery: Copycat 5/day Duration 2 round

Attack:

Base Attack +2
melee Attack +5

  • Falchion attack[dice]1d20+5[/dice]
  • Falchion damage[dice]2d4+4[/dice]
  • Critical Range 18-20x2
  • Bec de Corbin attack [dice]1d20+5[/dice]
  • Bec de Corbin dammage [dice]1d10+4[/dice]
  • Critical Range x3 reach 10ft, brace. (+2 Sunder on medium/heavy armor) (Currently loaned to Edrukk)
  • Mwk Polearm attack [dice]1d20+6[/dice]
  • Mwk Polearm damage [dice]2d4+4[/dice]
  • Critical range x3 reach 10ft, brace, trip

ranged Attack +2

  • Javelin attack [dice]1d20+2[/dice]
  • Javalin damage [dice]1d6[/dice]
  • Critical Range x2 30ft
  • Light Cross Bow attack [dice]1d20+2[/dice]
  • Light Cross Bow damage [dice]1d8[/dice]
  • Critical range 19-20x2 80ft

CMB 5 = 3 + 2 + 0
Channel Negative Energy 5/day dmg 1d6 Will Save DC 13 for half, DC13 = 10 + 1 + 2 + 0 (1/2 cleric level + Cha + no Improved Channel)
Madness: Vision of Madness 5/day, Duration 3 rounds, melee touch attack +4 (target +1, -1, -1 for selection of attack, defense, skill)

Saves:

  • Fort [dice]1d20+6[/dice] (5+1)
  • Reflex [dice]1d20+0[/dice] (0+0)
  • Will [dice]1d20+5[/dice] (3+2)


Spells:

Concentration = +4
Spells per day 0/4, 1/3+1
Prohibited Spells Good/Lawful
Spell DC 0/12, 1/13
Daily Spells see daily allowance
Spells Known


Skills:

Cleric 2 + Int(-1) = 1
Fighter 2 + Int(-1) = 1

Total - Skill = Ability Mod + Ranks + Skill additions


  • Acrobatics [dice]1d20-4[/dice] = 0 + 0 + -4
  • Appraise [dice]1d20-1[/dice] = -1 + 0 + 0
  • Bluff [dice]1d20+2[/dice] = 2 + 0 + 0
  • Climb [dice]1d20-1[/dice] = 3 + 0 + -4
  • Diplomacy [dice]1d20+2[/dice] = 2 + 0 + 0
  • Disguise [dice]1d20+2[/dice] = 2 + 0 + 0
  • Escape Artist [dice]1d20-4[/dice] = 0 + 0 + -4
  • Fly [dice]1d20-4[/dice] = 0 + 0 + -4
  • Heal [dice]1d20+6[/dice] = 2 + 1 + 3
  • Intimidate [dice]1d20+8[/dice] = 2 + 1 + 5
  • Knowledge Arcana [dice]1d20+0[/dice] = 0 + 0 + 0
  • Knowledge History [dice]1d20+0[/dice] = 0 + 0 + 0
  • Knowledge Nobility [dice]1d20+0[/dice] = 0 + 0 + 0
  • Knowledge Planes [dice]1d20+0[/dice] = 0 + 0 + 0
  • Knowledge Religion [dice]1d20+3[/dice] = -1 + 1 + 3
  • Linguistics [dice]1d20-1[/dice] = -1 + 0 + 0
  • Perception [dice]1d20+2[/dice] = 2 + 0 + 0
  • Profession(Soldier) [dice]1d20+6[/dice] = 2 + 1 + 3
  • Ride [dice]1d20-4[/dice] = 0 + 0 + -4
  • Sense Motive [dice]1d20+2[/dice] = 2 + 0 + 0
  • Spellcraft [dice]1d20-1[/dice] = -1 + 0 + 0
  • Stealth [dice]1d20-4[/dice] = 0 + 0 + -4
  • Survival [dice]1d20+2[/dice] = 2 + 0 + 0
  • Swim [dice]1d20-1[/dice] = 3 + 0 + -4


Feats, Abilities and Talents:

Feats

  • Channel Smite:
    Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.
  • Power Attack:
    You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. 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.
  • Cleave: 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.

Class Abilities Cleric

  • Aura: A cleric of a chaotic, evil deity has a particularly powerful aura corresponding to the deity’s alignment
  • Channel Positive Negative: 5/day (3+2) for 1d6. DC Will save vs damage 15 = 10 + 1 + 2 + 2(1/2 cleric, Cha bonus, Improv Channel)
    Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
    An evil cleric channels negative energy and can choose to heal damage to undead creatures or to damage living creatures.
    Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
  • Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
  • Spontaneous Casting
    An evil cleric can channel stored spell energy into inflict spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with “inflict” in its name).
  • Cannot cast Good and Lawful Spells
    A cleric can’t cast spells of an alignment opposed to her own or her deity’s. Spells associated with particular alignments are indicated by the good and lawful descriptors in their spell descriptions.

Domain Abilities

  • Madness - Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Trickery - Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Class Abilities Fighter

  • A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields)


Traits

  • None

Treasure and Equipment found and bought:

Javelin
Light Cross bow
1 diamond valued at 100GP
Magical Scalemail +?
two leather bags hold 160 silver coins and 50 gold
ruby is surely worth at least 75 gold and the diamond worth at least another 50 gold
45 gold coins and 60 silver
magic ring kept on a chain on the females neck

Found in the Lucky Monkey encounter: 2 studded leather, 2 rapiers, 8 daggers, 4 scale mail, 4 longswords, a shortbow, 350 gold coins, 6 pints of hard liquor
15,000 gp in Monkey Inn...3,000 gp each.

Found in room with spider swarms
1 large diamond 700gp?

Canvy Time:

5,000 gp

Equipment:

2 gp Holy Symbol Wooden x2 -
2 gp Backpack 2
0.7 gp Bedroll + Blankets(winter) 8
3 gp Waterskin x 3 12
1 gp Travelers Outfit 5
1 gp Flint & Steel -
---- ----
9.7 gp Mundane 27
---- ----

50 gp Scale Mail 30 (sold)
75 gp Falchion 8
------- ----
125 armor and weapons 38
------- ----

140 (starting money)
134.7 = 9.7 + 125 + 8700
-------
5.3 gp in purse.
-------

2nd Level 200 gp spent on Splint mail, sold Scale Mail.
with money from Scale Mail, buys Bec de Corbin.

Total Weight carried 65lbs


Favourite sayings:


Appearance:

Reincarnation as Half Orc
Standing before you is a young looking half orc, protruding canines pinch his lower lip, as his hairlip mouth smiles a mad smile. His hair is white as the snow, his skin pot-marked and scarred. His face looks like its been in many fist fights and lost. Despite this he stands tall and proud, all of his 7ft frame, tensed large powerful muscles are seen outlined under his clothing. His clothing and armor look and fit just as they did before it happened. If only Canvy could remember what had happened that caused all this.

Pre reincarnation
Canvy Mandrain was an older looking man, with shock white/gray hair and a drained whitened and unkempt face and untidy wild red beard. His eyes are open widely, abnormally large and staring, along with his other unnoticeable features. He looks much older than his 26 years, but his strength and muscular frame seem at odds with his appearance. His arms are scarred from previous encounters he looks like a man who in the past knew how to look after himself. Now you meet him, his face and attention are drawn to the cup of spirits on the table in front of him. He looks up at you, like a dog looking for a new owner, then sinks into his drink once more. In town in his disheviled state, Canvy wears a dirty old brown shirt and pantaloons that drag along the ground over his old cracked and holed brown shoes.

However, he looks a little different when ready for action, then he wears some old dented and rusty scale mail with gaunlets having the thumb missing on the right hand. Looking closely you can just make out on the Forcastle Watch emblem, which looks like its been scratched off. In both hands he carries an awesome looking weapon, though it too is not in the best condition and amongst the rust can be seen the dried blood of victims past. This weapon is a falchion, an unsual choice, but known to be very effextive if you hit just right.


Background:

Canvy Mardrain was a member of the military in Forcastle Watch. He is an honorable man with a distinguished military career, making the rank of Sargent. He has always shown remarkable common sense for a fighter, though not greatly intelligent. He has several commendations and medals for bravery, taking the lead into affrays, although many thought him reckless in fights, he continued to be admired and respected both within and outside the force. The town might even have bestowed minor awards for his defense of the town.

It all went wrong after he led a mission against the knolls of Cairn Drathfell, to clear the ground of the gathering horde. The mission itself was a success, however since then Canvy has never been the same. In his recklessness he led the attack on the dread Witch Heirone Cutterbuck, Acolyte of Lamushtu, , but it went badly wrong for Canvy and an evil curse was delivered to Canvy's soul as the last breaths of life left that accursed witch. Those who saw the purple wrath of the witches curse envelope Canvy saw how close to death he came, with both the physical wounds bleeding into the soil and the supernatural eating into and draining his soul and life. Those who saw the fight saw the ghastly green breath of death leave the witch and encase Canvy before he fell. It was only with the constant effort from the priests of Sanarae that weeks latter he was brought back to life, or as normal a life as he will have from now on.

It was several months later that he was demobbed from the military, the stories are shrouded in mystery. Rumors have it that several times leading his men he madly and recklessly took them into situations that left many more dead or injured than would have been acceptable. His decisions were more and more irrational. Yet despite that, he is rational and lucid for 99% of the time, and his superiors had to think long and hard before medically retiring him from service.

Since then, the bottle has seen more of him than it should, he now searches to join adventurers and start fighting again. It was whilst telling the stories of conflict to any who would listen for the price of a drink, that he was introduced to our lady of madness by a cleric of Lamashtu. That began his conversion into the cult, secretly he has drowned deeper and deeper into Lamashtu's godly devine powers, until today in his other moments he is a total follower.

It was several months later after being demobbed from the military, that he came here about 9 months ago. He arrived and got employment with the local sheriff, but after a few run ins, mainly regarding his drinking habits, he overheard a group of young adventurers talking and introduced himself above his drunken haze. He offers to join and help them, as he is sure the tales of his past exploits will impress them and they will let him accompany them on a worthwhile adventure.

He still looks to join adventurers to sate his madness, lust for blood and craving for companionship.

Notes:

20 points build,
Str 14 Dex 10 Con 12, Int 9, Wis 15, Cha 15
+ 2 str for lev 1,

Character Creation
Character creation rules are the following:
* 20-point buy.
* Core PF classes/prestige classes and APG classes allowed.
* No traits
Playing Canvy...
The effect of the curse is to create a Dr Jekyll and Mr Hyde type personality. Where one persona does not know of the other, bi-polar is the current terminology I think..

progression:

Death at level 1, Reincarnate as half-orc.
+2 Str (negates +2 str taken as human)
Loose +1 skill point for being human
Loose Improved Channel (Human Feat)
Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.
Gain darkvision 60ft
Gain intimidate +2
Gain once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Gain proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Will take 2 levels of fighter, but many clerical levels.

Level 2 - fighter
Add 10HPs + 1 (con) BAB+1 Fort Save +2
Skill 1 - Profession(Soldier)

Level 3 - cleric
Add 1d8+1 HPs
+1 BAB
+1 Fort and Will Save
+1 0-level Spell, +1 1-level spell
3rd level character add feat...Cleave
1 skill point -> Knowledge(religion)