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Wight

Mars aka Creeping Death's page

7 posts. Alias of Brandon Fisher.


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Full Name

Mars Tumar

Race

Half Orc

Classes/Levels

Cleric of Rovagug 1

Gender

Male

Size

Medium

Age

23

Special Abilities

6"5

Alignment

CN

Deity

Rovagug

Location

Westcrown

Languages

Common, Orc, Abyssal, and Giant

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

About Mars aka Creeping Death

Current Effects:
Current HP: 14

General Combat:

AC: 17 (Half-Plate) -7 Armor Check +0 Max Dex 40% Arcane Fail
Hit Points: 14
XP: 0
Movement: 20ft in Heavy Armor
Initiative: -1
Base Attack Bonus: 0
CMB: 3
CMD: 12

Saving Throws:

Fortitude: 5
Reflex: -1
Will: 4

Skills:

Appraise 2
Diplomacy 3
Heal 3
Intimidate 5
Knowledge (Arcana) 2
Knowledge (History) 6
Knowledge (Nobility) 6
Knowledge (Planes) 2
Knowledge (Religion) 6
Linguistics 2
Sense Motive 3
Spellcraft 6

Feats:

Toughness

Special Abilities:

Aura - Chaotic
Channel Energy (1d6) [Negative]
Orisons
Darkvision 60ft
Intimidating
Orc Blood
Orc Ferocity

Traits:

Rich Family
Westcrown Firebrand

Equipment:

Half-Plate
Great Axe
Unholy Symbol-Silver
Rope-Silk
Waterskin
7 Cure Light Wounds 1d8 + 1
43 Gold
9 Silver
9 Copper

Spells:

0 Level (DC 13) 3/day

Bleed:
Cause a stabilized creature to resume dying.

Create Water:
Creates 2 gallons/level of pure water.

Detect Magic:
Detect spells and magic items within 60ft.

Detect Poison:
Detects poison in one creature or object.

Guidance:
+1 on one attack toll, saving throw, or skill check.

Light:
Object shines like a torch.

Mending:
Makes minor repairs on an object.

Purify Food or Drink:
Purifies 1 cu. ft./level of food or water.

Read Magic:
Read scrolls and spellbook.

Resistance:
Subject gains +1 on one saving throw.

Stabilize:
Cause a dying creature to stabilize.

Virtue:
Subject gains 1 temporary hit point.

1st Level (DC 14) 2+1

Bane:
Enemies take -1 on attack rolls and savs against fear.

Cause Fear:
One creature of 5HD or less flees for 1d4 rounds.

Command:
One subject obeys selected command for 1 round.

Comprehend Language:
You understand all spoken and writen languages.

Curse Water:
Makes unholy water.

Deathwatch:
Reveals how near death subjects within 60ft are.

Detect Law/Good:
Reveals creatures, spells, or objects of selcted alignment.

Detect Undead:
Reveals undead within 60ft.

Divine Favor:
You gain +1 per three levels on attack and damage rolls.

Doom:
One subject takes -2 on attack rolls, damage rolls, saves, and checks.

Endure Elements:
Exist Comfortably in hot or cold regions.

Entropic Sheild:
Ranged attacks against you have 20% miss chance.

Hide From Undead:
Undead can't perceive on subject/level.

Inflict Light Wounds:
Touch deals 1d8 damage +1/level (max +5).

Magic Stone:
Three stones gain +1 on attack, deal 1d6+1 damage.

Magic Weapon:
Weapon gains a +1 bonus.

Obscuring Mist:
Fog surrounds you.

Protection from Law/Good:
+2 to AC and saves, plus additional protection against selected alignment.

Remove Fear:
Supresses fear or gives +4 on saves against fear for one subject + one per four levels.

Sanctuary:
Opponents can't attack you, and you can't attack.

Sheild of Faith:
Aura grants +2 or higher deflection bonus.

Summon Monster I:
Summons extraplanar creature to fight for you.

Domain:

Weather:
Level 1: Obscuring Mist.

Granted Powers:
Storm Burst:
As a standard action, you can create a storm burst targeting any one foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonleathal damage +1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a -2 penalty on attack rolls for 1 round. You can use this ablity a nuber of times per day equal to 3+your wisdom modifier

Domain:
Destruction:
Level 1: True Strike.

Granted Powers:
Destructive Smite:
You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3+your wisdom modifier.

Background:

Cast out by my tribe, ive been a wanderer ever since. Shunned by society society i am forced to pillage to get by, not knowing what the next day holds in store for me i move from place to place, leaving no trace behind that i had ever had been there, or even ever existed for that matter. Each and every day the memory of the past me fades away as i am forgotten, someday i will find a way to bring back the honor to the Tumar family, and that day is today.



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