About Ten Foot Twin EaterThis is a character for the Tales from the City of Opal. Spoilers are there only to save space, feel free to go clicking. RP personality key words:
Male, Half-Orc, Cleric of Cayden Cailean 4
Stats Spoiler:
Str: 18 +4 (+1 added at 4th level) Dex: 12 +1 Con: 14 +2 Int: 10 =0 Wis: 17 +3 Chr: 12 +1 Saves Spoiler:
Fort: +4(class) +2(con) = +6 Ref: +1(class) +1(dex) +1(trait) = +2 Will: +4(class) +3(wis) = +7 *+2 saves verse charm or compulsion (Trait: Birthmark). Armour Class & Hit Points Spoiler:
AC: 17, Touch: 11, FF, 16 (Chainmail +6, Dexterity +1) HD: 4d8+8 (+4 toughness)
Combat Spoiler:
Base Attack: +3 CMB: +7 (CMB = Base attack bonus + Strength modifier + special size modifier) CMD: +18 (CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier) Initiative: +1 Melee
Morningstar: +7 1d8+4 (x2) (one handed)
Ranged
Skills Spoiler:
Diplomacy +1(rank) +3(class) +1(chr) = +5 Heal +1(rank) +3(class) +3(wis) = +7 Knowledge Religion +4(rank) +3(class) +0(int) = +6 Spell Craft +2(rank) +3(class) +0(int) = +4 Racial, Class, Traits and Feats Spoiler:
Racial +2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Half-orcs have a base speed of 30 feet. Darkvision: Half-orcs can see in the dark up to 60 feet. Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. Orc Ferocity: 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. Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon. Class Proficient with all simple weapons Proficient with Light and Medium armours Proficient with all shields apart from tower Channel Positive Energy: 3(base) +1(chr) +2(Extra turning) = 6 per day[/url] DC-12, HP-4d6 (+2d6 from Phylactery of Positive Energy) USED=0 Traits Deft Dodger: +1 reflex saves Birthmark: Can use as divine focus and +2 saves verse charm or compulsion. Feats 1st level: Extra turning 3rd level: Toughness Equipment Spoiler:
armour Chainmail (150gp) +6 AC, +2maxdex, -5armour check Large Wooden Shield (8gp) +2AC, -2armour check (normally worn on the back) Weapons
Adventuring gear
Magic
Wealth in safe place?
Wealth carried in pouch around neck and under armour.
Domain Powers and Spells Spoiler:
Good Domain Granted Powers: Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.[i] Domain Spells: [i]1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only). Strength Domain Granted Powers: Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Might of the Gods (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive. Domain Spells: 1st—enlarge person, 2nd—bull's strength, 3rd—magic vestment, 4th—spell immunity, 5th—righteous might, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand. 0 level 4off
1st Level 3 +1(wis) +1(Domain)
2nd Level 2+1(wis) +1(Domain)
Description and Personality Spoiler:
No one could describe Ten Foot as pretty, he is a mountain of a man, taller and broader than most. His skin has a waxy gloss to its blueish green hue. Two large tusks protrude upwards from his bottom jaw while a large flat and broad nose sits in the centre of his face. His dark eyes twinkle mischievously and betray his emotions too easily. He is actually completely hairless but hides the fact under a bandanna of helmet, no one tends to study is face hard enough to notice he has no eye brows. A hand sized birthmark in the shape of a tankard that has further been enhanced with tattoos dominates the centre of his chest and when not wearing armour ten foot will tend to dress to show this off. While his initial looks scare many a good wife or meek man, only the most hardened racists are not won over by his infectious booming laugh and jolly nature. Having been dealt such a bad starting hand in life, Ten Foot is determined to live his to the full and prove to as many people as will listen that you should never judge a book by its cover. He has little respect for rules and only has one personal code, he will never lie with a woman for fear of spreading his taint to another poor child. Back Ground
Spoiler:
Ten Foots beginnings are shrouded in sadness and mystery, his mother was found abandoned on the steps of a small church in the city of Opal. This tiny, pale skinned, terrified teenager was incredibly heavily pregnant, in extremely painful labour and obviously foreign. The midwives hypothesised that she was pregnant with twins or possibly triplets based on the her size. Despite the best efforts of the priests she died in childbirth, the priest only ever extracted her first name as Mary, apart from that there was no other information.
No one could quite believe that only one child was pulled from her womb, a baby so big, with a large mouth full of teeth that some commented that there must of been twins, but this child ate the other in the womb. Some of the midwives and less enlightened priests called for the child monster to be put down, claiming that he must be the spawn of Lamashtu. Only the calm voice and quick actions of the elderly Sister Roselyn intervened. She saw that the child carried a birthmark upon his face in the shape of a tankard, she argued that surely this is a sign that he was blessed by a different god. The church allowed the child to live but banished it from the city, and so Roselyn took the child away and brought him up as her own. She has him baptised as Jose, but as a child he was called Twin Eater by nearly every one in the large plantation where she took refuge.
Contacts and Friends.
Spoiler:
Ol' Herggit: Herggit was a travelling tinker that would stop by the Morvais plantation every so often doing repairs and such for the freeholders. He was also rumored to deal in less legal things like happyberries or flame gecko skins. Herggit had always been nice to Ten though, and had often slipped him a piece of rock candy. Hrugek: A Hyrkmirian dwarves that oversee the paddlewheel's engine on the Opaline Queen. Hrugek, is a good companion and happily accompanies Ten to poker games and drinking sessions. Hrugek is taller than most dwarves, though at about 5'2" still relatively short. His fire-red hair and charcoal skin make him stand out even in the wildly-diverse passenger crowd. The fact that he wears heavy studded leather armor and carries a weird spanner wrench/warhammer combo everywhere he goes adds to his exotic air. A smell of smoke usually follows him, and his armor is soot-streaked. Hrugek regales him about the fire elemental that is contained in a specially-designed cylinder that it rotates to power the paddles. Hrugek's job is supplying the elemental with coal for it to eat and removing any leavings. The elemental is not very smart, but it is cunning and continually strives to break free. |