About Tharnik of Clan Black Sun
Outcast from his tribe early in life, Tharnik grew up in the wild countryside of Belkzen, relying only on his "gifts" to keep him safe. When and where he could, he intimidated his lessors, using his powers to intimidate weaker creatures. When he couldn't, he did his best to charm those stronger than him.
Eventually, Tharnik's travels brought him into Ustalav. With a band of goblins at his command, he and two weak orcs - Harker and Dhentgar - set up started raiding travelers and living off the fat of their loot. This lasted a summer until his group was all but wiped out by adventurers.
With only his two orc companions, Tharnik retreated deeper into Ustalav where he ran across Professor Petros Lorrimor. His companions suggested they raid the older human's camp, but something about the man held Tharnik in thrall. He wanted to know more about the man, but didn't dare approach him. Instead, he took a darker, more insidious path.
When his friends argued for the raid, he gave in. He agreed that they would attack at nightfall. However, when his friends did, he turned coat, arriving seconds after them and fighting alongside the defenders. He stood his ground, slaying his former companions and making a point to "save the good professor."
In the aftermath of the battle, Professor Petros Lorrimor agreed to share his camp with Tharnik and they struck up a friendship. Tharnik eventually opened up about his hard life and condition, seeking answers from the educated man. Even after the professor moved on, Tharnik made a point to stay in touch.
Since Tharnik's encounter with Professor Petros Lorrimor, he's been questioning his choices in life and the recent news of the man's death has left him very uncertain about how he chooses to live his life. In part, he's riddled with guilt about his past. However, he's also smart enough to know people expect certain behavior from an "orc" and although he's only half orc, he identifies with his more bestial nature. He's definitely conflicted*, but working out the best way to live his life without raiding, killing, and intimidating those weaker than him...
*Tharnik will start play NE, but I'd like to slowly move him to good through the course of play. If you think this is a problem, I can shift his alignment to CN. I'd like his "shift" to be gradual and handled in role-play, but realize you have the final say.
Tharnik is a large, ash skinned half-orc that appears human in many ways. He has long black hair, red eyes, and a very short beard. Unlike some many orcs, he lacks tusks. In their place, he has very sharp teeth that are only revealed when he smiles.
He has several tribal tattoos - of notable goblin design - across his upper body that he proudly displays, especially when he wants to intimidate others. He's a larger man, with a barrel chest and thick arms that bear more than a few scars. Although few would call Tharnik "pretty", he has a rugged appearance that some women find attractive.
Darkvision 60 ft.
+2 to Initiative (from Chance Savior trait)
War Sight allows two initiative rolls, I select the best (pg 46 APG)
+4 light mace 1d6+1 dmg, x2 (BAB +2, Str +2)
+2 javelin 1d6+1 dmg, x2 (BAB +2)
+2 sling 1d4 or 1d6+1 (with magic stone)
+4 bite 1d6+2 (Fort save DC 15 vs. Lycanthropy) + Trip (DC 12)
Base Atk: +2; CMB: +4,CMD: 14
AC: 16, Flat-footed 16, Touch 10 (hide armor, +2 Natural)
HP: 31/31 (19 from class, 3 for favored class, 9 from Con)
saves: Fort +4, Ref +1, Will +5
Diplomacy +8 (+2 Cha + 3 ranks + 3 class)
Heal +8 (+2 Wis +3 ranks + 3 class)
Intimidate +9 (+2 racial, +2 Cha, +2 ranks, +3 class = gained with Battle Mystery)
Knowledge (engineering) +5 (+1 Int, +1 rank, +3 class)
Perception +8 (+2 Wis, +3 ranks, +3 class = gained with Battle Mystery)
Ride +4 (+1 rank, +3 class = gained with Battle Mystery)
Sense Motive +7 (+2 rank, +3 class, +2 Wis)
Survival +3 (+2 Wis, +1 trait bonus)
(15 skill points)
Chance Savior, Outcast
Battlecry - As a standard action, the oracle can unleash a battle cry that grants all allies within 100 ft +1 on attack rolls, skill checks, and saving throws for a number of rounds equal to your Cha modifier.
War Sight - Allows the oracle to roll two dice whenever he rolls Initiative, taking the best roll.
Skill At Arms - You gain proficiency in all martial weapons and heavy armor.
Haunted - Whenever the oracle retrieves an item, it is a standard action (instead of a move action) unless it would normally take longer. Any item the oracle drops lands 10 ft away.
1st - Burning Disarm, Enlarge Person, Cure Light Wounds, Magic Stone (DC 14)
0 - Detect Magic, Ghost Sound*, Mage Hand*, Read Magic, Sotto Voice, Stabilize (DC 13)
Spells per Day: 5/5
Average Wealth 105 gp
Spent 93.5 gp
Light mace (5gp), Hide Armor (15 gp), 3 javelins (3 gp), backpack (2 gp), traveler's outfit (1 gp), caltops (2gp), healer's kit, (50 gp), bedroll (.5 gp), tent (10 gp), soap (.5 gp), 2 waterskins (2 gp), 5 days rations (2.5 gp),