Dwarven Rager

Thurvek Noclan's page

206 posts. Alias of TheWaskally.


Full Name

Thurvek Noclan

Race

Dwarf| HP: 60/60 | AC: 19 (11 Tch, 18 Fl) | CMB: +5, CMD: 16 | F: +9, R: +3, W: +7 | Init: +1 | Perc: +9, Darkvision 60ft., SM: +9| Speed 30ft (30ft) | Active conditions: Inspired | Channel energy (2d6) 3/3

Classes/Levels

Gestalt Bloodrager (untouchable rager)/Cleric of Clanggedin Silverbeard/4th | Rage: 12/12 Rounds

Gender

Male

Size

Medium

Age

47

Special Abilities

Aura (Ex), Channel Energy 2d6, Domains, orisons, Spontaneous Casting, Bloodline: Celestial, Bloodline Power: Angelic Attacks (Su), Bloodrage (Su), Uncanny Dodge (Ex), Blood Sanctuary (Su), Raging Resistance (Ex)

Alignment

Lawful Good

Deity

Clanggedin Silverbeard

Location

Sundabar

Languages

Dwarven, Illuskan, Celestial, Orc, Draconic, Elven, Abyssal.

Occupation

Temple Weaponsmith

Strength 15
Dexterity 12
Constitution 15
Intelligence 14
Wisdom 16
Charisma 12

About Thurvek Noclan

Initiative: +1
Senses: Darkvision 60ft., Perception +9
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AC 19 (11 Touch, 18 FF)(+1 Dex, +6 Armor, +2 Shield) Resist acid 5, Resist cold 5.
Hp 45/45 (1d12(max) + 2 Con + Toughness)
Fort +10, Ref +3, Will +8
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Speed 30 ft (30 ft Base)
Melee MW Battleaxe +6 (1d8+2, x3), Warhammer +5 (1d8+2, x3), Dagger +5 (1d4+2, 19-20/x2)
Ranged Heavy Crossbow +4 (1d10, 19-20/x2, 120ft.), Dagger +5 (1d4+2, 19-20/x2, 10 ft.)
Special Attacks Bloodrage (+4 to Strength & Constitution, +2 on Will saves, -2 AC, +8 temp. HP)
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Spells
0-level Guidance, Mending, Stabilize, Create water
1st-level Magic Weapon, Bless, Bless, Protection from evil, Shield of Faith.
2nd-level Spiritual Weapon, Restoration, Lesser; Bull's Strength, Ironskin
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BAB +3, CMB +5, CMD 16
Feats Power Attack, Toughness, Great Fortitude, Turn Undead.
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Skills 6/Level + 2/Background
Acrobatics +1 (0 Rank, 0 Class, 1 Dex)
Appraise +6 (1 rank, 3 Class, 2 Int)
Climb +7 (2 Rank, 3 Class, 2 Str)
Craft (weapons) +11 (4 Rank, 3 Class, 2 Int, 2 Craftsman)
Diplomacy +1 (0 Rank, 0 Class, 1 Cha)
Handle Animal +1 (0 Rank, 0 Class, 1 Cha)
Heal +12 (4 Rank, 3 Class, 3 Wis, 2 Healer's Kit)
Intimidate +1 (0 Rank, 0 Class, 1 Cha)
Knowledge (arcana) +2 (0 rank, 0 Class, 2 Int)
Knowledge (history) +7 (2 Rank, 3 Class, 2 Int)
Knowledge (nobility) +6 (1 Rank, 3 Class, 2 Int)
Knowledge (planes) +6 (1 Rank, 3 Class, 2 Int)
Knowledge (religion) +9 (4 Rank, 3 Class, 2 Int)
Perception +10 (4 Rank, 3 Class, 3 Wis)
Ride +1 (0 Rank, 0 Class, 1 Dex)
Sense Motive +10 (4 Rank, 3 Class, 3 Wis)
Spellcraft +6 (1 rank, 3 Class, 2 Int)
Survival +8 (1 Rank, 3 Class, 3 Wis, 1 Trait)
Swim +2 (0 Rank, 0 Class, 2 Str)

SQ:

Weapon and Armor Proficiency: Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components. Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
Channel Energy (Su) Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
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.
Domains A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
War & Dwarf Domains
Battle Rage (Sp) You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing 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 cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).
Bloodline Celestial
Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family’s past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
When choosing a bloodline, the bloodrager’s alignment doesn’t restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn’t dictate or limit his thoughts and behavior.
The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character’s bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table: Bloodrager. These spells cannot be exchanged for different spells at higher levels.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.
Celestial Resistances (Ex)
At 4th level, you gain resistance 5 to acid and cold. At 12th level, these resistances increase to 10.
Bloodrage (Su)
The bloodrager’s source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Fast Movement (Ex)
A bloodrager’s land speed is faster than is normal for his 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 bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.
Uncanny Dodge (Ex)
At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Blood Sanctuary (Su)
At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.
Raging Resistance (Ex)
At 4th level, instead of gaining spells, a bloodrager becomes resistant to spells. While bloodraging, he gains spell resistance equal to 8 + his bloodrager level. Unlike normal spell resistance, the untouchable rager’s spell resistance cannot be voluntarily lowered. As long as the untouchable is bloodraging, the spell resistance is persistent, and can only be lowered by ending the bloodrage. At 7th, 10th, 13th, and 16th levels (when other bloodragers would gain bloodline spells), an untouchable rager’s spell resistance from raging resistance is increased by 1.
This ability replaces the spells, blood casting, eschew materials, and bloodline spells class features.

Racial Traits +2 Con, +2 Wis, -2 Cha; Medium, Dwarf, Slow and Steady, Defensive Training, Unstopable (replaces Hardy), Stability, Craftsman (replaces Greed), Stonecunning, Darkvision, Hatred, Weapon Familiarity.
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Traits Orphaned and Called.
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Items MW Backpack, bedroll, scroll case, flint and steel, canteen, 10 dwarven trail rations, belt pouch, soap, ink pen, vial of ink, MW weaponsmithing tools, iron holy symbol of Clanggedin Silverbeard, holy text, healer's kit, tabard with Clanggedin Silverbeard holy symbol, bandages of rapid recovery, universal solvent.
Combat Gear MW banded mail armor, heavy steel shield, MW battleaxe, warhammer, heavy crossbow with 8/10 bolts in quiver.

Wealth (339 gp, 7sp)
Carrying Capacity
Light (76 lbs or less); Medium (77-153 lbs.); Heavy (154-230 lbs.)
Current Load: 109.5
Height 4'5", Weight 190 lbs., Eyes Gray, Hair Brown, Dark
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Description:
Thurvek Noclan is a strong, broad-shouldered dwarf, with dark brown hair the color of rich soil. Like other dwarves, Thurvek has a mid-length beard in which he keeps a couple of braids. The dwarf's granite colored eyes often hold a twinge of sadness, otherwise are bright and clear. Compared to to other dwarves, Thurvek nears the upper limit in height. His masterwork armor and battleaxe are new acquisitions, shining new and bright when the cleric goes above ground. Thurvek keeps his weaponsmithing tools clean and healing kit stocked at all times.

Personality:
Thurvek maintains the stern demeanor typical of dwarves, even in celebratory settings. The cleric often sits on the sidelines, while others have their fun (because he is clanless, this is often the case regardless). The exception is during combat. Even in regimented combat practice, Thurvek fights with the ferocity of a paladin. other than combat, Thurvek is often joyless. Too many times those with clan affiliation got promoted before him, or was able to take part in celebrations, while he was maintain temple weaponry. Thurvek has come to terms with this, and keeps up high standards in every endeavor he does, regardless of any perceived slight against his station. Thurvek finds he enjoy the company of humans more than his kinfolk, only because the short-lived race cares little for clan politics. Thurvek only friend is a fellow "outsider, Bolkvar Stonebeam of Clan Stonebeam. The two unlikely friends are often found together during downtimes in The Undercity. Despite his young age, Thurvek has distinguished himself in combat, earning him better weapon and armor choices.
The young cleric is reaching the age of marriage with little to no chance of finding a woman who would marry a clanless dwarf. Thurvek has experienced flirations, but nothing more.

Background:
As it was told to him, Thurvek Noclan was found as a baby at the foot of the Nether Mouuntains, during a scouting sweep of the area. The dwarf infant was found in the middle of the aftermath of an orc battle, crying on a tree stump, surrounded by gore. When the babe was brought back to Sundabar, dwarven elderfs thought the baby was some fey changling trick, but after several divinations, it was found that the baby was a normal healthy dwarf.
The clans examined the baby, and were unable to determine his parentage or clan affiliation. In the end, none of the clans claimed the child. With no clan to go to, the baby named Thurvek was taken to be raised at The Dwarven Temple, under the tutelage of the dwarven clerics. At temple, Thurvek learned all manner of dwarven culture, history and religion. Growing up, other clanborn children would often make sport of the young Thurvek, taunting his clanless status. Only Bolkvar Stonebeam did not taunt the clanless boy.
One particular hard day, the boy Thurvek was crying himself to sleep from the teasing, when suddenly the spirit of a dwarven ancestor surrounded by mithral dust appeared before the boy. This spirit told the child not to fret, for the blood of great dwarven heroes flowed through his veins. The spirit fortold the Thurvek would grow stronger and fiercer in battle than other's of his age, and one day, his true parentage would be revealed. When Thurvek woke the next day, at first he thought the visitation was just a dream, until he saw the remnants of mithril dust on the floor of his room.
After that night, Thurvek gave his all in every task given him, even those other would consider demeaning. As he grew, Thurvek still had his childish detractors, until they all got lumps under the dwarf's fists. Thurvek became a natural at combat, while none of his other acolyte duties suffered. It is his duty to maintain the temple's arsenal, making sure all it's blades are sharp and functioning properly.
In the recent past, Thurvek has been assigned to The Vigilant on select missions to aid in healing and combat. This small gesture means a lot to the dwarf and holds himself to a higher standard among their number, and hopes other prestigious positions will follow.