Hrokon

Anton Domnoff Lebeda's page

172 posts. Alias of Veshly.


About Anton Domnoff Lebeda

Name: Anton Domnoff Lebeda
Race: Half-Orc (Ulfen)
Player: Veshly
Classes: Cleric/1
Hit Points: 9
Experience: 0 / 5000
Alignment: Neutral
Vision: Darkvision (60 ft.)
Speed: Walk 20 ft.
Languages: Common, Orc

Stats:

Stat Score Mod
STR 18 (+4)
DEX 10 (+0)
CON 12 (+1)
INT 10 (+0)
WIS 16 (+3)
CHA 13 (+1)

Skills:

Diplomacy +5, Knowledge (Nobility) +5, Knowledge (Religion) +4, Profession (Soldier) +7, Sense Motive +8

Feats:

-------------------------- Feats ---------------------------

Cleric Extra Channel- Channel two time more per day.

Traits:

Rich parents: Ma's from a rich family, have 900 gold.

Issian noble (Regional -Brevoy) Trained in noble politics, like it or not. +1 trait bonus to Knowledge(Nobility) and Sense Motive.

Combat:

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 16 / 10 / 16
Initiative: +0
BAB: +0
Melee tohit: +4
Ranged tohit: +0
Fortitude: +3
Reflex: +0
Will: +5

Unarmed attack:
to hit: +4
damage: 1d3+4
critical: 20/x2

Masterwork Greatsword:
to hit: +5
damage: 2d6+6
critical: 19-20/x2

Dagger:
to hit: +4
damage: 1d4+4
critical: 19-20/x2

Dagger (Thrown):
to hit: +0
damage: 1d4
critical: 19-20/x2
range: 10 ft.

Equipment:

--
--
--

------------------------- Equipment ------------------------
Name--------------------------------------------QTY- LBS
Holy Symbol (Silver)-----------------------------1_ 1lbs
Masterwork Greatsword----------------------------1_ 8lbs
Outfit (Cold-Weather)----------------------------1_ 7lbs
Special: +5 circumstance bonus on Fortitude saves vs cold weather
Signal Horn--------------------------------------1_ 2lbs
Signet Ring--------------------------------------1_ 0lbs
Waterskin (Filled)-------------------------------1_ 4lbs
Weapon Cord--------------------------------------1_ 0lbs
Whistle (Signal)---------------------------------1_ 0lbs
Backpack (Masterwork)-(54 lbs.)
- Bedroll---------------------------------------1_ 5lbs
- Blanket (Winter)------------------------------1_ 3lbs
- Outfit (Noble's)------------------------------1_ 10lbs
- Rope (Silk/50 ft)-----------------------------1_ 5lbs
- Special: 4 hp, DC 24 Strength check to burst
- Studded Leather-------------------------------1_ 20lbs
- Vestments (Cleric's)--------------------------1_ 6lbs
- Whetstone-------------------------------------1_ 1lbs
- Rations (Trail/Per Day)----------------------10 10lbs
- Wine (Fine/Bottle)----------------------------2 3lbs
Pouch (Belt) (1.3199999 lbs.)
- Flint and Steel-------------------------------1_ 0lbs
- Headband of Gorum's Chain---------------------1_ 0lbs
- Special: (Circlet), Jewelry)
- Iron Bands of St. Grigori---------------------1_ 0lbs
- Special: (Bracelets, Jewelry)
- Coin (Platinum Piece)-------------------------2_ 0lbs
- Coin (Gold Piece)-----------------------------22_ 0lbs
- Coin (Copper Piece)---------------------------8_ 0lbs
- Coin (Silver Piece)---------------------------4_ 0lbs
Spell Component Pouch (2 lbs.)
Cannot help the waviness, it is formatted well, it just WILL
NOT display the format correctly.

Total weight carried:
Current load: 119.0 Medium
Encumbrance
Light: 116
Medium: 233
Heavy: 350

Domains:

DOMAINS

Ferocity Subdomain:
Ferocious Strike (Su) [Paizo Publishing LLC -Advanced Player's Guide, p.90]
Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your
Wisdom modifier.

War:
Battle Rage (Sp) [Paizo Publishing - Core Rulebook, p.48]
You can touch a creature as a standard action to give it a +1 bonus on melee damage rolls for 1 round. You can do so 6 times per day.

Special Attacks:

Special Attacks
Channel Positive Energy (Su) [Paizo Publishing - Core Rulebook, p.40] You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 11 Will
save to halve the damage. You can use this abilty 6 times per day.

Special Qualities Clerical:

Aura of Chaos (Ex) [Paizo Publishing - Core Rulebook]
You project a faint chaotic aura.

Orisons [Paizo Publishing - Core Rulebook, p.41]
You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Spontaneous Casting [Paizo Publishing - Core Rulebook, p.41]
You can channel stored spell energy into healing spells that you did not prepare ahead of time. You 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).

Weapon Proficient with Deity's favorite weapon. For Gorum that's the Greatsword.

Special Qualities Racial:

Intimidating (Ex) [Paizo Publishing - Core Rulebook, p.25]
Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome
nature.

Orc Blood (Ex) [Paizo Publishing - Core Rulebook, p.25]
Half-orc count as both humans and orcs for any effect related to race.

Orc Ferocity (Ex) [Paizo Publishing - Core Rulebook, p.25]
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 (Ex) [Paizo Publishing - Core Rulebook, p.25]
Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

Cleric Spells:

Cleric Spells

Level 0
Bleed (Necromancy)
Saves: Will negates DC: 13 Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V, S
SR: Yes Effect: You cause a living creature that is below 0 hit points but stabilized to resume dying. Target: One living creature
DESC: You cause a living creature that is below 0 hit points but stabilized to resume dying.
DESC 2: You cause a living creature that is below 0 hit points but stabilized to resume dying.
Create Water (Conjuration)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V, S
SR: No Effect: This spell generates wholesome, drinkable water, just like clean rain water. Target: Up to 2 gallons of water
DESC: This spell generates wholesome, drinkable water, just like clean rain water.
DESC 2: This spell generates wholesome, drinkable water, just like clean rain water.
Detect Magic (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 1 minutes [D] Range: 60 ft. Components: V, S
SR: No Effect: You detect magical auras. Target: Cone-shaped emanation
DESC: You detect magical auras.
DESC 2: You detect magical auras.
Detect Poison (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V, S
SR: No Effect: You determine whether a creature, object, or area has been poisoned or is poisonous. Target: Or Area one creature, one object, or a 5-ft. cube
DESC: You determine whether a creature, object, or area has been poisoned or is poisonous.
DESC 2: You determine whether a creature, object, or area has been poisoned or is poisonous.
Guidance (Divination)
Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
Duration: 1 minute or until discharged Range: Touch Components: V, S
SR: Yes Effect: This spell imbues the subject with a touch of divine guidance. Target: Creature touched
DESC: This spell imbues the subject with a touch of divine guidance.
DESC 2: This spell imbues the subject with a touch of divine guidance.
Light (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: 10 minutes Range: Touch Components: V, M/DF
SR: No Effect: This spell causes a touched object to glow like a torch. Target: Object touched
DESC: This spell causes a touched object to glow like a torch.
DESC 2: This spell causes a touched object to glow like a torch.
Mending (Transmutation)
Saves: Will negates (harmless, object) DC: 13 Casting: 10 minutes
Duration: Instantaneous Range: 10 ft. Components: V, S
SR: Yes (harmless, object) Effect: This spell repairs damaged objects, restoring 1d4 hit points to the object. Target: One object of up to 1 lb.
DESC: This spell repairs damaged objects, restoring 1d4 hit points to the object.
DESC 2: This spell repairs damaged objects, restoring 1d4 hit points to the object.
Purify Food and Drink (Transmutation)
Saves: Will negates (object) DC: 13 Casting: 1 standard action
Duration: Instantaneous Range: 10 ft. Components: V, S
SR: Yes (object) Effect: This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. Target: 1 cu. ft. of contaminated food and water
DESC: This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking.
DESC 2: This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking.
Read Magic (Divination)
Saves: DC: Casting: 1 standard action
Duration: 10 minutes Range: Personal Components: V, S, F
SR: Effect: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible. Target: You
DESC: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
DESC 2: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
Resistance (Abjuration)
Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
Duration: 1 minute Range: Touch Components: V, S, M/DF
SR: Yes (harmless) Effect: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Target: Creature touched
DESC: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
DESC 2: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Spark (Evocation)
Saves: Fortitude negates (object) DC: 13 Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V or S
SR: Yes (object) Effect: Ignites flammable objects. Target: one Fine object
DESC: Ignites flammable objects.
DESC 2: Ignites flammable objects.
Stabilize (Conjuration)
Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V, S
SR: Yes (harmless) Effect: Upon casting this spell, you target a living creature that has -1 or fewer hit points. Target: One living creature
DESC: Upon casting this spell, you target a living creature that has -1 or fewer hit points.
DESC 2: Upon casting this spell, you target a living creature that has -1 or fewer hit points.
Virtue (Transmutation)
Saves: None DC: Casting: 1 standard action
Duration: 1 min. Range: Touch Components: V, S, DF
SR: Yes (harmless) Effect: With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point. Target: Creature touched
DESC: With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.
DESC 2: With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.

Level 1
Ant Haul (Transmutation)
Saves: Fortitude negates (harmless) DC: 14 Casting: 1 standard action
Duration: 2 hours Range: Touch Components: V, S, M/DF (a small pulley)
SR: Yes (harmless) Effect: Triples carrying capacity of a creature. Target: creature touched
DESC: Triples carrying capacity of a creature.
DESC 2: Triples carrying capacity of a creature.
Bane (Enchantment)
Saves: Will negates DC: 14 Casting: 1 standard action
Duration: 1 minutes Range: 50 ft. Components: V, S, DF
SR: Yes Effect: Bane fills your enemies with fear and doubt. Target: 50-ft.-radius burst, centered on you
DESC: Bane fills your enemies with fear and doubt.
DESC 2: Bane fills your enemies with fear and doubt.
Bless (Enchantment)
Saves: None DC: Casting: 1 standard action
Duration: 1 minutes Range: 50 ft. Components: V, S, DF
SR: Yes (harmless) Effect: Bless fills your allies with courage. Target: The caster and all allies within a 50-ft. burst, centered on the caster
DESC: Bless fills your allies with courage.
DESC 2: Bless fills your allies with courage.
Bless Water (Transmutation)
Saves: Will negates (object) DC: 14 Casting: 1 minute
Duration: Instantaneous Range: Touch Components: V, S, M
SR: Yes (object) Effect: This transmutation imbues a flask of water with positive energy, turning it into holy water. Target: Flask of water touched
DESC: This transmutation imbues a flask of water with positive energy, turning it into holy water.
DESC 2: This transmutation imbues a flask of water with positive energy, turning it into holy water.
Cause Fear (Necromancy)
Saves: Will partial DC: 14 Casting: 1 standard action
Duration: 1d4 rounds or 1 round; see text Range: Close (25 ft.) Components: V, S
SR: Yes Effect: The affected creature becomes frightened. Target: One living creature with 5 or fewer HD
DESC: The affected creature becomes frightened.
DESC 2: The affected creature becomes frightened.
Command (Enchantment)
Saves: Will negates DC: 14 Casting: 1 standard action
Duration: 1 round Range: Close (25 ft.) Components: V
SR: Yes Effect: You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. Target: One living creature
DESC: You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity.
DESC 2: You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity.
Comprehend Languages (Divination)
Saves: DC: Casting: 1 standard action
Duration: 10 minutes Range: Personal Components: V, S, M/DF
SR: Effect: You can understand the spoken words of creatures or read otherwise incomprehensible written messages. Target: You
DESC: You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
DESC 2: You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
Cure Light Wounds (Conjuration)
Saves: Will half (harmless); see text DC: 14 Casting: 1 standard action
Duration: Instantaneous Range: Touch Components: V, S
SR: Yes (harmless); see text Effect: When laying your hand upon a living creature, you channel positive energy that cures 1d8+1 points of damage. Target: Creature touched
DESC: When laying your hand upon a living creature, you channel positive energy that cures 1d8+(min(5,CASTERLEVEL)) points of damage.
DESC 2: When laying your hand upon a living creature, you channel positive energy that cures 1d8+1 points of damage.
Curse Water (Necromancy)
Saves: Will negates (object) DC: 14 Casting: 1 minute
Duration: Instantaneous Range: Touch Components: V, S, M
SR: Yes (object) Effect: This spell imbues a flask [1 pint] of water with negative energy, turning it into unholy water. Target: Flask of water touched
DESC: This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water.
DESC 2: This spell imbues a flask [1 pint] of water with negative energy, turning it into unholy water.
Dancing Lantern (Transmutation)
Saves: None DC: Casting: 1 standard action
Duration: 1 hours [D] Range: Touch Components: V, S, F (a lantern)
SR: No Effect: Animates a lantern that follows you. Target: Animates one lantern
DESC: Animates a lantern that follows you.
DESC 2: Animates a lantern that follows you.
Deathwatch (Necromancy)
Saves: None DC: Casting: 1 standard action
Duration: 10 minutes Range: 30 ft. Components: V, S
SR: No Effect: Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. Target: Cone-shaped emanation
DESC: Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range.
DESC 2: Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range.
Detect Chaos (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 10 minutes [D] Range: 60 ft. Components: V, S, DF
SR: No Effect: You can sense the auras of chaotic creatures. Target: Cone-shaped emanation
DESC: You can sense the auras of chaotic creatures.
DESC 2: You can sense the auras of chaotic creatures.
Detect Evil (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 10 minutes [D] Range: 60 ft. Components: V, S, DF
SR: No Effect: You can sense the presence of evil. Target: Cone-shaped emanation
DESC: You can sense the presence of evil.
DESC 2: You can sense the presence of evil.
Detect Good (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 10 minutes [D] Range: 60 ft. Components: V, S, DF
SR: No Effect: You can sense the presence of good. Target: Cone-shaped emanation
DESC: You can sense the presence of good.
DESC 2: You can sense the presence of good.
Detect Law (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 10 minutes [D] Range: 60 ft. Components: V, S, DF
SR: No Effect: You can sense the auras of lawful creatures. Target: Cone-shaped emanation
DESC: You can sense the auras of lawful creatures.
DESC 2: You can sense the auras of lawful creatures.
Detect Undead (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 1 minutes [D] Range: 60 ft. Components: V, S, M/DF
SR: No Effect: You can detect the aura that surrounds undead creatures. Target: Cone-shaped emanation
DESC: You can detect the aura that surrounds undead creatures.
DESC 2: You can detect the aura that surrounds undead creatures.
Divine Favor (Evocation)
Saves: DC: Casting: 1 standard action
Duration: 1 minute Range: Personal Components: V, S, DF
SR: Effect: Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls. Target: You
DESC: Calling upon the strength and wisdom of a deity, you gain a +(max(1,min(3,floor(CASTERLEVEL/3)))) luck bonus on attack and weapon damage rolls.
DESC 2: Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls.
Doom (Necromancy)
Saves: Will negates DC: 14 Casting: 1 standard action
Duration: 1 minutes Range: Medium (110 ft.) Components: V, S, DF
SR: Yes Effect: This spell fills a single subject with a feeling of horrible dread that causes it to become shaken. Target: One living creature
DESC: This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.
DESC 2: This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.
Endure Elements (Abjuration)
Saves: Will negates (harmless) DC: 14 Casting: 1 standard action
Duration: 24 hours Range: Touch Components: V, S
SR: Yes (harmless) Effect: A creature protected by endure elements suffers no harm from being in a hot or cold environment. Target: Creature touched
DESC: A creature protected by endure elements suffers no harm from being in a hot or cold environment.
DESC 2: A creature protected by endure elements suffers no harm from being in a hot or cold environment.
Enlarge Person (Transmutation)
Saves: Fortitude negates DC: 14 Casting: 1 round
Duration: 1 minutes [D] Range: Close (25 ft.) Components: V, S, M
SR: Yes Effect: This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. Target: One humanoid creature
DESC: This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8.
DESC 2: This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8.
Entropic Shield (Abjuration)
Saves: DC: Casting: 1 standard action
Duration: 1 minutes [D] Range: Personal Components: V, S
SR: Effect: A magical field appears around you, glowing with a chaotic blast of multicolored hues deflecting incoming arrows, rays, and other ranged attacks. Target: You
DESC: A magical field appears around you, glowing with a chaotic blast of multicolored hues deflecting incoming arrows, rays, and other ranged attacks.
DESC 2: A magical field appears around you, glowing with a chaotic blast of multicolored hues deflecting incoming arrows, rays, and other ranged attacks.
Hide from Undead (Abjuration)
Saves: Will negates (harmless); see text DC: 14 Casting: 1 standard action
Duration: 10 minutes [D] Range: Touch Components: V, S, DF
SR: Yes Effect: Undead cannot see, hear, or smell creatures warded by this spell. Target: 1 creatures touched
DESC: Undead cannot see, hear, or smell creatures warded by this spell.
DESC 2: Undead cannot see, hear, or smell creatures warded by this spell.
Inflict Light Wounds (Necromancy)
Saves: Will half DC: 14 Casting: 1 standard action
Duration: Instantaneous Range: Touch Components: V, S
SR: Yes Effect: When laying your hand upon a creature, you channel negative energy that deals 1d8+1 points of damage. Target: Creature touched
DESC: When laying your hand upon a creature, you channel negative energy that deals 1d8+(min(5,CASTERLEVEL)) points of damage.
DESC 2: When laying your hand upon a creature, you channel negative energy that deals 1d8+1 points of damage.
Magic Stone (Transmutation)
Saves: Will negates (harmless, object) DC: 14 Casting: 1 standard action
Duration: 30 minutes or until discharged Range: Touch Components: V, S, DF
SR: Yes (harmless, object) Effect: You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. Target: Up to three pebbles touched
DESC: You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung.
DESC 2: You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung.
Magic Weapon (Transmutation)
Saves: Will negates (harmless, object) DC: 14 Casting: 1 standard action
Duration: 1 minutes Range: Touch Components: V, S, DF
SR: Yes (harmless, object) Effect: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. Target: Weapon touched
DESC: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls.
DESC 2: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls.
Magic Weapon (Transmutation)
Saves: Will negates (harmless, object) DC: 14 Casting: 1 standard action
Duration: 1 minutes Range: Touch Components: V, S, DF
SR: Yes (harmless, object) Effect: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. Target: Weapon touched
DESC: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls.
DESC 2: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls.
Obscuring Mist (Conjuration)
Saves: None DC: Casting: 1 standard action
Duration: 1 minutes [D] Range: 20 ft. Components: V, S
SR: No Effect: A misty, stationary vapor arises around you obscuring all sight, including darkvision, beyond 5 feet. Target: Cloud spreads in 20-ft. radius from you, 20 ft. high
DESC: A misty, stationary vapor arises around you obscuring all sight, including darkvision, beyond 5 feet.
DESC 2: A misty, stationary vapor arises around you obscuring all sight, including darkvision, beyond 5 feet.
Protection from Chaos (Abjuration)
Saves: Will negates (harmless) DC: 14 Casting: 1 standard action
Duration: 1 minutes [D] Range: Touch Components: V, S, M/DF
SR: No; see text Effect: This spell wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures. Target: Creature touched
DESC: This spell wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures.
DESC 2: This spell wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures.
Protection from Evil (Abjuration)
Saves: Will negates (harmless) DC: 14 Casting: 1 standard action
Duration: 1 minutes [D] Range: Touch Components: V, S, M/DF
SR: No; see text Effect: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. Target: Creature touched
DESC: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures.
DESC 2: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures.
Protection from Good (Abjuration)
Saves: Will negates (harmless) DC: 14 Casting: 1 standard action
Duration: 1 minutes [D] Range: Touch Components: V, S, M/DF
SR: No; see text Effect: This spell wards a creature from attacks by good creatures, from mental control, and from summoned creatures. Target: Creature touched
DESC: This spell wards a creature from attacks by good creatures, from mental control, and from summoned creatures.
DESC 2: This spell wards a creature from attacks by good creatures, from mental control, and from summoned creatures.
Protection from Law (Abjuration)
Saves: Will negates (harmless) DC: 14 Casting: 1 standard action
Duration: 1 minutes [D] Range: Touch Components: V, S, M/DF
SR: No; see text Effect: This spell wards a creature from attacks by lawful creatures, from mental control, and from summoned creatures. Target: Creature touched
DESC: This spell wards a creature from attacks by lawful creatures, from mental control, and from summoned creatures.
DESC 2: This spell wards a creature from attacks by lawful creatures, from mental control, and from summoned creatures.
Remove Fear (Abjuration)
Saves: Will negates (harmless) DC: 14 Casting: 1 standard action
Duration: 10 minutes; see text Range: Close (25 ft.) Components: V, S
SR: Yes (harmless) Effect: You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. Target: 1 creatures, no two of which can be more than 30 ft. apart
DESC: You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes.
DESC 2: You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes.
Sanctuary (Abjuration)
Saves: Will negates DC: 14 Casting: 1 standard action
Duration: 1 rounds Range: Touch Components: V, S, DF
SR: No Effect: Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. Target: Creature touched
DESC: Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save.
DESC 2: Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save.
Shield of Faith (Abjuration)
Saves: Will negates (harmless) DC: 14 Casting: 1 standard action
Duration: 1 minutes Range: Touch Components: V, S, M
SR: Yes (harmless) Effect: This spell creates a shimmering, magical field around the target that averts and deflects attacks. Target: Creature touched
DESC: This spell creates a shimmering, magical field around the target that averts and deflects attacks.
DESC 2: This spell creates a shimmering, magical field around the target that averts and deflects attacks.
Summon Monster I (Conjuration)
Saves: None DC: Casting: 1 round
Duration: 1 rounds [D] Range: Close (25 ft.) Components: V, S, F/DF
SR: No Effect: This spell summons an extraplanar creature. Target: One summoned creature
DESC: This spell summons an extraplanar creature.
DESC 2: This spell summons an extraplanar creature.

Anton's Default Spells Civ. Travel:
These are the default spells when travelling in civilized zones with full supply.
Orisons
  • Detect Magic
  • Stabilize
  • Detect Poison

Cleric Level 1
  • Bless
  • Entropic Shield
  • Magic Weapon(War)

Anton's Default Spells Wild Travel:
These are the default spells when travelling in wilderness zones with no or uncertain supply.

Orisons

  • Mending
  • Purify Food and Drink
  • Stabilize

Cleric Level 1

  • Bless
  • Enlarge Person(Ferocity)
  • Entropic Shield

Description:

------------------------ Description -----------------------
Height: 6' 9" Weight: 311 lbs. Gender: Male
Eyes: Green Hair: Red Skin: Light Green
Dominant Hand: Right Quirks: Pack-rat, Doesn't like the water.
Speech style: Direct Quotable: We're gonna get a bigger boat, right?

Motivations:

Anton's a simple soul all considered. He fights for Gorum and family. He could get some minor estate from family but who wants to die of boredom on some minor lands you didn't fight for? His family is concerned about damaged trade routes, and the tortured politics of Brevoy. More important, the Gorum Master of the Temple is concerned that the Crusader Road may be compromised both by the closing of some routes and civil war in Brevoy. While normally no great concern, more battle is all to the good, right now Brevoy is one of the few reliable routes to support the effort against the Worldwound. Numeria is ruled by madmen, other lands are too weak or far away to directly help. The roads must be opened! Anton will be fighting for that at start. He will find more reasons latter on.

Appearance:

An armored mountain of metal and flesh, Anton's massive size draws attention even before people notice his light green complexion and pointed ears. His attractive green eyes are backed by red not white. His mouth is often open in a laugh or speech showing his slight tusks that don't quite hide even with mouth closed. In formal dress, his silvered Headband of Gorum's Chain circles his short red hair, his pointed ears, and expensive furs collar his neck as a rich tabard barely covers his chest. On it is the Arms of Lebeda, differenced with Gorum's sign and the label of the heir. Golden tassels of presentation surround it that proclaim his status as an accepted noble of the realm. About his giant wrists are Iron Bands, masterfully wrought, depicting the brave deeds of St. Grigori. The noble robe splits below the waist, showing breeches decorated in the Lebeda colors, no true follower of Gorum would allow a robe to stop him from instant readiness to fight. In the field, the robes, expensive tabard, and jewelry vanish, clothes befitting the climate clad him, and over that a breastplate covers the chest. His limbs are only lightly armored in leather of good but not exceptional quality. In all but sleep, massive boots stomp the ground, treading lightly is not ever happening. Anton speaks in a light baritone with a rich and pleasant accent of the Brevic court. His voice is calm and reassuring, tending to sway people to actually talk to him.

Background:

The sounds of battle ring in her ears. Domna Lebeda, Knight of the Holy Order of Gorum, lies on that battlefield too weak to move. Thudding footfalls sound close. A grunt comes from behind as she is picked up and turned around. In spite of herself, she weakly screams as she stares into the face of an grinning Orc. Struggling helplessly, she knows the punishment Gorum has decreed for her failure...

… Head snapping back from the blow, Anton endures another of Mother's tantrums. “You'll not disgrace me again whelp!” Mother screams from her beet-red face. “You will learn the all the weapons of war, so you can demolish your foes and not make me look bad!” Anton says nothing knowing it will only make things worse as he tries to fight back against his powerful tormentor. Still he vows, I learn what I learn, Gorum's weapons are good enough.

… Years at the Temple of Gorum in New Stetven passes. Anton is on a battlefield acting as page, bringing water to the wounded. Going back to the river for more water he comes across a fallen warrior feebly trying to mutter prayers to Gorum. Anton stops for him and tries to help, saying the prayers with him. After a moment blood gushes for Anton's hands, turning into water, falling into the man's parched mouth. Anton is in rapture, filled with the strength of Gorum. The priest struggles to rise and croaks out, “Welcome to the fight, fellow Chosen of Gorum.”...

... Young Anton drags himself behind his mother wearily, the noble robes heavy with sweat in the hot sun, it's light fading into late afternoon. She pokes him hard hissing, "Stand up straight, Anton! Getting my Master of the Temple to legitimize you was easy, the damned greedy Abadarite expensive, but this cost all my few favors, The Rogarvia, the King himself will receive you in public court. With that it's high treason to question your legitimate place in the nobility.

... The light glistens green off the face of the man standing in an office full of battle trophies. He looks towards his superior with respect as the Master of the Temple speaks to him. [b]“We are losing too many of our numbers. Many honorably in battle but many are seduced by the vile promises of wealth and luxury of the those damned Abadarites.” The man nods waiting for his master to come to the point. "Young Anton comes along well now?” Tilting his head toward his master, he replies, “Yes, but I am concerned; the blood we share leads to great rage and his mother's harshness drives him further, he may do well in battle rage but be of little other use.” The Master contemplates, then says, “Train him as a battle healer as well as Bloodletter, if Gorum so wills, that should help hold him back from being solely a raging warrior.” He smiles wanly, “After all, his mother counts for three.” The subordinate bows and says, “By Gorum's will and the strength of your sword, your will be done!”...

... The Master of Horse shakes his head strongly. "No, I don't care how noble you are Anton, you've grown like and beyond any weed. With armor and tack, you'd weigh about 25 stone. The horse that could carry you a single mile would be a ton and a half. I doubt the King owns that. You walk!"

…More years of battles pass. One day Bloodletter Anton is summoned to a Captain's office. He crashes his fist to his breastplate in salute. “Bloodletter Anton reporting as ordered”. The aging woman behind the desk scowls at him. “I just got a letter from my cousin saying she needs my help, first I've heard from her since her … elevation. I'm much too busy with Gorum's tasks to go, so I'm sending you to uphold family honor. Don't disgrace me. You will represent the family and, most important, the Will of Gorum in this newest venture into the Stolen Lands. Here's some money for you, don't expect more without results. You will get a charter, use it to find and beat down some enemies. Dismissed!” Anton salutes and pauses at the door. Impishly he says, “ Love you too, Mother. Bye.” He ducks out the door leaving his mother scowling at his back.

Personality:

Friendly and engaging, Anton defies the expectations that people have of a half-orc. He's polite, and while talkative also listens to what others say. He mediates well for a follower of the Dread Lord of Battle, but always up for a fight if desired. Anton doesn't put himself above others often, even if most would because of nobility or the obvious divine favor Gorum shows him. He likes to put people at ease and inspire them to be brave and engage in life's many battles physical or otherwise. For all that he's not always nice, he doesn't stand for disrespect. He does respect commitment and bravery, even from those who's goals are unpleasant. He's not a moralist as most "nicer" faiths would see it.

Background breakdown:

Half orc

Homeland - Human Brevoy/Lebeda lands and the Bulwark of Gorum inNew Stetven, the royal capital.

Parents - Human mother alive, Faith of Gorum fanatic. Orc father's fate unknown but unlikely to be alive, would be old.

Sibilings - None human, Orc blooded unknown but probable.

Circumstance of birth - Noble, Minor heir to cadet house of Lebeda. Anton's mother is cousin to the mother of The Lebeda heir. They are also blood cousins to the Great House heir as well, but the link is several generations back.

Parents profession - Mother Temple warrior/likely priest/possible clergy. Father-Savage Orc War-chief, Anton has had no contact.

Noble rank - Great House Noble - ranking high but undefined. (Note: Anton ranks higher than usually allowed but has many challenges to making use of it.)

Major Childhood Event - 1) Unique - Legitimized. Mother bought patents of legitimacy from the Faith of Gorum and the church of Abadar. Also presented him at court to the Rogarvia King and had him proclaim her son her legitimate heir. (Anton is a debutante!)

2) Mentored. The Temple Master and the Master of Novices put special effort into making him more than just a brute warrior.

Adolescence and Training

Taken in by church, -raised by his fanatic mother and then in church barracks.

Moral conflicts and relationships

Moral conflict and subject-Humiliations, some in family hold his unfortunate birth circumstance against him, he has humiliated a few that tried to mock him for it.

Subject - Family

Motivation - Justice - Not his fault or mother's, just Gorum's will.

Resolution - No Guilt.

Deity - Gorum, Lord of Battles.

Romantic relationships-Little experience none serious.

Relationship with fellow adventurer-To be determine in play.

Drawback- none.