Rival Explorer

Blothar's page

29 posts. Organized Play character for Lord Kakabel.


Race

Half-Orc

Classes/Levels

Cleric 1 | HP 10/10 | AC17 t11 ff16 | CMB+2 CMD 13 | F+3 R+2 W+5 | Init +1 Perc +3 SM +7 | Channel 5/5 | Touch of Good 5/6

Gender

Male

Size

Medium

Age

22

Alignment

NG

Deity

Sarenrae

Languages

Common, Orc

Strength 14
Dexterity 12
Constitution 13
Intelligence 10
Wisdom 16
Charisma 14

About Blothar

Blothar
Age 22, 6'4", 276 lb

Background:
Blothar is the son of loving parents. His mother, a Varisian named Naazima, was an adventurer. On one of her adventures, she rescued an orc named Calbas who had been a captive and slave in Cheliax. Passion overcame the two warrior spirits, and they soon were married and found acceptance in Nybor, a small town about 100 miles east of Sandpoint that welcomes interracial marriages and half-breeds. The two settled in Nybor, becoming farmhands and members of the town’s militia. Blothar learned the ways of the warrior from his parents, but was far more interested in the stories of travelers that passed through town. While generally good-spirited, he found his orcish blood was quick to boil. A priest of Sarenrae taught him to control his bestial urges, but also not to deny who he was. This priest also taught him basic psychology, and encouraged him to actively listen to people and how to respond to their needs. While these skills have helped him deal with a myriad of people, he still found that sometimes he had to rely on his orcish features to make particularly stubborn folk see things his way.

Due to several occasions where Blothar had fallen victim to the pranks of some troublesome pixies in the woods surrounding Nybor, he has a developed a fear of fey. To combat this fear, he has finally scrounged-up the funds to buy a cold iron scimitar he’s always had his eye on from the temple of Sarenrae. He has found that since this purchase, no pixies have bothered him!

Blothar is a likable hulk, and tidy to a fault. His black hair is thick, long, and straight. His skin tone more closely resembles his mother’s tanned complexion than his father bright green, but it is still a strange tint full humans do not exhibit. He keeps his face clean-shaven, and his teeth, including his jutting bottom canines, clean and bright. He has striking green eyes that men are jealous of and women find alluring. His smile disarms children that are initially scared of him. His musculature is lean and toned. He is quite handsome by most standards. His outgoing and jovial nature ensures he has friends wherever he goes.

Blothar is not dumb, but he does get irritable when faced with something he doesn’t comprehend. While Sarenrae teaches redemption, and it is a teaching he embraces, he finds he still relishes hand-to-hand combat.

Blothar wears a wide-brimmed foppish blue hat, and a billowing coat of the same hue. His brown trousers are simple, and his black leather boots sturdy. He carved the large angelic ankh that hangs from a cord around his neck--the symbol of Sarenrae--himself; it is not particularly well-crafted, but he takes pride in it and he has never been unable to channel the Dawnflower’s might through it.

Blothar has spent his youth exploring the outdoors around his quiet little town, and the wanderlust that led his mother to become a adventurer has finally become too strong to resist. Unlike the mere curiosity of his mother, however, he wishes to join an organization that will make the world a better place. He is ready to begin his own story!

Male half-orc cleric of Sarenrae 1
NG Medium humanoid (human, orc)
Init +1; Senses Darkvision 60', Perception +3

—DEFENSE—
AC 17, touch 11, flat-footed 16 (+5 armor, +1 shield, +1 Dex)
hp 10
Fort +3, Ref +2, Will +5
Defensive Abilities orc ferocity

—OFFENSE—
Speed 20' run x4 (base 30')
Melee scimitar +2 1d6+2 18-20/x2
Ranged javelin +1 1d6+2
Cleric Spells (CL 1st, concentration +4, spontaneous cures)
1st (2/day + domain, DC 14)--bless, cause fear; Domain Spell: protection from evil
0th (3 at will, DC 13)--detect magic, guidance, stabilize
Channel Energy 30’ burst, DC 13 1d6, can ignore two targets (5/day)
Touch of Good +1 sacred to atk, saves, skill & ability chks for 1 rnd (6/day)
Rebuke Death touch living creature <0 hp to heal 1d4 (6/day)

—STATISTICS—
Str 14, Dex 12, Con 13, Int 10, Wis 16, Cha 14
BAB +0; CMB +2; CMD 13
Traits Deft Dodger, Ease of Faith
Feats Selective Channeling
Skills Diplomacy +7, Intimidate +4, Sense Motive +7; chk penalty -5
Languages Common, Orc
SQ intimidating, weapon familiarity, good aura, good domain, healing domain
Combat Gear cold iron scimitar, morningstar, javelins (x5), sling (10 bullets), scale mail, buckler; Other Gear traveler’s outfit, backpack, bedroll, belt pouch, rations (x5), soap, waterskin, wooden holy symbol, acid, alchemist’s fire, 13 gp, 8 sp [150 gp starting gold]

—SPECIAL RULES—

Ease of Faith:
(Faith trait): Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you. [Character Traits Web Enhancement]

Deft Dodger:
(Combat trait): Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves. [Character Traits Web Enhancement]

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.