Female Merchant

Brankh's page

92 posts. Alias of NitNat.


About Brankh

"Servant of the Healing Fire"

STATUS AT PRESENT
Exploring the Cathedral

XP: 1035 / 2,000

HP: 9 / 9
GP: 000.00
Backpack is on: -3 ACP
(with pack slung off -1 ACP)

Daily Powers Remaining:
Touch of Glory...... 6/6
Firebolts...... 6/6
Chanels.........5/5

Today's Prepared Orisons:
Stabilize, Resistance, Spark

Today's Prepared Level 1 Spells:
Protection from Evil, Bless
Slots Remaining: 0/2

Todays Domain Spell Level 1:
Burning Hands

DESCRIPTION:
Tending to the roaring fire is a tall, lanky young half-orc with flowing robes in the Katapeshi desert style which stand out in the light of the rising sun. A broad falchion is belted to his side and a great spear is clenched in his long fingers. His hair is black with ashen, singed tips. His face is scarred from a terrible burn injury sustained in his childhood. Intense pale eyes reveal a passionate and indomitable zeal within. His youthful voice is rich and powerful – with a dynamic range that plumbs the depths and soars the heights.

BACKGROUND:
Brankh spent his early childhood as a pauper in the filthiest slums of Katapesh. At the age of nine he risked his life to rescue a young maiden from a great fire which was sweeping through a tenement. Freeing the girl he himself became trapped when the structure collapsed. He was later found in the smouldering ruins - alive but by the grace of the Dawnflower's Merciful Flame. Taken in by the Priests of the Order, he spent the rest of his childhood in the Temple of the Sun - where the ministrations of the healers became for him an education in the healing arts and in the rites of the faithful. But Brankh was a tempestuous boy - undisciplined at first, big in ego and bold in speech. Not knowing what to do with the young, orcish firebrand, the church assigned him to the service of Nehruha - a wise old surgeon who travelled the world and made a living as a healer. Nehruha took the boy with him as his bodyguard on the long journey to Kaer Maga - seeking ancient knowledge from a contact there at the Temple of Pharasma.

Just a few hours after their arrival in the city - Nehruha passed away from a sudden stroke. His death was unexpected, notwithstanding his old age. Brangk is now left to continue the man's legacy. But first he needs to find employment.


ABILITIES AND STATS:
Point Buy: 20 = +5 + 3 + 2 -2 + 5* + 7

St 14 Dx 13 Cn 12 iT 08 wS 16 cH 15

Capacity: 58 or less / M: 59-116 / H: 117-175
Speed: 30'
Initiative: +1
Perception: +3
Night Vision: 60’
Hit Dice: 1d8
HP: 9
Orc Blood
Orc Ferocity: Act 1 round with 0 or less HP


SAVES:
SAVES
Fortitude: +3.........[+1Cn + 2Cleric1]
Reflex: +1.........[+1Dx + 0Cleric1]
Will: +5.........[+3wS+2Cleric1]

TRAINED SKILLS AND LANGUAGES:
TRAINED SKILLS
Level 1 Skill Points (with favoured class bonus): 3

1 Diplomacy +6.........[+2cH +1rank +3class]
1 Intimidate +8.........[+2cH +1rank +3traitclass +2orc]
1 Heal +8 (+10 with healing kit).........[+3wS+1rank+3class+1trait]

Skill Modifiers:
Scarred by Flames trait: Intimidate a class skill & +1Heal
Racial Intimidation:+2 Intimidate

Other modifiers:
Armour check penalty -2.......[-1Studded Leather -1Armoured Kilt]

LANGUAGES
Language Number: 2.........[+2base+0iT]
Languages: Common, Half-Orc


RACIAL TRAITS:
Orc Blood
Orc Ferocity: Act 1 round with 0 or less HP
Night Vision 60'
Intimidating +2
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

PERSONAL TRAITS:
PERSONAL TRAITS
Scarred by Flames:
Forever scarred from his ordeal in the flames at childhood, and surviving in the city with a disfigurement, Brankh has learned how to use his frightful appearance to make an impression. Brankh learned to dress his own scars - he mastered first aid in order to survive.

Benefit: Intimidate is a Class Skill, +1 Heal

Natural-Born Leader:
Perhaps it is Brankh's tall stature, maybe his powerful voice, or his striking appearance. Or maybe it is his powerful faith. Something about him brings others to feel stronger in his presence and they follow his lead.

Benefit: All cohorts, followers, or summoned creatures under his leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If he ever takes the Leadership feat, he gains a +1 trait bonus to his Leadership score.


FEATS:
FEATS:
Sarenrae has blessed the half-orc with the gift to wield astonishing and potent positive energy .
Level 1: Improved Channel +2 to Channel DC

CLERICAL POWERS:
CLERIC ABILITY: GOOD
Good Aura

CLERIC ABILITY: SPONTANEOUS CASTING
Channel stored spell energy into healing of the same level.

CLERIC ABILITY: CHANNEL POSITIVE ENERGY
Range: 30’ radius

Heal Life/Harm Undead: 1d6
[+1d6Cleric1]

DC: 17
[+10base +1halfcleric1 +2cH +2glory +2 improved channel]

Times per Day: 5
[+3base +2cH]


FIRE DOMAIN:
CLERIC ABILITIES: FIRE DOMAIN
Brankh has a mystical and sacred relationship with fire. He has no fear of its heat and makes a ritual out of tending to the hearth. He wields flame with inborn expertise. Inside him is an Inner Mounting Flame ready to burst forth and cleanse the world of evil.

Fire Bolt (Sp):
As a standard action, he can unleash a scorching bolt of divine fire from his outstretched hand.
Ranged Touch: +1

Range: 30’

Fire Damage: 1d6
[+0Cleric1]

Times per Day: 6
[+3base +3wS]

Bonus Fire Domain Spells:
Cleric 1: Burning Hands


GLORY DOMAIN:
CLERIC ABILITY: GLORY DOMAIN
Brankh is an adventurous and ambitious young man who was born again in the flames and lives life to the fullest. Infused with the glory of the divine, he is a true foe of the undead.

Bonus to Channel vs. Undead:
+2 Save DC

Touch of Glory (Sp):
Brankh's hand shimmers with divine radiance, allowing him to touch a creature as a standard action and glorify it for a single roll.

Bestow Bonus to Charisma based Checks: +1
[+1Cleric1]

Times per day: 6
[+3base +3Ws]

Duration: 1 hour or until used

Bonus Glory Domain Spells:
Cleric 1: Shield of Faith


ORISONS:
Orisons:
Preparation: Selected each day. Not expended when cast.

Orisons per Day: 3
[+3Cleric1]

DC: 13
[+10base +0level +3wS]


LEVEL 1 SPELLCASTING:

First Level Cleric Spells
Preparation: Selected each day. Expended when cast.

Level 1 Spells per Day: 2
[+1Level1 +1wS16]

Level 1 Domain Spells per day: 1

DC: 14
[+1Level1 +3wS]


TODAY'S SPELL SELECTION:
Orisons: Purify Food and Drink, Spark, Guidance

Level 1: Command, Bless

Domain 1: Shield of Faith


ARMOUR AND DEFENSE:
CMD: 13
[+10base +1Dx +2St]

ARMOUR CLASS
Armour: Studded Leather +3, Armoured Kilt +1

Base AC: 15
[+10 Base +1dX +4Armour]

TouchAC: 11
[+10 Base +1dX]

Flatfooted: 14
[+10 Base +4Armour]

Other Modifiers: -- [-- ]

Armour check penalty -2


ATTACKS & WEAPONRY:
BASE ATTACK STATS
BaB: 0......[+0Cleric1]

CMB: +2......[+0BaB +2St]

Base Melee Attack: +2......[+0Bab +2St]

Base Ranged Attack: +1......[+0Bab +1Dx]

WEAPONS

Falchion:
2-Handed Melee Attack +2
[+2St +0Bab]
Damage: 2d4 +3 / 18-20 x2
[+2St +1two hand bonus]
Type: Slash

Greatspear:
2-Handed Melee Attack +2
Damage: 1d8 +3 / x2
[+2St +1two hand bonus]
Type: Pierce, Brace, Reach 7’

Club:
1 or 2-Handed Melee Attack +2
[+2St +0Bab]
Damage: 2d4 +2 / x2
2-H Damage Bonus: +1 [+1 half st]
Type: Bludgeon

Dagger:
1 Handed Melee Attack +2
Ranged Attack +1
Damage: 1d4 +2 / 19-20 x2
Range: 10’
Type: Pierce/Slash

Unarmed:
Melee Attack +2
Damage: 1d3 +2 / x2
Type: Bludgeon, Light Weapon, Non-Lethal


GEAR:
GEAR
Starting Gold Level 1: 140 Cleric average
Capacity: 58 or less / M: 59-116 / H: 117-175

GOLD VALUE......... ITEM.................................. WEIGHT (LBS)

Money Pouch
000.10..........Belt Pouch..............000.50
000.00..........Platinum................000.00
000.00..........Gold....................000.00
000.00..........Silver..................000.00
000.00..........Copper..................000.00
----------------------------------------------
000.10 gp......Money Pouch Total.......000.50 lbs

Base Gear
001.00.........Traveler's outfit.........005.00
075.00.........Falchion..................008.00
002.00.........Dagger....................001.00
025.00.........Studded Armour............020.00
020.00.........Armoured Kilt.............010.00
000.00.........Club......................003.00
000.00.........Flint and Steel...........000.00
000.00.........Wooden Holy Symbols.......000.00
000.00.........1 vial CLW 1d8+5..........001.00
000.00.........Vial / holy water.........001.00
000.10.........Common Lamp...............001.00
000.30.........3 pints oil...............003.00
000.30.........1 twist of tobacco........000.30
000.50.........1 pipe....................000.00

124.20 gp......Base Gear Total...........052.00 lbs
000.10.........Money Pouch Total.........000.50

-----------------------------------------------
124.30.........On Person Total...........052.50
On Person Encumbrance: Light

Additional Packed Gear
002.00.........Backpack.................002.00
001.00.........Waterskin................004.00
000.10.........Bedroll..................005.00
001.00.........Cooking Kit..............002.00
010.00.........Healing Kit 2 uses.......000.20
001.50.........3 Days Rations...........002.00
000.10.........5 torchs.................005.00
----------------------------------------------
015.70 gp......Packed Gear Total........023.00 lbs
124.30.........On Person Total..........052.50
----------------------------------------------
140.00.........Carried Total...........075.50
Free and Packed Encumbrance: Medium