Mage Slayer

Brocken's page

65 posts. Alias of Helikon.


Full Name

Brocken Sohn of Harz

Race

Half-orc

Classes/Levels

Cleric 2

Stats:
hp 22/22 AC 17|T 10 |FF 17, F +8|R +2|W +7, Init +0, Per +2

Gender

Male

Size

med

Age

17

Alignment

CG

Deity

Desna

Languages

Common, Orc

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

About Brocken

Data:

Name: Brocken, Son of Harz
Race: Half-Orc
Job: Healer
Age: 17
Height: 5´4"
Weight: 120 lbs
Alignment: CG
Personality:
Likes: Traveling, being his own half-orc
Dislikes: Opression, chains.
Favorite foods: Roasted chicken in honeymustard, Dwarven cooking
Hobbies: Laughing, drinking, womanizing
Physical Description: Dozens of tattoos of playing cards.
Deity: Desna
Languages: Common, Orc
Favorite Class: Cleric: +1 HP

Combat:

Hit Points: 11
Initiative: +0
Armor Check Penalty: -3
Speed: 40 feet (30with armor)
Armor Class: 17 (10 +5 Armor +2 Shield)
Touch: 10
Flat-footed: 17
Saves:
Fortitude: +8 (3 +2 Con + 2Luck+1Trait)
Reflex: +2 (0 +0 Dex + 2Luck)
Will: +7 (3 +2 Wis + 2 Luck)
Resistance Cold: 2
Situational Bonuses:

Combat:
Base Attack Bonus: +1
Melee Attack Bonus: +4 (1 BAB+ 3 Str)
Range Attack Bonus: +1 (1 BAB+ 0 Dex)
Combat Maneuver Bonus: 4 (1 BAB 3 Str) CM DC: 14 (10+ 1 Base + 3 Str + 0 Dex)
Morning Star +4 (1d8+3/20/P+B)
Dagger +4/+1 (1d4+3/19-20/S-P)
Sling +1 (1d4+3/20/B)

Racial Traits:

Ability Score Racial Traits: +2 Str
Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.+2
Type:
Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size:
Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed:
Half-orcs have a base speed of 30 feet.
Languages:
Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Shaman's Apprentice
Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
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.
Sacred Tattoo
Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Darkvision:
Half-orcs can see in the dark up to 60 feet.
Orc Blood:
Half-orcs count as both humans and orcs for any effect related to race.

Cleric:

Weapon and Armor Proficiency
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. Starknife
Aura (Ex) Chaotic Good
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) 1d6
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy 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 channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. 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.
Spells
A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Chaotic, Evil, Good, and Lawful Spells:
A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Orisons
Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

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.
Luck Domain
Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Bit of Luck (Sp):
You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Good Fortune (Ex):
At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

Travel Domain
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su):
As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp):
At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—teleport (greater), 8th—phase door, 9th—astral projection.

Spontaneous Casting
A good cleric 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).

Bonus Languages
A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.


Feats, Traits &Skills:

Feats:
Selective Channeling
If you channel you can exclude up to Cha-Modifier creatures from your channels
Endurance
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.

Traits:
Fate's Favored
The fates watch over you.
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Northern Ancestry:
You gain +1 on Fortitude saves as well as cold resistance 2
Skills: Skillpoints gained/level (2) 1x 2+0(int)
*Acrobatics: -4 (0 ranks; ; +0 Dex; -4 armor)
*Appraise: +0 (0 ranks; +0 trained; +0 Int)
*Bluff: +2 (0 ranks; +0 trained; +2 Cha)
*Climb: +0 (0 ranks; 0 trained; 3 Str; -3 armor)
*Diplomacy: +6 (1 ranks; +3 trained; +2 Cha)
*Disguise: +2 (0 ranks; +0 trained; +2 Cha)
*Escape Artist: -4 (0 ranks; ; +0 Dex; -4 armor)
Fly: N/A (0 ranks; ; +0 Dex; -3 armor) Heal: +0 (0 ranks; +0 trained; +0 Wis)
Heal: +6 (1 ranks; +3 trained; +2 Wis)
*Intimidate: +2 (0 ranks; +0 trained; +2 Cha)
*Know (arcana): +0 (0 ranks; +0 trained; +0 Int)
*Know (dungeoneering): +0 (0 ranks; +0 trained; +0 Int)
*Know (engeneering): +0 (0 ranks; +0 trained; +0 Int)
*Know (local): +0 (0 ranks; +0 trained; +0 Int)
*Know (geography): +0 (0 ranks; +0 trained; +0 Int)
*Know (history): +0 (0 ranks; +0 trained; +0 Int)
*Know (nature): +0 (0 ranks; +0 trained; +0 Int)
*Know (nobility): +0 (0 ranks; +0 trained; +0 Int)
*Know (planes): +0 (0 ranks; +0 trained; +0 Int)
*Know (religion): +4 (1 ranks; +3 trained; +0 Int)
*Linguistics:+0 (0 ranks; +0 trained; +0 Int)
Perception: +2 (0 ranks; +0 trained; +2 Wis)
Ride: -4 (0 ranks; ; +0 Dex; -4 armor)
*Sense Motive: +6 (1 ranks; +3 trained; +2 Wis)
Stealth: -4 (0 ranks; ; +0 Dex; -4 armor)
*Spellcraft: NA (0 ranks; +0 trained; +0 Int)
*Survival: +2 (0 ranks; +0 trained; +2 Wis)
Swim: +-1 (0 ranks; 0 trained; 3 Str; -4 armor)
*Use magic device NA (0 ranks; +0 trained; +3 Cha)

Spells:

Concentration:1d20 +3 = +1 level +2 stat
Cantrips: Per Day: 4 Spd: Unlimited
Detect Magic, Light, Create Water, Read Magic
Level 1: Known: 2+1
Domain Spell: Longstrider, Bless, Divine Favor

Equipment:

Starting Funds: 240 GP
Weapons: 19gp 9lb
Morning Star CI 16gp 6lb
Dagger 2gp 1lb
Sling 0gp 0lb
Sling Bullet 1gp 1lb
Armor: 57gp 40lb
Scale Armor 50gp 30 lb
Heavy Shield (wodden) 7 10Lb
Miscenellous: 131,87gp 32,5 lb
Kit, Clerics
Price 16 gp; Weight 32 lbs.
This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Outfit, Cold Weather (free)
This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.
Whetstone 0,02 1lb
Twine (50ft) 0,01 0,5lb
Tattoos 5
Scroll Cure light wounds x2 50gp
Scroll Comprehend L. 25
Scroll Magic Stone 25
Chalk x5
5 flasks of Applejack
20 Trail rations
Carrying Capacity:
Light Load: 0 lbs - 76 lbs
Medium Load: 77 lbs - 153 lbs
Heavy Load: 154 lbs - 230 lbs
Lift Over Head: 230 lbs
Lift Off Ground: 460 lbs
Push or Drag: 1150 lbs

Carried Possessions (76 lbs):
Pouch with Coins (1 lbs):
CP: 3
SP: 6
GP: 3
PP:


Backstory:

Life is rarely nice to half-breeds. Born to a captured human woman, raped and raped again by her slaver Brocken was born as a poor lost soul. The dirt, the brutality, one learns at an early age that you need strength or guile to learn in an orc barren. Brocken had booth. Also a lot of common sense, not something often seen in orcish society. It makes your live easier, but can make you life also a lot harder. Brocken was taken by the barrens shaman “Blood-is-Wisdom”as apprentice, together with 5 other younglings at the age of 5. Seven years later, there was only Brocken left. The others had succumbed to regular beatings, little food, scaring and worse. One day Brocken was tasked to gather water from a special pond. He never returned to the barren. Running as fast as he could he escaped from his hard life.
His hard life had never broken his decency his mercy and sometimes… the gods reward you.
He was found by a traveling cleric of desna, who at first could not understand what his goddess had in mind for him, doubting the wisdom of accepting an half-bred as acolyte. But the hard life had made Brocken determined, and given him unparalleled endurance.
For many, many moons they traveled together, walking old paths and finding new. After his acolyteship was over Brocken chose