Vale Temros

Callan Domhnall's page

167 posts. Organized Play character for G'Boar Hulighan.


Full Name

Callan Domhnall the Half-Orc

Race

Half Orc, Lv 2.2 - Rage- Per Day=8 (8 remain) | (+2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities)

Classes/Levels

Barbarian Lv 2| AC 20 T 12 FF 18 | HP 28/28 | F +5 R +2 W +1 | CMB=6 CMD=18 | Init +4 | Perc +5

Gender

Male

Size

Medium

Age

25

Special Abilities

Darkvision | Intimidating | Orc Ferocity | Uncanny Dodge | Superstition |

Alignment

Chaotic Neutral

Languages

Common, Orc, Skald

Occupation

Armorer

Homepage URL

PFS # 174784-5

Strength 18
Dexterity 15
Constitution 14
Intelligence 10
Wisdom 12
Charisma 7

About Callan Domhnall

Callan Domhnal the half-orc is a menacing sight. Standing at 6'1 and 270 lbs. of twisted steel and 'angergy', his outwardly human appearance is sharply offset by his full-on orcish demeanor. He is clad in a masterwork breastplate, exquisite bracers, and is armed with a wicked masterwork great axe, a stout composite short bow and his trusty dagger 'nail.' It was with this implement of death that Callan recorded his first kill at the ripe old age of six.
Callan was the unwanted byproduct of a battlefield "conquest" of a defeated foe. And when his battle-matron Orc mother realized she was pregnant, she continued raiding the countryside until she birthed him by a campfire in the Great Northern Woods. Upon realizing her offspring more resembled her human conquest than herself, she abandoned him at the first opportunity. He was promptly absconded by a gladiator training school 'lanista' who put him to work tending to the menial chores of his fighter stable until Callan was big enough to begin combat training. The barbarian spent his life traveling from combat pit to combat pit until his 'lanista', and all of his "pit-mates" were defeated and dead. He now seeks his fortune putting his brawn to the test in search of fame and fortune for the Pathfinder Society.

Male Half-Orc (Ulfen) Barbarian 1
CN Medium humanoid (orc, human)
Init +4; Senses Darkvision (60 ft.), Perception +5,

DEFENSE
AC 20, touch 12, flat-footed 18 (+7 armor, +2 Dex, )
hp 15 (1d12)+3
Fort +5, Ref +2, Will +1

OFFENSE
Speed 30 ft., Fast Movement
Melee masterwork greataxe (two handed) +8 ((two handed) 1d12+6/x3)
Melee dagger +6 (1d4+4/19-20)
Ranged dagger (thrown) +4 (1d4+4/19-20)
Ranged shortbow (composite +4) +4 (1d6/x3)

Attacks:

[dice=MW Great Axe melee vs ??]1d20+2+1+4+1[/dice]
[dice=Damage?]1d12+6+1[/dice]
(+9 vs +6 to Dmg if Rage)

[dice=Short Bow atk vs ??]1d20+2+2+1[/dice]
[dice=Damage?]1d6+4+1+1[/dice]

[dice=Dagger melee vs ??]1d20+2+4+1[/dice]
[dice=Damage?]1d4+6+1[/dice]
(+9 vs +6 to Dmg if Rage)

[dice=Thrown Dagger atk vs ??]1d20+2+2+1[/dice]
[dice=Damage?]1d4+4+1+1[/dice]

STATISTICS
Str 18, Dex 15, Con 14, Int 10, Wis 12, Cha 7
Base Atk +2; CMB +6; CMD 18

Feats Weapon Focus (Greataxe)

Skills

  • Acrobatics +4,
  • Appraise +0,
  • Bluff -2,
  • Climb +5,
  • Craft +0,
  • Diplomacy -2,
  • Disguise -2,
  • Escape Artist -1,
  • Fly -1,
  • Heal +1,
  • Intimidate +4,
  • Knowledge (nature) +4,
  • Perception +5,
  • Perform (Untrained) -2,
  • Ride -1,
  • Sense Motive +1,
  • Survival +1,
  • Swim +1,
  • Use Magic Device -1,

Languages Common, Orc, Skald

SQ Darkvision, Fast Movement, Intimidating, Orc Blood, Orc Ferocity, Rage, Rage, Weapon Familiarity,

Possessions

  • masterwork greataxe;
  • Masterwork Breastplate;
  • Bracers of Armor +1;
  • outfit (explorer's);
  • caltrops;
  • arrows (20) (x2);
  • dagger;
  • Backpack, Common [Rope (Silk/50 ft.); Rations (Trail/Per Day) (x5); Potion of Cure Light Wounds (x2); Potion of Cure Serious Wounds(3d8) (x2); Grappling Hook, Common; Flint and Steel; Alchemist Fire x2];
  • Wand of Cure Light Wounds;
  • Shortbow (Composite +4) ;

Equipment:

Gold- 2123
Silver- 0
Copper- 0

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Masterwork Great axe [1d12, crit x3, 12 lb, twohanded,twohanded, slashing]
Composite Shortbow [1d6, crit x3, range incr. 70 ft., 2 lb., piercing]
Masterwork Breastplate armor [medium; + 7 AC; max dex + 4; check penalty 4, 25 lb.]
Bracers of Armor +1 [+ 1 AC, 1 lb.]

41 lb Weapons / Armor / Shield (from above)
6 lb Arrows (quiver of 20) x2
2 lb Backpack
2 lb Caltrops
Flint and steel
4 lb Grappling hook
5 lb Rations (1 day) x5
5 lb Rope (50', silk) x1
1 lb Healer kit
2 lb CLW potion x2
2 lb Alchemist Fire x2
1 lb Wayfinder
0.5lb Wand, Cure Light Wounds
_____
79 lb Total

Light load:100 lb. or less
Medium load:101 - 200 lb.
Heavy load:201 - 300 lb.
Lift over head:300 lb.
Lift off ground:600 lb.
Push or drag:1500 lb.


Specials:

SPECIAL ABILITIES

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Fast Movement (Ex) Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.
Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Mindlessly Cruel You take delight in delivering vicious blows with cruel weapons. Whenever you have a morale bonus on weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.
Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.
Orc Ferocity (Ex) 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.
Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 6 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 2 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.
Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to 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 barbarian with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

Darkvision (see 60 feet in pitchdark)

+2 on intimidate (already included)

Orc Ferocity if brought below 0 hp, fight for 1 round anyway
All orcs know greataxes and falchions

Barbarian
Fast Movement (+10 feet, already included)

Rage: 4 + con mod rounds per day. Two more rounds/day for each level above 1. +4 strength, +4 constitution, +2 on will saves, -2 on AC.
At each even-numbered level, barbarians gain a new rage power.


Rage Power:

Superstition (Ex): The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Experience:

Level - 2.2

Experience Points - 5
Total Prestige Points - 10 (-2 for Wand CLW)

Adventures Completed:
Jun 2, 2015 - 36581 - DM Kludde - #6–10: The Wounded Wisp
Aug 27, 2015 - 64412 - Zinou - #5: Mists of Mwangi
Oct 5, 2015 - 66385 - Zinou - #5–08: The Confirmation
Nov 11, 2015 - 65492 - Zinou - The Godsmouth Heresy
Jan 25, 2016 - 67996 - Zinou - #2-21: The Dalsine Affair