About Canvy Mandrain[/spoiler=Daily Allowance]
Canvy for RIZZENMAGNUS' recruitment for Sanitarium: where your fears are my playthings:
To spend 3000gp for gear... Scrolls costed as being made, using Scribe Scroll Canvy Mandrain (Sanitorium Game) Human cleric of Lamashtu 2/fighter 1 CN Medium humanoid (human) Init +0; Senses Perception +2 -------------------- Defense -------------------- AC 18, touch 10, flat-footed 18 (+8 armor) hp 32 (3 HD; 2d8+1d10+6) Fort +7, Ref +0, Will +5 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee dagger +5 (1d4+3/19-20) or . . dagger +5 (1d4+3/19-20) or . . dagger +5 (1d4+3/19-20) or . . dagger +5 (1d4+3/19-20) or . . dagger +5 (1d4+3/19-20) or . . mwk greatsword +6 (2d6+4/19-20) Ranged longbow +2 (1d8/×3) Special Attacks channel negative energy 6/day (DC 14, 1d6) Domain Spell-Like Abilities (CL 2nd; concentration +4) . . 5/day—copycat (2 rounds), vision of madness (+/-1) Cleric Spells Prepared (CL 2nd; concentration +4) . . 1st—bless, disguise self[D], liberating command[UC], shield of faith . . 0 (at will)—detect magic, light, purify food and drink (DC 12), read magic . . D Domain spell; Domains Madness, Trickery -------------------- Statistics -------------------- Str 16, Dex 10, Con 14, Int 8, Wis 15, Cha 16 Base Atk +2; CMB +5; CMD 15 Feats Cleave, Power Attack, Scribe Scroll, Selective Channeling Skills Acrobatics -6 (-10 to jump), Diplomacy +7, Disguise +7, Intimidate +7, Knowledge (religion) +3, Profession (soldier) +6, Sense Motive +6, Spellcraft +4 Languages Common Combat Gear scroll of animate rope, barbed chains, firebelly, murderous command, scroll of comprehend languages, deadeye's lore, hide from undead, stunning barrier, swallow your fear, unbreakable heart, wand of cure light wounds, alchemist's fire (5), antiplague[APG] (2), antitoxin (2), caltrops (5), tangleburn bag[UE]; Other Gear mwk agile half-plate[APG], arrows (40), dagger, dagger, dagger, dagger, dagger, longbow, mwk greatsword, backpack, bedroll, belt pouch, candle (10), flint and steel, grappling hook, hemp rope (50 ft.), holy text[UE], ink, iron spike[APG] (4), manacles (barbed)[ARG], masterwork backpack[APG], mess kit[UE], parchment (5), pot, shovel, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Lamashtu, 124 gp, 8 sp -------------------- Special Abilities -------------------- Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC. Cleric Channel Negative Energy 1d6 (6/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Madness) Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others. Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills. Copycat (5/day) (Sp) Create a single mirror image duplicate Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Selective Channeling Exclude targets from the area of your Channel Energy. Vision of Madness (5/day) (Sp) With a melee touch attack, target gains +1 on attack rolls, saving throws, or skill checks and -1 on the others. Canvy as a half-orc cleric5/human1:
Human died / reincarnated Half Orc Canvy Mandrain Male Half-Orc Cleric 5 Fighter 1 CN Medium Humanoid (human, orc) Init +0; Senses darkvision 60 ft.; Perception +2 -------------------- Defense -------------------- AC 17, touch 10, flat-footed 17 (+7 armor) hp 55 (1d10+5d8+8) Fort +7, Ref +1, Will +6 Defensive Abilities copy cat (su) (5/day), orc ferocity (1/day) -------------------- Offense -------------------- Speed 20 ft. Melee Bec de corbin +7 (1d10+4/x3) and Falchion +7 (2d4+4/18-20/x2) and Javelin +3 (1d6+3/x2) and Masterwork Ranseur +8 (2d4+4/x3) Ranged Light crossbow +4 (1d8/19-20/x2) Special Attacks vision of madness (5/day) Spell-Like Abilities Copy Cat (Su) (5/day), Vision of Madness (5/day) Cleric Spells Prepared (CL 5): 3 (1/day) Rage, Dispel Magic 2 (3/day) Sound Burst (DC 14), Silence (DC 14), Invisibility, Darkness 1 (4/day) Magic Weapon, Confusion, Lesser (DC 13), Bless, Bless, Gorum's Armor 0 (at will) Create Water, Read Magic, Detect Magic, Light -------------------- Statistics -------------------- Str 16, Dex 10, Con 13, Int 8, Wis 15, Cha 16 Base Atk +4; CMB +7; CMD 17 Feats Channel Smite, Cleave, Power Attack -2/+4, Scribe Scroll Skills Acrobatics -7 (-11 jump), Climb +0, Escape Artist -7, Fly -7, Heal +6, Intimidate +11, Knowledge (religion) +4, Profession (soldier) +6, Ride -7, Stealth -7, Swim +0; Racial Modifiers +2 Intimidate Languages Common, Orc SQ aura, cleric channel negative energy 3d6 (6/day) (dc 15), domains (madness, trickery), spontaneous casting Other Gear Splint mail, Bec de corbin, Crossbow bolts (20), Falchion, Javelin (3), Light crossbow, Masterwork Ranseur, Backpack (empty), Bedroll, Blanket, winter, Flint and steel, Holy symbol, wooden (Lamashtu), Waterskin (3), 17 GP, 4 SP -------------------- Special Abilities -------------------- Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Channel Smite Channel energy can be delivered through a Smite attack. Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC. Cleric Channel Negative Energy 3d6 (6/day) (DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Madness) Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others. Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills. Copy Cat (Su) (5/day) (Sp) Create a single mirror image duplicate Darkvision (60 feet) You can see in the dark (black and white vision only). Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells. Vision of Madness (5/day) (Sp) With a melee touch attack, target gains +2 on attack rolls, saving throws, or skill checks and -2 on the others. 5th level:
Canvy Mandrain Male Half-Orc Cleric 4 Fighter 1 CN Medium Humanoid (human, orc) Init +0; Senses darkvision 60 ft.; Perception +2 -------------------- Defense -------------------- AC 17, touch 10, flat-footed 17 (+7 armor) hp 49 (1d10+4d8+7) Fort +7, Ref +1, Will +6 Defensive Abilities copy cat (su) (5/day), orc ferocity (1/day) -------------------- Offense -------------------- Speed 20 ft. Melee Bec de corbin +7 (1d10+4/x3) and Falchion +7 (2d4+4/18-20/x2) and Javelin +3 (1d6+3/x2) and Masterwork Ranseur +8 (2d4+4/x3) Ranged Light crossbow +4 (1d8/19-20/x2) Special Attacks vision of madness (5/day) Spell-Like Abilities Copy Cat (Su) (5/day), Vision of Madness (5/day) Cleric Spells Prepared (CL 4): 2 (3/day) Sound Burst (DC 14), Silence (DC 14), Invisibility, Darkness 1 (4/day) Magic Weapon, Confusion, Lesser (DC 13), Bless, Bless, Gorum's Armor 0 (at will) Guidance, Resistance, Read Magic, Light -------------------- Statistics -------------------- Str 16, Dex 10, Con 13, Int 8, Wis 15, Cha 16 Base Atk +4; CMB +7; CMD 17 Feats Channel Smite, Cleave, Power Attack -2/+4, Scribe Scroll Skills Acrobatics -7 (-11 jump), Climb +0, Escape Artist -7, Fly -7, Heal +6, Intimidate +10, Knowledge (religion) +3, Profession (soldier) +6, Ride -7, Stealth -7, Swim +0 Languages Common, Orc SQ aura, cleric channel negative energy 2d6 (6/day) (dc 15), domains (madness, trickery), spontaneous casting Other Gear Splint mail, Bec de corbin, Crossbow bolts (20), Falchion, Javelin (3), Light crossbow, Masterwork Ranseur, Backpack (empty), Bedroll, Blanket, winter, Flint and steel, Lamashtu, Waterskin (3), 17 GP, 4 SP -------------------- Special Abilities -------------------- Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Channel Smite Channel energy can be delivered through a Smite attack. Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC. Cleric Channel Negative Energy 2d6 (6/day) (DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Madness) Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others. Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills. Copy Cat (Su) (5/day) (Sp) Create a single mirror image duplicate Darkvision (60 feet) You can see in the dark (black and white vision only). Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells. Vision of Madness (5/day) (Sp) With a melee touch attack, target gains +2 on attack rolls, saving throws, or skill checks and -2 on the others. 4th level:
CANVY MANDRAIN CR 3 Male Half-Orc Cleric 3 Fighter 1 CN Medium Humanoid (Orc) Init +0; Senses Darkvision (60 feet); Perception +2 -------------------- DEFENSE -------------------- AC 17, touch 10, flat-footed 17 (+7 armor) hp 40 (1d10+3d8+4) Fort +6, Ref +1, Will +5 Defensive Abilities Copy Cat (Su) (5/day) -------------------- OFFENSE -------------------- Spd 20 ft. Melee Bec de Corbin +6 (1d10+4/20/x3) and Falchion +6 (2d4+4/18-20/x2) and Gauntlet (from Armor) +6 (1d3+3/20/x2) and Javelin +2 (1d6+3/20/x2) and Masterwork Ranseur +7 (2d4+4/20/x3) and Unarmed Strike +6 (1d3+3/20/x2) Ranged Crossbow, Light +3 (1d8/19-20/x2) Special Attacks Vision of Madness (5/day) Spell-Like Abilities Copy Cat (Su) (5/day), Vision of Madness (5/day) Cleric Spells Known (CL 3, 6 melee touch, 3 ranged touch): 2 (2/day) Sound Burst (DC 14), Darkness, Invisibility (DC 14) 1 (3/day) Magic Weapon (DC 13), Confusion, Lesser (DC 13), Bless, Bless 0 (at will) Resistance (DC 12), Read Magic (DC 12), Light, Guidance (DC 12) -------------------- STATISTICS -------------------- Str 16, Dex 10, Con 13, Int 8, Wis 15, Cha 16 Base Atk +3; CMB +6; CMD 16 Feats Channel Smite, Cleave, Power Attack -1/+2 Skills Acrobatics -7, Climb -4, Escape Artist -7, Fly -7, Heal +6, Intimidate +9, Knowledge (Religion) +3, Profession (Soldier) +6, Ride -7, Stealth -7, Swim +0 Languages Common, Orc SQ Aura (Ex), Channel Negative Energy 2d6 (6/day) (DC 14) (Su), Cleric Domain: Madness, Cleric Domain: Trickery, Orc Ferocity (1/day), Spontaneous Casting Combat Gear Bec de Corbin, Bolts, Crossbow (20), Crossbow, Light, Falchion, Javelin (3), Masterwork Ranseur, Splint Mail; Other Gear Backpack (empty), Bedroll, Blanket, winter, Flint and steel, Holy symbol, wooden: Lamashtu, Waterskin (3) -------------------- SPECIAL ABILITIES -------------------- Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Channel Negative Energy 2d6 (6/day) (DC 14) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead. Channel Smite Channel energy can be delivered through a Smite attack. Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC. Cleric Domain: Madness Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others. Cleric Domain: Trickery Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills. Copy Cat (Su) (5/day) (Sp) Create a single mirror image duplicate Darkvision (60 feet) You can see in the dark (black and white vision only). Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells. Vision of Madness (5/day) (Sp) With a melee touch attack, target gains +1 on attack rolls, saving throws, or skill checks and -1 on the others. General Stats:
Hero Points: 5 HP: 31 Speed: 30ft Weight limits: 76/153/230 Current HP: 14 HP rolls 8, 10, 8 (+1 per lev Con bonus) Canvy's Money ??+10gp Group Money 100gp Initiative [dice]1d20+0[/dice] Fav Class Cleric Fav Class 2 pts HP 0 pts Skill XP: 1300 XP Next Level: ? Darkvision 60ft Orc Ferocity 1/day fight on 1 round less than 0 HP gtr than -11 Proficient with Falchion and Orc-Axe Perception [dice]1d20+2[/dice] Daily Allocations:
Uses left Ability/skill etc
Defense:
AC 17 = 10 + 7 + 0 + 0 + 0 + 0 + 0 + 0 Touch(10) Flatfooted(15) CMD 19 = 10 + 7 + 2 + 0 + 0 Splint Mail AC +7, Skill Check -7 Trickery: Copycat 5/day Duration 2 round Attack:
Base Attack +2 melee Attack +5
ranged Attack +2
CMB 5 = 3 + 2 + 0 Channel Negative Energy 5/day dmg 1d6 Will Save DC 13 for half, DC13 = 10 + 1 + 2 + 0 (1/2 cleric level + Cha + no Improved Channel) Madness: Vision of Madness 5/day, Duration 3 rounds, melee touch attack +4 (target +1, -1, -1 for selection of attack, defense, skill) Saves:
Spells:
Concentration = +4 Spells per day 0/4, 1/3+1 Prohibited Spells Good/Lawful Spell DC 0/12, 1/13 Daily Spells see daily allowance Spells Known
Skills:
Cleric 2 + Int(-1) = 1 Fighter 2 + Int(-1) = 1 Total - Skill = Ability Mod + Ranks + Skill additions
Feats, Abilities and Talents:
Feats
Class Abilities Cleric
Domain Abilities
Class Abilities Fighter
Traits
Treasure and Equipment found and bought:
Javelin Light Cross bow 1 diamond valued at 100GP Magical Scalemail +? two leather bags hold 160 silver coins and 50 gold ruby is surely worth at least 75 gold and the diamond worth at least another 50 gold 45 gold coins and 60 silver magic ring kept on a chain on the females neck Found in the Lucky Monkey encounter: 2 studded leather, 2 rapiers, 8 daggers, 4 scale mail, 4 longswords, a shortbow, 350 gold coins, 6 pints of hard liquor
Found in room with spider swarms
Canvy Time:
5,000 gp Equipment:
2 gp Holy Symbol Wooden x2 - 2 gp Backpack 2 0.7 gp Bedroll + Blankets(winter) 8 3 gp Waterskin x 3 12 1 gp Travelers Outfit 5 1 gp Flint & Steel - ---- ---- 9.7 gp Mundane 27 ---- ---- 50 gp Scale Mail 30 (sold)
140 (starting money)
2nd Level 200 gp spent on Splint mail, sold Scale Mail.
Total Weight carried 65lbs
Favourite sayings:
Appearance:
Reincarnation as Half Orc Standing before you is a young looking half orc, protruding canines pinch his lower lip, as his hairlip mouth smiles a mad smile. His hair is white as the snow, his skin pot-marked and scarred. His face looks like its been in many fist fights and lost. Despite this he stands tall and proud, all of his 7ft frame, tensed large powerful muscles are seen outlined under his clothing. His clothing and armor look and fit just as they did before it happened. If only Canvy could remember what had happened that caused all this. Pre reincarnation
However, he looks a little different when ready for action, then he wears some old dented and rusty scale mail with gaunlets having the thumb missing on the right hand. Looking closely you can just make out on the Forcastle Watch emblem, which looks like its been scratched off. In both hands he carries an awesome looking weapon, though it too is not in the best condition and amongst the rust can be seen the dried blood of victims past. This weapon is a falchion, an unsual choice, but known to be very effextive if you hit just right. Background:
Canvy Mardrain was a member of the military in Forcastle Watch. He is an honorable man with a distinguished military career, making the rank of Sargent. He has always shown remarkable common sense for a fighter, though not greatly intelligent. He has several commendations and medals for bravery, taking the lead into affrays, although many thought him reckless in fights, he continued to be admired and respected both within and outside the force. The town might even have bestowed minor awards for his defense of the town. It all went wrong after he led a mission against the knolls of Cairn Drathfell, to clear the ground of the gathering horde. The mission itself was a success, however since then Canvy has never been the same. In his recklessness he led the attack on the dread Witch Heirone Cutterbuck, Acolyte of Lamushtu, , but it went badly wrong for Canvy and an evil curse was delivered to Canvy's soul as the last breaths of life left that accursed witch. Those who saw the purple wrath of the witches curse envelope Canvy saw how close to death he came, with both the physical wounds bleeding into the soil and the supernatural eating into and draining his soul and life. Those who saw the fight saw the ghastly green breath of death leave the witch and encase Canvy before he fell. It was only with the constant effort from the priests of Sanarae that weeks latter he was brought back to life, or as normal a life as he will have from now on. It was several months later that he was demobbed from the military, the stories are shrouded in mystery. Rumors have it that several times leading his men he madly and recklessly took them into situations that left many more dead or injured than would have been acceptable. His decisions were more and more irrational. Yet despite that, he is rational and lucid for 99% of the time, and his superiors had to think long and hard before medically retiring him from service. Since then, the bottle has seen more of him than it should, he now searches to join adventurers and start fighting again. It was whilst telling the stories of conflict to any who would listen for the price of a drink, that he was introduced to our lady of madness by a cleric of Lamashtu. That began his conversion into the cult, secretly he has drowned deeper and deeper into Lamashtu's godly devine powers, until today in his other moments he is a total follower. It was several months later after being demobbed from the military, that he came here about 9 months ago. He arrived and got employment with the local sheriff, but after a few run ins, mainly regarding his drinking habits, he overheard a group of young adventurers talking and introduced himself above his drunken haze. He offers to join and help them, as he is sure the tales of his past exploits will impress them and they will let him accompany them on a worthwhile adventure. He still looks to join adventurers to sate his madness, lust for blood and craving for companionship.
Notes:
20 points build, Str 14 Dex 10 Con 12, Int 9, Wis 15, Cha 15 + 2 str for lev 1, Character Creation
progression:
Death at level 1, Reincarnate as half-orc. +2 Str (negates +2 str taken as human) Loose +1 skill point for being human Loose Improved Channel (Human Feat) Add 2 to the DC of saving throws made to resist the effects of your channel energy ability. Gain darkvision 60ft Gain intimidate +2 Gain 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. Gain proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon. Will take 2 levels of fighter, but many clerical levels. Level 2 - fighter
Level 3 - cleric
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