Summoner

Cavenn the Black's page

123 posts. Alias of Nerak the Numb.


Full Name

Cavenn the Black

Race

Half Orc| HP 14/15 | Init+2; Per+7 | Current AC 18, T 12, FF 16 | F +4, R +6, W +7| B. Performance rounds: 5/5 Bit of Luck 5/5

Classes/Levels

Inquisitor (Heretic) of Desna 1/Bard (Arcane Duelist) 1

Gender

Male

Size

Medium

Age

30

Alignment

Chaotic Good

Deity

Desna

Location

Sandpoint, Varisia

Languages

Common, Orc

Occupation

Tattoo craftsman

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

About Cavenn the Black

Cavenn the Black

Crunch:
Cavenn the Black
Male half-orc bard (arcane duelist) 1/inquisitor (heretic) of Desna 1 (Pathfinder RPG Advanced Player's Guide 38, 80, Pathfinder RPG Ultimate Magic 45)
CG Medium humanoid (human, orc)
Init +2; Senses Perception +7
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 15 (2d8+3)
Fort +4, Ref +6, Will +7
Defensive Abilities sacred tattoo[APG]
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Offense
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Speed 30 ft.
Melee falchion +3 (2d4+4/18-20) or
morningstar +3 (1d8+3)
Ranged composite shortbow +2 (1d6+1/×3)
Special Attacks bardic performance 5 rounds/day (distraction, fascinate [DC 11], inspire courage +1, rallying cry), judgment 1/day
Domain Spell-Like Abilities (CL 1st; concentration +3)
5/day—bit of luck
Bard (Arcane Duelist) Spells Known (CL 1st; concentration +2)
1st (2/day)—expeditious retreat, windy escape[ARG]
0 (at will)—daze (DC 11), flare (DC 11), read magic, resistance
Inquisitor Spells Known (CL 1st; concentration +3)
1st (2/day)—barbed chains (DC 13), shield of faith
0 (at will)—brand[APG] (DC 12), detect magic, guidance, light
Domain Luck
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Statistics
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Str 16, Dex 14, Con 12, Int 10, Wis 14, Cha 12
Base Atk +0; CMB +3; CMD 15
Feats Arcane Strike, Endurance, Point-Blank Shot
Traits deft dodger, monster hunter
Skills Appraise +4, Bluff +8, Craft (tattoo) +5, Heal +6, Intimidate +7, Knowledge (nature) +4, Knowledge (planes) +5, Perception +7, Perform (oratory) +5, Sense Motive +3, Stealth +7, Survival +7
Languages Common, Orc
SQ hide tracks, judgment of escape, orc blood, stern gaze +1
Combat Gear alchemist's fire; Other Gear chain shirt, heavy wooden shield, arrows (20), composite shortbow (+1 Str), falchion, morningstar, smoke arrows[APG], backpack, bedroll, belt pouch, blanket[APG], butterfly net[APG], canteen[UE], ink, inkpen (2), paper (5), spell component pouch, tattooing tools, trail rations (2), weapon cord[APG], whetstone, wooden holy symbol of Desna, 23 gp, 2 sp, 8 cp
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (standard action, 5 rounds/day) Your performances can create magical effects.
Bit of Luck (5/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Hide Tracks (Ex) Creatures attempting to track you take a -5 penalty.
Inquisitor Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Judgment of Sacred Escape (Su) When hit foe with melee/ranged attack, can create diversion to hide.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sacred Tattoo +1 to all saves.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.

Background:
Abandoned at birth, Cavenn was passed around various orphanages until he was 6 years old and was taken in by Father Ezakien Tobyn in Sandpoint, who raised him until he was 13 years old. He proved he was just too unruly for the pious man to control and so he was sent to the Church of Desna in Magnimar, where Father Tobyn hoped the boy could be given more guidance. At the church, Cavenn followed the rules of the clergy by day, but his orc blood and fiery spirit kept him out doing reckless things at night. As he grew older, the church began utilizing him as a fixer, problem solver and sword for hire.
Cavenn took to his role with zeal and was generally well regarded by those at the church until he let a female priest of Asmodeus become his lover. Cavenn was able to keep their meetings a secret but became careless when his feelings became more intense. Once the clergy found out, they demanded he end the relationship or he would be excommunicated from the church. During an impassioned argument, Cavenn, in a rage, struck down one of the clergy, almost killing him in the process. Having lost his lover and his role in life, he left Magnimar behind and wandered for several years, taking jobs where he could find them and taking on the mantle of Cavenn the Black.
Cavenn has spent time learning to craft tatoos, trying to find out more about his orcish heritage and has even spent time in a small mercenary group. He still feels close to Desna and observes her rituals daily, and even though some may consider him a heretic, he knows that his journey has not ended. He has realized some of the best times of his life were when he was living in Sandpoint, the coastal city that sits on the Varisian Gulf and has decided to return there in hopes to reconnect his lost ties.