Grim Reaper

Chardak Bonereaper's page

187 posts. Alias of therealthom.


Race

Half-Orc

Classes/Levels

Inquisitor of Gorum 2

Gender

Male

About Chardak Bonereaper

Chardak Bonereaper

Class: Inquisitor of Gorum 2
Gender: male
Race: Half Orc
Domains: Strength
Deity: Gorum
Alignment: chaotic neutral, tending good
Statistics
current Hp 14 (after centipedes first round)
max hp 19 (8+5, 4 Con, 2 favored class)
speed: 30 feet, 30 in armor
Initiative +10 (Improved init, dex, trait, +wis bonus-- cunning initiative class feature)
AC 18, 12, 16 Full, Touch, Flatfooted (MW breastplate, dex)
Str:15
Dex:14 (2 dex damage)
Con:14
Int:10
Wis:16
Cha:8

stats calcs:
+7+5+5+0+5-2 +2 racial to wisdom

Saves
fort+5, ref+2, will+6 (F +3 class +2 con, R +0 class +2 dex, W +3 class +3 wis)

Melee Weapons (Remember judgements in a fight!)
Greatsword +3 2d6+3 19-20 x2 ***
Light Mace +3 1d8+2 x2
Dagger +3 1d4+2 19-20 x2
Spear +3 1d8+3 x2

Ranged Weapons
Spear +3 1d8+2 x2 20'
Dagger +3 1d4+2 19-20 x2 10'
Symus' Shortbow +3 (1d6, x3, 60 ft, 2 lbs, P) Arrows x13 (2 lbs)

Spells per day
Orisons, First 2
Class Feature detect alignment at will as supernatural power.

Spells Cast: First 1

Spells known
Orisons: detect magic, detect poison, guidance, sift*, stabilize.
1st level: Bless, Magic Weapon, shield of faith

Feats:
1st: Improved Initiative

Skills: (6 per level)
Disguise.......+3 (+1 +3 class -1 Ch)
Climb..........-2 (+1 +3 class +2 Str -4ACP)
Intimidate ....+6 (+21 +3 class -1 Ch +2 race)
Know(Nature) ..+5 (+2 +3 class +0 Int)
Know (local) ..+6 (+2 +4 trait skill and bonus +0 Int)
Sense Motive...+7 (+1 +3 class +3 Wis)
Survival ......+8+ (+2 +3 class +3 Wis +1/2level to track or ID tracks)
Swim ..........-2 (+1 +3 class +2 Str -4ACP)

Traits:

Veteran of Battle (CN): You have fought in several battles, and each time felt the presence of your god guiding your sword-arm, making you ready to act at a moment’s notice. You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.

Black Sheep: You were born and raised in town. You know many of the region's secrets and the locals already know who you are. You aren't quite hated in town, but folk seem to think you're a troublemaker and a bastard and not to be trusted. The town's tougher folk respect you, but the law-abiding citizens don't. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you. In addition, you can choose any one notorious citizen from below as an ally; depending on the person you pick, you'll get different benefits.


Domain Abilities:
Strength Domain

Granted Powers: In strength and brawn there is truth—your faith gives you incredible might and power.

Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Might of the Gods (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.

Judgements:
Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Racial Traits:
+2 to One Ability Score

Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-orcs have a base speed of 30 feet.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Orc Ferocity: 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.

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.

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.

Armor: MW Breastplate +6, -3ACP, +3dex

Gear:
backpack
blanket
Canvas 6x4
Iron Pot
Silk Rope
Whetstone

6 days trail rations

Explorer's garb
Waterskin

Beltpouch
Flint and steel
holy symbol, wooden
Current cash 63 gp

Symus' gear:
Weapons:

Short sword +1 (1d6, 19–20/×2, P, 10 gp, 2 lbs)
Dagger +1 (1d4, 19–20/×2, 10 ft, P or S, 2 gp, 1 lb)

Backpack (2 gp, 2 lbs), bedroll (1 sp, 5 lbs), waterskin (1 gp, 4 lbs), torches x5 (5 cp, 5 lbs), piece of chalk x5 (5 cp), flint and steel (1 gp), thieves' tools (30 gp, 1 lb),

Left with body:
Leather (+2 armor, +6 max dex, 0 check, 30 ft, 10 gp, 15 lbs)
Rapier +1 (1d6, 18–20/×2, P, 20 gp, 2 lbs)
26 gp/8 sp

Background:
Chardak's mother called him Mark. He was born into the usual estate of half orcs -- misery and persecution. He was lucky that his mother kept him, lucky that she cared as much as she did. The townsfolk of her village shunned her after Mark's birth and she moved to Southwatch while he was still quite young. Southwatch was hardly any better. They lived at the edge of town. She made a living as a laundress and kept him close. He helped her with her work and seldom left the house in daytime. Many of the townsfolk taunted, or abused the pair on one occasion or another. Thrown clods or worse were common.

Mark had one friend of his own age, Karaina, girl a year or two older who sometimes defended him from the taunts and jibes of the other children. Mark remembered those moments of kindness.

When he was about 8 years old, Mark was captured in a raid on Southwatch by a marauding orc band. The band leader, Skurk, thought it a great joke when he broke into their hovel and found the boy tending the steaming laundry in the cauldron. He took Mark, thinking the boy would be an amusing and short-lived slave, but the boy was tougher than that.

For a few years the boy was the menial house slave of the band. He cooked, cleaned, gathered wood. Skurk had a habit of collecting the bones of foes he had slain. He tied the bones to his armor and in his hair. Mark was given the duty of stripping the flesh from the bones. One of the other orcs, Earsplitter, sarcastically dubbed Mark "Bonereaper". The nickname stuck.

The band was formed of orcs from several tribes. Most, including Skurk, worshipped Rovagug. Another faction, headed by Earsplitter followed Norgorber. A drunken cleric of Gorum called Nawr led three acolytes. Nawr was the first to take real notice of Mark and began to teach him the ways of the lord in iron.

Mark survived and was given his new name, Chardak, when he proved himself in battle and was released from slavery. He learned the way of the sword and found strength in Gorum. All the time he looked for his chance to escape and return to Southwatch, so that he could find his mother.

Finally he had his chance. A strong patrol of knights from Lastwall caught the orcs in open ground and cut them down in a running fight as the orcs fled toward the woods.

Mark was one of those lucky and quick enough to reach the forest. With no other plan, he returned to Southwatch. Too late. His mother had died. Karaina was married.

For three weeks Chardak made a meager living as a hunter. Then he heard about the disappearnace of Karaina's little girl, Anna. He snuck to Karaina's house by night and talked with her. He promised to find her daughter. Since then he has been combing the surrounding woods and countryside.

Personality: Chardak is quiet. He's learned that pain results if he stands out. He has a strong sense of personal honor. He dislikes being told what to do. In memory of his mother and early friend he feels women deserve respect and protection.

height: 6'2"
weight:230 lbs.
hair: long brown
eyes: brown
skin: Greyish

The halforc is big, topping six feet and 200 pounds and dressed in heavy scale mail. Weapons festoon his body. There's a two handed sword and shortbow slung over his right shoulder. A light mace and dagger hang at his belt. A short sword is tied to his pack. His slightly underslung jaw forward and down in revealing smiling (or snarling) broad yellow teeth.

xp:

Spell Info:

Sift -- School divination; inquisitor 0
Casting Time 1 standard action // Components V, S // Range 30 ft. // Area one 10-ft. cube // Duration instantaneous // Saving Throw none; Spell Resistance no

You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a –5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures.