Barbarian

Chief Avarus's page

106 posts. Organized Play character for Avarus.


Race

Half-Orc Cavalier 2 / Cleric of Gorum 1

Spells:
Channels 0/4 ; Cantrips Enhanced Diplomacy; Detect Magic; Resistance 1st Bless; Infernal Healing; Magic Weapon

Classes/Levels

Stat Block:
HP 27/27 | AC: 19/ T: 12 /FF: 17 | F: +7/R: +3/W: +4 | CMB +5 | CMD +17 | Speed 20 | Int. +4 | Perc. +7 | SM +7 | 60' Darkvision

Strength 16
Dexterity 15
Constitution 13
Intelligence 10
Wisdom 12
Charisma 13

About Chief Avarus

Pathfinder Online & Pathfinder Society Character

Leader of a Northern Tribe (Mastodon Marauders) which has descended South from the harsh cold of the North and the Worldwound. Settled into Freevale the mounted tribesmen seek to rebuild to the glory of old in the fashion of their ancestors, the Mammoth Lords.

Avarus
Male half-orc cavalier 2/cleric of Gorum 1 (Pathfinder RPG Advanced Player's Guide 32)
CN Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 27 (3 HD; 1d8+2d10+6)
Fort +7, Ref +3, Will +4
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee chakram +4 (1d8+3) or
. . chakram +4 (1d8+3) or
. . lance +5 (1d8+4/×3) or
. . mwk cold iron greatsword +6 (2d6+4/19-20)
Ranged mwk composite shortbow +5 (1d6/×3)
Special Attacks challenge 1/day (+2 damage, allies gain +1 to hit), channel positive energy 4/day (DC 11, 1d6), greater tactician 1/day (Horde Charge, 4 rds)
Cleric Spells Prepared (CL 1st; concentration +2)
. . 1st—bless, infernal healing[ISWG], magic weapon[D]
. . 0 (at will)—detect magic, enhanced diplomacy, resistance
. . D Domain spell; Domains Redemption inquisition, War (Tactics subdomain)
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Statistics
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Str 16, Dex 15, Con 13, Int 10, Wis 12, Cha 13
Base Atk +2; CMB +5; CMD 17
Feats Combat Reflexes, Horde Charge[ARG], Toughness
Traits child of the temple, reactionary
Skills Acrobatics -1 (-5 to jump), Bluff +5, Diplomacy +7, Handle Animal +5, Intimidate +8, Knowledge (nobility) +5, Knowledge (religion) +5, Perception +7, Profession (innkeeper) +5, Ride +3, Sense Motive +7, Survival +5 (+6 to provide food and water for allies or to protect allies from harsh weather); Racial Modifiers +2 Intimidate, dragon's skills
Languages Common, Orc
SQ aid allies, mount (horse named LiLee), orc blood, order of the dragon, patient sensibility, seize the initiative
Combat Gear potion of cure light wounds (2), scroll of endure elements, endure elements, wand of cure light wounds, alchemist's fire (2), thunderstone; Other Gear +1 breastplate, arrows (20), chakram, chakram, lance, mwk cold iron greatsword, mwk composite shortbow, cloak of resistance +1, backpack, flint and steel, grappling arrow, hemp rope (50 ft.), sack, silver holy symbol of Gorum, waterskin, whetstone, 2,218 gp, 8 sp, 8 cp
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Special Abilities
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Aid Allies +3 (Ex) Aid Another grants +3
Animal Companion Link (Ex) You have a link with your Animal Companion.
Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Redemption Inquisition) Your deity inspires you with hope that wayward members of your faith can be brought back into the fold.

Granted Powers: You reach out to your misguided fellows and give them every chance to turn back from conflict with the true faith, even
Cleric Domain (Tactics)
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dragon's +2 (1/day) (Ex) +2 to damage target, -2 AC vs. others when used, allies gain +1 to hit the target of your challenge.
Dragon's Skills +1 (Ex) +1 to Survival checks for allies.
Greater Tactician (Horde Charge, 4 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Horde Charge +2 to charge att and dam if charge same rd as an ally with this feat.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Patient Sensibility (Su) You gain a +2 bonus on Diplomacy, Perception, and Sense Motive checks.
Scroll of endure elements, endure elements Add this item to create a scroll with spells on it.
Seize the Initiative (4/day) (Su) An ally within 30' may take the better of 2d20 for initiative

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LiLee
Horse
N Large animal
Init +1; Senses low-light vision, scent; Perception +5
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Defense
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AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)
hp 23 (+9)
Fort +5, Ref +4, Will +2
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Offense
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Speed 50 ft.
Melee bite +5 (1d4+4), 2 hooves +5 (1d6+4)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 18, Dex 13, Con 14, Int 2, Wis 12, Cha 5
Base Atk +2; CMB +7; CMD 18 (22 vs. trip)
Feats Medium Armor Proficiency, Toughness
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +5 (+13 to jump), Climb +8, Perception +5, Ride +1 (+3 to stay in the saddle)
SQ attack any target, combat riding
Other Gear bedroll, blanket, winter, military saddle, sack, saddlebags
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

PFS:

Character ID - 92934-2
Prestige Avail/Fame
Retired Qadira 10/12
Sovereign Court 4/4
XP - 8
Money 2218 gp, 8 sp, 8 cp