The Plagued One

Choot Othul's page

420 posts. Alias of Dennis Harry.


Full Name

Choot Othul

Race

Shadow's Status | Orc

Classes/Levels

Cleric 3 (Undead Lord) /Sorcerer 4 (Ghoul Touched Bloodline) | HP=72/72 | 7/7 Channels | AC=20 | Init. +2 | F +7 | R +3 | W +12 | Per +6 | Cold Resistance 5

Gender

Male

Size

M

Age

27

Alignment

C-E

Deity

Zagresh the Destroyer

Location

Belkzen

Strength 11
Dexterity 10
Constitution 15
Intelligence 13
Wisdom 18
Charisma 14

About Choot Othul

HP = 72
AC= 20 – Scale Mail Armor & Kilt of Lesser Restoration (Attuned) (46 Charges) +1, Deflection Bonus +1, +1 Natural AC

Fortitude 7
Reflex 3
Will 12

Fame 43

Initiative +2

Base Attack – +5

Weapons: Melee – Masterwork Greataxe (Attuned) - +7 – 1d12 x3 Crit.

Weapons Ranged – Heavy Crossbow - +4 – 1d10 19-20 x2 Crit [19 Heavy Bolts]

Channel Ray - +4 Negative Energy 4d6 Damage 30' Save DC 20.

Weapons: Daggers (4) (Melee and Ranged) - +5 – 1d4

CMD 14
CMB +4

Speed 30’

Skills:
Acrobatic 0(Class),
Bluff 5 (3),
Climb 0,
Diplomacy 7 (2)(Class),
Heal 3 (Class),
Knowledge Arcana 6 (2)(Class)
Knowledge Religion 7 (3)(Class),
Perception 6 (3),
Sense Motive 10 (5)(Class),
Stealth 6 (3)(Class),
Survival 3,
Swim 0
[-4 to Acrobatics, Climb and Swim in Armor]

Darkvision: Orcs can see in the dark up to 60 feet.

Ferocity (Ex) A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.

Light Sensitivity (Ex) Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Languages: Orc, Common, Giant

Channel Negative Energy 7x day - 4d6 – Will Save DC 18
Aura: Chaotic Evil

Channel Positive Energy 2d6 3x day

Bloodline Arcana - Whenever I cast a spell of the Necromancy school that deals HP damage, I am healed of 1 HP per spell level.

Bloodline Powers - Ghoulish Claws - Free action to grow claws. Natural Weapons allowing me to make two claw attacks as a full attack using full base attack bonus. Damage 1d4+Strength.

Leather Armor: Cold resistance 5 and a +1 natural armor bonus to AC

Feats: Command Undead, Improved Channel, Eschew Materials, Extra Channel, Channel Ray, Toughness

Selective Channeling (Phylactery)

Traits: Sacred Conduit,
Magical Knack (Cleric)(Currently +2 Trait Bonus),
Vexing Defender (+4 Bonus to move through Enemy Space w/out provoking AOO),
Reactionary

Weapon Proficiency: Simple Weapons, Light and Medium Armor and Shields.

Corpse Companion: 1 HD Zombie

Domains: (Death Magic) Death – Undead
Death’s Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats.
I can use this ability 5 times per day. 4 left for the day.

Cleric Spells: Concentration +7

Orisons:
0th – 4 – Resistance, Guidance, Create Water, Detect Magic

Spells:
1st- 3+1 – Cure Light Wounds, Scarify x2, D: Cause Fear
(Spontaneous Inflict)

2nd - 2+1 - Cure Moderate Wounds, Silence D: Ghoul Touch

Sorcerer Spells: Concentration +7

Cantrips - 5 - Mage Hand, Message, Read Magic, Acid Splash, Open Close

Spells Known 1st - 2 - Magic Missile, Chill Touch, Ray of Enfeeblement Interrogation
2nd - Boneshaker

Spells Per Day 1st - 6/6
2nd 3/3

Aid OR Death Knell 1x day!

Interrogation:
School necromancy [evil, pain]; Level inquisitor 1, sorcerer/wizard 1, witch 1

Casting Time 1 round

Components V, S

Range touch

Target living creature touched

Duration 1 minute/level

Saving Throw Fortitude negates; Spell Resistance yes

You question the target, backed up by the threat of magical pain. You may ask one question per two caster levels. The target can either answer the question or take 1d4 points of damage plus your Wisdom bonus. The target is not compelled to answer truthfully, but the threat of pain gives it a –4 penalty on Bluff checks to convince you when it is lying.

Boneshaker:

CASTING

Casting Time 1 standard action
Components V, S, F (human-shaped fetish made of bones)

EFFECT

Range medium (100 ft. + 10 ft./level)
Target one living creature or undead creature with a skeleton
Duration instantaneous
Saving Throw Fortitude partial or negates (see text); Spell Resistance yes

DESCRIPTION

By using a bone fetish like a marionette, you take control of a target creature’s skeleton. This has a variety of effects depending on whether the target is living or undead.

A living creature has its skeleton rattle within its flesh, causing it grievous harm. The target takes 3d6 points of damage, plus 1d6 additional points of damage per 2 caster levels you have.

In addition, you can move the target 5 feet. This movement doesn’t provoke attacks of opportunity. A successful saving throw halves the damage and negates the movement.

An undead creature takes no damage. Instead, you manipulate the undead, forcing it to take an immediate action to either move up to its speed (provoking attacks of opportunity as normal) or make a single attack against a creature of your choice in its reach. Either of these is the most basic version of the action the creature can take (it doesn’t activate any special abilities that it could apply to the movement or attack, such as grab). A successful saving throw negates this effect. A mindless undead creature doesn’t receive a save against this effect.

Gear: Silver Holy Symbol, Backpack, Grappling Hook, 50’ Silk Rope, Flint & Steel, Torch (1), Waterskin, Traveler Outfit for self & Companion (including Cloak for both), Pitons, Winterblanket, Belt Pouch

GP: 161 – SP 3 – CP 9

Scrolls: cause fear, charm person, comprehend languages,reduce person,
face of the devourer, fire belly, ice armor

Magic Items:

Phylactery of Fate:

1) Functions as Phylactery of Negative Energy channeling.
2) Allows wielder to also channel positive energy of 2d6 3x day.
3) Grants the fear Selective Channeling to the wielder.
And
4) 1× day the wielder can cast Aid or Death Knell.

Ring of Sustenance

Dust of Tracelessness.

Bonebreaker Braces:

These thick brass and leather bracers allow the wearer to tear through bone and muscle like paper.

Once per day, as part of a melee attack, the wearer can activate the bracers to inflict a horrific injury on an opponent. If the attack hits, the target must make a DC 14 Will save. If the save fails, the bracers reduce the target’s Strength, Dexterity, or Constitution (wearer’s choice) by –6. This penalty cannot reduce the target’s ability score below 1. The injury heals over time, reducing the penalty by 1 for each day that passes since the time of the injury, and is immediately removed by heal, regenerate, restoration, or any magic that can break a curse.

Kin's Face Tattoo -
This intricate tattoo covers the bearer's face in thousands of hair-fine lines of ink and carefully incised scars, and even extends to etchings upon the bearer's tusks, together giving the effect of a topographic map of the bearer's face. The bearer can activate the tattoo to cause the marked design to shift and the scars to open and pull the bearer's face into a different shape.

The bearer then gains the benefits of disguise self, save that the bearer can take only the form of a specific half-orc, human, or orc, and the disguise lasts up to 5 hours per day. This duration need not be continuous, but it must be used in 1-hour increments.

The material components for the kin's face tattoo include rare pigments that are mixed with the bearer's blood, then worked into the bearer's skin. To remove this tattoo, the tattooed portions must be erased and the scars healed.

Background, Appearance and Personality
Choot Othul is a member of the Empty Hand tribe and an Acolyte of Zagresh “the Destroyer”. In addition, Choot has Dragons Blood coursing through his veins giving him some Sorcerous powers. [In intend to multi-class as sorcerer for 1/3 of his levels, I think it will be an interesting mix.] As a young Orc, Choot reveled in the power and prestige of his tribe. The laws set in place by Belkzen were a hindrance, to say the least, to the practitioners of Zagresh. Still, when the tribe would attack Orcs or other races the desires of Zagresh, to destroy all in his path, were sated by Choot and his fellow warriors. Somewhat recently, that all changed. Grask Uldeth had the audacity big word for an Orc but Choot is not your average Orc to open markets in the city which allow the lesser races those who are not Orcs in to trade. And worse yet, back out again unharmed! Even the Elves! It is the last straw for Choot who has begun to search for a Warlord powerful enough to unseat Grask and return to the traditional ways of the Orc culture which of course consists of killing foes and taking slaves of those who seem fit for later sacrifice .
Choot’s driving goal is to oust Grask and replace him with a suitable leader, one who hopefully, will look to Choot as a spiritual advisor!
Appearance: As a disciple of a dark God, Choot is quite pale from continued time spent in dank underground shrines dedicated to the Destroyer. Ritual scars cover many parts of his body from where he has cut himself to make an appropriate sacrifice of his own self to the Death God. His hair is gone shaved off completely, his eyes are a soft black flecked with red dots. Despite his pale hard look, his face retains a calm affable look, a gift of the God perhaps or perhaps it is due to his charismatic personality. He stands 6’6” tall though he is rather thin and wiry weighing only 185 lbs.