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About Daka MakoaBio:
Daka Makoa was never a religious man, born near the World's Edge Mountains to a poor family, he decided early on that life as a soldier would be far preferable than the serf-like existence of his of his mother and sister. Already a social pariah due to his Orc heritage, he was quickly excepted into the local militia where his Orc blood was, for once, seen as an advantage. Over the years, he grew more and more callous as he fought in border skirmishes between forgettable lords for forgettable reasons. He did many things that he isn't proud of during that time, and he was heading in a bad direction before the event that changed everything. "Burn everything!" the captain bellowed as they entered the farmland "The Lord don't want nothin' left for to feed Belor's militia". The command was nothing new to Daka, he had razed plenty of farms and even some small hamlets since joining the militia all those years ago. Yet another Lord just flexing his muscles no doubt. Funny, I don't even know which Lord I fight for anymore. he threw the torch into the sundried field, and several other soldiers followed suit. The crops went up in an instant, the flames licking the air in tall, dancing spirals. He stood there, watching the flames take hold as the others moved into the buildings, breaking everything in sight and pushing the locals around. A high pitched scream pierces the terrible din of the soldier's work. That came from the field! the terrible realisation fills Daka with a cold dread There's a child hiding in the field... Gods, what have I done?. Looking around, nobody seems to have heard or cared I have to do something he threw off his helm and lifted the scarf over his nose before diving into an opening in the flames. He woke up in the middle of the charred remains of the field protectively cradling a young girl, both miraculously unharmed. The girl who couldn't have been much older than five was still unconscious, but breathing softly. His unit was nowhere to be seen, but one or two of the locals were wandering around listlessly What is this? We should be dead!. Wordlessly, he returned the child to her parents and continued walking vowing never to return to the militia. Now Daka spends his days travelling and carrying out the will of Sarenrae, the goddess who saved him. Father: Unknown Mother: Daka's mother, Shirin, is human. Her husband (Nonek, also human) had left before Daka was even born, leaving her to raise her two children alone. She has spent her entire life working in the fields. Older Sister Daka's sister, Izora, is human. She is very fond of Daka and defended him fiercely from the other children as they grew up together. Also works in the fields, but was becoming known as a healer - she had plenty of practice treating her brother's many cuts and bruises - by the time Daka joined the militia.
Appearance:
Daka is an intimidating sight. Though he isn't as large as many Half-Orcs, he makes up for it with a certain self-confidence that is evident in his bearing. His large teeth and piercing blue eyes do little to soften his appearance when he affixes you with a stare. His emerald green skin is covered in old scars and tattoos, and his long brown hair is tied into a ponytail. He wears a tabard over his armour which proudly displays Sarenrae's symbol, leaving no doubt about his affiliation. Daka Makoa Male Half-Orc Cleric 1 _________________________________________________ Stats
Size / Type: Medium Humanoid (Orc, Human)
Attributes
_________________________________________________ Offence
BAB: +0
Melee:
Morningstar
Ranged:
Special Attacks:
Prepared Spells:
1st:
0th:
*:Domain spell. Domains Fire, Light Subdomain _________________________________________________ Defence
HP: 10 (1d8 + 1 Con + 1 Favoured Class)
CMB: +2 (0 BAB + 2 Str)
Fort: +3 (2 Base + 1 Con)
Skills
Per Level: 1 (2 Base - 1 Int) + 1 Background Skill per level
List:
Acrobatics = -4* (0r + 1a + 0c) Acrobatics (Jump) = -8* (0r + 1a + 0c) Appraise = -1 (0r - 1a + 0c) Bluff = +1 (0r + 1a + 0c) Climb = -3* (0r + 2a + 0c) Diplomacy = +1 (0r + 1a + 0c) Disable device = --* Disguise = +1 (0r + 1a + 0c) Escape Artist = -4* (0r + 1a + 0c) Fly = -4* (0r + 1a + 0c) Heal = +3 (0r + 3a + 0c) Intimidate = +3 (0r + 1a + 0c + 2t) Perception = +3 (0r + 3a + 0c) Ride = -4* (0r + 1a + 0c) Sense Motive = +7 (1r + 3a + 3c) Spellcraft = -- Stealth = -4* (0r + 1a + 0c) Survival = +3 (0r + 3a + 0c) Swim = -3* (0r + 2a + 0c) Use magic device = -- Background skills (1 point)
ACP -5 (-4 scale mail, -1 buckler) *ACP applies to these skills Key
_________________________________________________ Traits / Feats / Special Abilities
Traits:
Feats:
Special Abilities:
Aura of Good (Ex) You project a faint good aura (see the detect evil spell for details). Beacon of Faith You wield the might of your faith with power and clarity. Once per day as a free action, you may treat your caster level as if it were 2 levels higher when using one of the granted powers of your domain or inquisition, or when casting one of your domain spells. Blinding Flash (Su) As a standard action, you can emit a flash of light from your holy symbol or divine focus. The most powerful light emanates out 20 feet from you. Creatures with fewer than 1 Hit Dice within this area are blinded for 1d4 rounds unless they succeed at a Fortitude save. All creatures in this area are dazzled for 1 rounds. You can use this ability 6 times per day. Channel Positive Energy (Su) You can unleash a wave of positive energy (30ft radius). You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 11 Will save to halve the damage. You can use this ability 6 times per day. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Desperate Resolve You are adept at casting spells even in the most precarious situations. You gain a +1 trait bonus on concentration checks. This trait bonus increases to +4 when you are grappled, pinned, in violent weather, or entangled. Fire Bolt (Sp) As a standard action, you can unleash a scorching bolt of divine fire from your hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage. You can use this ability 6 times per day. Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature. Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race. Orc Ferocity (Ex) 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. Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again. Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name). Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
_________________________________________________ Equipment
Carry Capacity
Gear/Possessions:
Scale Mail Medium Armour, 30 lb. +6 AC, +3 Max Dex, -4 Check Penalty Buckler
Uniform (Soldier's)
Tabard with Sarenrae symbol
Boots (Fire Resistant)
Backpack 2lb.
Belt Pouch 0.5lb.
Spell Component Pouch 2lb.
Crossbow, Light 4lb.
Current Load 80.94 lb. |