Half-Orc

Davok Scarred-Sight's page

610 posts. Alias of Andostre.


Race

| MP: 10/11 (1/3) | LoH: 5/7 | "Rage:" 10/12 | Smite: 2/4 | HP 60/105

Classes/Levels

Lomasi:
AC 29 (t 12, ff 27) | F+9(11), R+6(8), W+5(7) | Perc +6 | HP: 70/9070

Gender

Half-orc Paladin 10/Mythic Marshal Tier 4 ~ AC 24 (t 11, ff 20) | F+14, R+10, W+13 | Init +8 | Per +14

Strength 22
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 13
Charisma 14

About Davok Scarred-Sight

LG half-orc (Kellid) paladin (of Vildeis)/VMC Barbarian/Mythic Marshal
Favored Class: paladin
Initiative: 8 = 2 (Dex) + 2 (trait) + 4 (tier)

DEFENSE
AC: 24 = 10 + 2 (Dex) + 10 (armor) + 2 (magic item), touch 11, flat-footed 20
Resistance (fire) 9
HP: 105 = 10d10 + 2/lvl (Con) + 16 (4 per tier) + 5 (blessing)

Fort: 14 = 7 (Pal10) + 2 (Con) + 1 (racial trait) + 1 (trait) + 2 (divine grace) + 1 (magic item)
Ref: 10 = 3 (Pal10) + 2 (Dex) + 1 (racial trait) + 1 (trait) + 2 (divine grace) + 1 (magic item)
Will: 13 = 7 (Pal10) + 1 (Wis) + 1 (racial trait) + 1 (trait) + 2 (divine grace) + 1 (magic item)
-- +2 vs. insanity and confusion

CMD: 28 = 10 + 10 (BAB) + 2 (Dex) + 6 (Str)

OFFENSE
Speed: 20
BAB: 10/5
Power Attack: -3 to attack; +13 to damage
• Furious Focus negates first attack penalty per round
• -1 per and +3 per 4 BAB, then add 50%
• PA damage doubled on critical hit

Mounted: +1 to Davok for higher ground and another +1 to Davok and mount if both threaten
CMB: 16 = 10 (BAB) + 6 (Str)

+1 Adamantine Greatsword: +17/12 (2d6+10) 19-20/×2

+1 Demon Bane Lance: +17/12 (1d8) x3
- +2 (+2d6) vs. demons
- x2 when charging

+1 returning throwing axe

Dagger:
-Ranged: +?/? (1d4+6) 19-20/x2

SPELLS
1st (DC 13), 2+1: Grace*, Hero's Defiance, Linebreaker*
2nd (DC 14), 1+1: Litany of Entanglement, Litany of Righteousness*
3rd (DC 15), 0+1: Litany of Escape

ABILITIES

Half-orc:

darkvision: 60 ft.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Shaman's ApprenticeOnly the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity.

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

Favored Class Option: Add +1 to the paladin’s energy resistance to one kind of energy (maximum +10).


Paladin/VMC Barbarian:

Aura of Good, Aura of Courage, Aura of Resolve

Detect Evil

Smite Evil

Lay on Hands: (1/2 lvl + CHA)/day; 1d6/2 lvls

Divine Health

Mercy: Fatigued, Staggered, Confused

"Rage" (VMC): (Con + lvl))/day

Channel positive energy

Uncanny Dodge

Divine Bond: Mount


Lomasi:
Rhinocerous Animal Companion
N Large animal
Init 2

DEFENSE
AC:30 = 10 + 13 (natural) + 2 (Dex) + 4 (armor) + 1 (AoNA); (touch 12, flat-footed 28)
hp 90
Fort +11, Ref +7, Will +5; +2 vs. aberrations, outsiders, and undead; +4 to Will vs. enchantment

OFFENSE
Speed 40 ft.
Melee gore +12/+7 (2d6+9)
(Power Attack: -2/+6)

STATISTICS
Str 25, Dex 15, Con 20, Int 6, Wis 14, Cha 5
Base Atk +6; CMB +13; CMD 25
Feats Blind-Fight, Power Attack, Improved Overrun, Devotion against the Unnatural, Multiattack, Impaing Charge

Future Feats to consider: Hefty Brute, Greater Overrun, Charge Through, Elephant Stomp, Improved Natural Attack, Furious Focus

Tricks Attack(x2), Come, Defend, Down, Guard, Heel, Stay, Track, Watch

Skills
Climb: 7 = 1 + 3 (Str) + 3
Perception: 6 = 2 + 1 (Wis) + 3
Survival: 9 = 5 + 1 (Wis) + 3
Swim: 7 = 1 + 3 (Str) + 3

SPECIAL ABILITIES
Scent, Powerful Charge (gore 2d8), Link, Share Spells, Evasion, Devotion

EQUIPMENT
large mithral chain shirt barding, Amulet of Natural Armor +1


Mythic:
Hard to Kill, Surge (1d8), Amazing Initiative, Recuperation

Mythic Power: (Tier x 2) + 3 times per day

Marshal Path Abilities: Marshal's Order (Advance), Focus, Mounted Marshal, Confidence, Dampen Magic

Future Mythic abilities?:
Master of Mercies, Clarion Call, Heroic Block, Stand Tall

Languages: Common, Orc

SKILLS
Adventuring Skills
Climb: 9 = 1 + 5 (Str) + 5 (magic item) - 2 (acp)
Perception: 14 = 10 + 1 (Wis) + 3
Ride: 11 = 6 + 2 (Dex) + 2 (blessing) + 3 - 2 (acp)
Sense Motive: 6 = 2 + 1 (Wis) + 3
Swim: 9 = 3 + 5 (Str) + 3 - 2 (acp)

Background Skills
Handle Animal: 9 = 4 + 2 (Cha) + 3
Knowledge (Geography): 4 = 4 + 0 (Int)
Lore (Empryeal Lords): 9 = 6 + 0 (Int) + 3
Lore (Sarkoris): 9 = 6 + 0 (Int) + 3

FEATS
Endurance, Power Attack (Mythic), Furious Focus, Beast Rider, Mounted Combat

Future Feats?:
Extra LoH
Gore Fiend
Ride-by-Attack
Thrill of the Kill
Step up

TRAITS
Family Ties (Drawback), Fate's Favored, Touched by Divinity (Touch of Law), Wary of Danger

Trait blessing:
Touched by Divinity: The PC can select a second domain granted by his affiliated deity. He can use the 1st-level spells of both domains as spell-like abilities a number of times per day each equal to his mythic tier. By expending one use of mythic power, he may use any of these two domains’ spells as a spell-like ability, but may only use spells of a level equal to or less than his mythic tier.

Law Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—dispel chaos, 6th—hold monster, 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).

Resurrection Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—raise dead, 6th—heal, 7th—resurrection, 8th—mass cure critical wounds, 9th—true resurrection.

EQUIPMENT
Weapons and Armor: Adamantine Greatsword +1, +1 returning throwing axe, Dagger (x2), Chakram (x3), Full plate +1
Standard Gear: Silver holy symbol, Backpack, Bedroll, Belt pouch, Crowbar, Holy text (adventuring, x1; cheap, x2), Flint and steel, Hammer, Iron pot, Iron spike (x3), Mess kit, Rope (hemp, 50 ft.), Signal horn, Soap, Trail rations (2 days), Waterskin, Whetstone, set of fine clothing worth 100 gp
Mount: Masterwork studded leather barding, Exotic military saddle, Training kit, Bit and bridle, Carnivore feed (10 days)
Magic Items: Silver Dragon Scale Artifact (disguise), Wardstone fragment, Medal of Clarity, Cloak of Resistance +1, Amulet of Natural Armor +2, Ring of Climbing, Potion of cure light wounds

GP: 6,725, SP: 2, CP: 5

BACKGROUND
Brother of Draghis

Description: