Rage Prophet

Davor Shuruza's page

1 post. Organized Play character for Errtu.


Full Name

Davor Shuruza

Race

Half Orc

Classes/Levels

Barbarian Drunken Brute Invulnerable rager 2 / Cleric 1

Gender

Male

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 14
Charisma 10

About Davor Shuruza

Base Stats:

Favored Class: Cleric

Init +2 (+2 Dex)
Perception +0 (+0 Skill)
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DEFENSE
(+2 dex)

AC 19, touch 12, flat-footed 17
HP 29 (1d12+2/1d12+2/1d8+2)
Fort +7, Ref +2, Will +4

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OFFENSE

Speed 30 feets: 30 (base) +10 (domain) -10(armor).
Melee:
- greatsword +1 (2d6+5/19-20x2)
Ranged:
- long bow (str 14) (1d8+2/20x3?)

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STATISTICS

Base Atk +2; CMB +6; CMD 18

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TRAITS (2)

- Defender of the Society (Fighter, Society)
Your time spent fighting and studying the greatest warriors of the society has taught you new defensive skills while wearing armor.
Benefits: +1 AC with armor.

- Defensive Strategist (Religion)
Your study has trained you in defensive strategy.
Benefit: (uncanny dodge) You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle.

- Endurante (Orc - General)
Harsh conditions or long exertions do not easily tire you.

Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued.

Feats:

- Fey Founding: +2 HP/die rolled
- Power attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Skills:

(4 Barbarian x 2 + 2 x Cleric x1 + 0 INT x3) = 10

- Acrobatics (Dex) 8 (3 ranks +3 CC +2 DEX) **
- Appraise (Int) 0 (0 ranks +3 CC +0 INT)
- Climb (Str) 8 (1 ranks +3 CC +4 STR) **
- Craft (Int) 0 (0 ranks +3 CC +0 INT)
- Diplomacy (Cha) 0 (0 ranks +3 CC +0 CHA)
- Handle Animal (Cha) 0 (0 ranks +3 CC +0 CHA)
- Heal (Wis) 2 (0 ranks +3 CC +2 WIS)
- Intimidate (Cha) 0 (0 ranks +3 CC +0 CHA)
- Knowledge (arcana) (Int) 0 (0 ranks +3 CC +0 INT)
- Knowledge (history) (Int) 0 (0 ranks +3 CC +0 INT)
- Knowledge (nature) (Int) 0 (0 ranks +3 CC +0 INT)
- Knowledge (nobility) (Int) 0(0 ranks +3 CC +0 INT)
- Knowledge (planes) (Int) 0 (0 ranks +3 CC +0 INT)
- Knowledge (religion) (Int) 0(0 ranks +3 CC +0 INT)
- Linguistics (Int) 0 (0 ranks +3 CC +0 INT)
- Perception (Wis) 8 (3 ranks +3 CC +2 WIS) **
- Profession (Wis) 0 (0 ranks +3 CC +0 WIS)
- Ride (Dex) 6 (1 ranks +3 CC +2 DEX) **
- Sense Motive (Wis) 2 (0 ranks +3 CC +2 WIS)
- Survival (Wis) 6 (1 ranks +3 CC +2 WIS) **
- Spellcraft (Int) 0 (0 ranks +3 CC +0 INT)
- Swim (Str) 4 (0 ranks +3 CC +4 STR)
(1 skill point to choose)

Half-Orc:

Ability Score Racial Traits: +2 STR
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Medium.
Base Speed: 30 feet.
Languages: Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Darkvision: Can see in the dark up to 90 feet.
Orc Blood: Count as both humans and orcs for any effect related to race.
Bonus Feat: Endurance.
City-Raised: Proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks.
Toothy: Your tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage

Barbarian (Drunken Brute) (Invulnerable rager) LVL 2:

Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

rage: 8 rounds/dia. (4+CON+2*(LVL-1))
A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Rage power (LVL 2):
Good for What Ails You: While raging, the barbarian who takes a drink of alcohol may attempt a new saving throw against one of the following conditions that may be affecting her: blinded, confused, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, or sickened. If she succeeds at the save, the effect is suppressed for the duration of the rage. She also may attempt a new saving throw if poisoned; a successful save counts against those required for a cure, but a failed save has no ill effect.

Drunken Brute
While raging, the drunken brute can drink a potion, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity. A potion has its normal effect, while an alcoholic drink allows the barbarian to maintain her rage that round without expending a round of rage for the day (instead of the alcohol’s normal effects). For each alcoholic drink consumed while raging, the barbarian is nauseated for 1 round when her rage expires, in addition the normal fatigue that follows a rage. Tireless rage does not negate this nauseated condition but the internal fortitude rage power does.
This ability replaces fast movement.

Invulnerable rager (DR 1/-)
At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage.
This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.

Cleric LvL 1:

Domain - Travel
Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.

You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Domain - Destruction (Rage)
Domain Spells: 1st—true strike, 2nd—bull’s strength, 3rd—rage, 4th—inflict critical wounds, 5th—shout, 6th—moonstruck, 7th—disintegrate, 8th—earthquake, 9th—implosion.

Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Rage (Su): At 8th level, you can enter a fearsome rage, like a barbarian, for a number of rounds per day equal to your cleric level. At 12th and 16th level, you can select one rage power. You cannot select any rage power that possesses a level requirement, but otherwise your barbarian level is equal to 1/2 your cleric level. These rounds of rage stack with any rounds of rage you might have from levels of barbarian.

Spells LVL 0 (3/day):

Spells LVL 1 (2+1/day):

Equipment:

Avg: 70gp
- Backpack 2gp, 2lb
- Bedroll 1sp, 5lb
- Belt pouch 1gp, 0.5lb
- Flint and steel 1gp, --lb
- Ink 8gp, --lb
- Inkpen 1sp, --lb
- Iron Pot ??? 8sp, 2lb ???
- Mess Kit 2sp, 1lb
- Soap 1cp, 0.5lb
- Spell component pouch 5gp, 2lb
- Trail Rations x4 5sp, 1lbx4
- Waterskin 1gp, 4lb
- Chalk 1cp, --lb
- Paper 4sp, --lbx5
- Caltrops x2 1gp, 2lb x2

GP:25 SP:2 CP: 2

24lb / 26lb

Memorized Spells:

LVL 0 (3)

LVL 1 (1 + 1 )