Orc Ranger

Dergosh the Loud's page

143 posts. Alias of Mercurion.


Full Name

Dergosh the Loud

Race

Orc

Classes/Levels

Cleric 3/Bard 1 | HP: 36/36 | AC 17, T 10, FF 17 | Fort +3, Ref +3, Will +7 | Init +0 | Perception +10 (+6 for auditory checks)| ATK +3 melee, DAM 1d8+2 +1d4 sonic |

Gender

Male

Size

Medium

Age

25

Special Abilities

Custom Raucous clerical domain

Deity

Gruumsh the One-Eared*

Strength 12
Dexterity 9
Constitution 12
Intelligence 9
Wisdom 18
Charisma 13

About Dergosh the Loud

“Louder the spell, gooder the spell.” – Dergosh

Background:
Dergosh always liked loud things- the roar of a rushing waterfall, the sound rocks made banging on other rocks, the screams of his enemies. But when the goblins he frequently tormented one day turned the tables and blew up stolen fireworks in his ear, Dergosh found that he was partially deaf [Perception checks at -4 for audible effects]. As a result he was constantly shouting everything – not that he wasn’t prone to do that already, but now he has more of a reason than ever. And while the orc found that members of his tribe didn’t always enjoy all his shouting, particularly the sneaky ones, someone more important did –Gruumsh One-Ear! (Yes, he has perhaps misunderstood Gruumsh’s correct name). [Note: Can be modified to Gorum or any appropriate home brew deity].

Dergosh found that his shouting of prayers and battle chants seemed to get Gruumsh’s attention better than his peers, who while devoted enough simply lacked his sheer, magnificent volume. Why, even the Bearclaw warriors (“May they hear no more!) recoiled in terror when he began to beat his war drum, and his own clansman fought with renewed fervor. Clearly fortune favors the loud.

His ancestors had never had much notoriety in the clan—or at least not much good notoriety since his great grandfather accidently burned down the chief’s lodge and was exiled— but Dergosh figures to change all that with Gruumsh’s help. He enjoys spells that produce audible effects, particularly sonic damage, and the very concept of a silent spell is pure blasphemy.

Dergoth has two prized possessions: First, a custom crafted shield drum—basically a war drum (his bardic instrument) built into the concave backside of his shield— an unwieldy thing that can only be effectively brought to bear against one opponent per round; and second, his well-worn mace that was a hand me down from his mom that she used to keep his dad in line, now used to pound on his war drum and foes alike, its head mottled with various shades of dried blood . His drum is further decorated with rattles, bones, dried pine cones—anything that makes more noise, really—resulting in a -2 penalty to Stealth checks when carrying the shield drum.

Additionally, he has the the book that his grandfathered slipped him before being driven from the village, which is nothing more than incomprehensible scrawlings as far as Dergosh is concerned, yet he can't bring himself to throw the thing away [DM's choice as to what this is]. Lastly, after defeating the Bearclaw clan Dergoth’s choice of treasure was, not surprisingly, a cache of thunderstones.

Description:
Even by orc standards Dergosh is not what would be called handsome. One ear is partially burned off and the scars on the left side of his head have left his hair looking like a ferret is trying to crawl off his scalp. Still, when Dergosh begins to pound his war drum and bellow his war chants with a crazed grin on his face, he is quite charming…again, by orc standards at least. His tribe finds him easy to talk to (if not listen to) and always ready to help with a spell.

Dergoth has thick, powerful arms, particularly the one in which he wields his mace/drumstick. His chest is decorated with fetishes from his fallen foes, now including a bear claw that pierces his flesh, and his skin is the gorgeous shade of rotting broccoli. His gear is well maintained though certainly not flashy.

One day, Dergosh hopes to earn the title Dergosh the Thunderous, but for now he is happy; after all, louder is gooder.

Stats:
HP: 36/36
Fort +3, Ref +3, Will +7
Init: +0
BAB +2
CMB +3 CMD +13
Skills: Intimidate +5, Heal +11, Knowledge (religion) +1, Perform (sing) +7, Perception +11, Sense Motive +9
Clerical Domains: Raucous, Destruction
Channels: Negative Energy

Feats & Traits:

Feats:
(L1)Selective Channeling – choose a number of targets up to Wis modifier to exclude from effect
(L3)Foment the Blood -- When you channel energy, instead of creating its normal effect, you can give orcs a bonus on weapon damage and critical hit confirmation rolls until your next turn. This bonus is equal to the number of dice your channeled energy normally heals or harms. Your channel has its normal effect on other creatures in the area.

Traits:
Free Spirit - You gain a +1 trait bonus on saving throws against language-dependent and effects with the sonic descriptor. In addition, the DC to Intimidate you increases by 2.

Fools for Friends -- Whenever you take the aid another action to help an ally, or whenever an ally aids you in this manner, a successful check grants an additional +1 trait bonus to the check for which aid was being rendered. Additionally, as long as one of your friends is within 30 feet, you gain a +1 trait bonus on all saving throws against charm and compulsion effects.

Powers:

Channel Negative Energy: 30' burst, 2d6 damage, DC 13 [10+1/2 cleric level+ CHA modifier] Will save for 1/2 damage. Usable 4 times/day [3+CHA modifier]

Raucous Domain:Blare (Sp): As a standard action, you unleash a blast of sound targeting any foe within 30’ causing them to become dazed for 1 round with a ranged touch attack. Creatures with more hit dice than your cleric level or unaffected by sound are immune. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Destruction Domain: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.

Bardic Knowledge: All knowledge checks can be made untrained with a +1 bonus

Bardic Performance,[4+Cha modifier rounds/day]:Counter Song, Distraction, Fascinate, Inspire Courage

Darkvision: 60ft

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.

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

Spells:
Bard Spells Known: (unlimited/2 per day; DC = 11 + spell level)
0—detect magic, ghost sound, mage hand, unwitting ally
1st- hideous laughter, ear piercing scream

Cleric Spells: (4/3+1/2+1 per day; DC = 14 + spell level)
Default spells prepared:
0—bleed, detect poison, stabilize, virtue
1st-- command(D), cause fear, cure light wounds,shield of faith
2nd-- bull's strength, death candle, sound burst(D)

USED: command, sound burst, ear piercing scream, channel energy x2

1 http://www.d20pfsrd.com/magic/all-spells/e/ear-piercing-scream
School evocation [sonic]; Level bard 1, inquisitor 1, sorcerer/wizard 1, witch 1
CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous; see text
Saving Throw Fortitude partial (see text); Spell Resistance yes

You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.

Raucous Domain
Granted Powers: You use the power of noise to your advantage
Blare (Sp): As a standard action, you unleash a blast of sound targeting any foe within 30’ causing them to become dazed for 1 round with a ranged touch attack. Creatures with more hit dice than your cleric level or unaffected by sound are immune. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Shrieking Hammer (Su): At 8th level, you can give a weapon you touch the shrieking* special weapon quality for a number of rounds equal to half your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—command, 2nd—sound burst, 3rd—blindness/deafness, 4th—shout, 5th—command, greater, 6th—disintegrate, 7th—shout, greater, 8th—earthquake, 9th-- implosion

*upon command, a shrieking weapon begins to hum with audible energy that deals an extra 1d6 points of sonic damage on a successful hit. The sound does not harm the wielder. The effect remains until another command is given.

Destruction Domain
Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
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.
Destructive Aura (Su): At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your cleric level. All attacks made against creatures in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.
Domain Spells: 1st—true strike, 2nd—shatter, 3rd—rage, 4th—inflict critical wounds, 5th—shout, 6th—harm, 7th—disintegrate, 8th—earthquake, 9th—implosion.

Equipment:

+1 shrieking heavy mace (3000)[+1d4 sonic damage, -4 stealth checks, cannot take 10)
"War spirit Pouch" 1d4+1 hp for 10 minutes usable once (via Majuma)
Breastplate (200)
Heavy Wooden drum-shield (9)
Backpack (2)
Belt pouches, empty [2]) (4)
Flint & Steel (1)
Thunderstones [2] (90)
Potions of cure light wounds [3] (150)
Pilums [2], strapped across his back (10)
Remaining: 1,034gp