Damiel

Derrick Ravenborn's page

49 posts. Alias of rorek55.


Full Name

Derick Ravenborn

Race

elf

Classes/Levels

cleric 3 HP:20/20 AC:18 T:13 FF:15 CMB:+1 CMD:+15 Fort: +3 Ref: +4 Will:+7 Int:+3 Perception:+11

Gender

M

Size

M

Age

23

Languages

Celestial, common, elven, Infernal, Abyssal, Sylvan, Dwarven

Strength 8
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 18
Charisma 14

About Derrick Ravenborn

backgroung/traits:
Seeker- always had an eye for trouble and moments to impress my teachers. Not so much as that I wanted to show off, I just liked using the knowledge I had at my disposal. Plus, I usually wound up learning something. +1 to perception checks, perception always a class skill.
Focused Mind- I have always pursued my studies with a passion bordering zealotry since I was a sickly child, perhaps more so back then, I now focus that will and dedication with what I have learned of discipline from Irori into all aspects of my life. +2 to concentration checks

Indomitable faith- Ioemdea this, and Sarenrea that, no no no. While I agree their goals and ideals are noble and pure, I feel the best way to aid others is through knowledge, and the betterment of ourselves. Indeed, it was my studies into Irori that finally gave me the knowledge and inspiration to combat my physical frailty. Perhaps if I were to worship another deity, no, I feel that would belong to Aroden if he were still here. Irori has helped me in many ways, and whether or not Irori is seen as a spineless watcher impartial to the evils of this world by the followers of those around me, I know better. +1 will saves

Fates favored- I will probably be switching this one out.

Courageous- I've never been one to back down from a challenge, or a scary situation, god forbid, to be honest I would rather avoid them at all costs, but that doesn't mean I fear them. Indeed, I was always the one that had to clean our tombs under the temple because the others were to afraid, I was also the first in my group to slay a zombie, horrid thing, as the others were two busy starting wide-eyed in horror at it. +2 vs all fear effects.

Naive- yes, there is evil in this world, and I know that not everyone has my best interests at heart, but I still believe that deep down everyone holds good in their hearts. -2 ac vs improvised weapons, -2 CMD vs dirty trick maneuvers.

Sentimental- Ah yes, many a times my masters told me that whenever I wasn't studying or training I often had a glazed look in my eye. The truth is rarely am I not thinking, either I am constantly thinking to myself, or, to my chagrin, thinking about Maia.. -2 to perception checks to avoid being surprised, -2 to reflex saves to avoid traps, or hazards.

Why is Derick here? Well, that will take a small story to explain.
Derick was a sickly child, some unkown disease from birth robbed him of much of his physical strength, why, when he was 10 he could barely lift more than one tome! But he pursued his studies to a point of extremism. Even after he completed and learned everything his teacher could teach him at the age of 19, he would spend the next 2 years tearing through the temples tomes and knowledge, pursuing his own studies, as well as training physically every day to combat his illness from birth. Indeed it seems he overcame it quite well, he is of hardy health by elven standards, and has a control and grace to his movements few save the most dexterous of elves and men can claim. Though he will always be weaker than most due to his illness. it was on his 22nd birthday that he decided it was time for him to leave, having exhausted the temples book stores and knowledge of things that interested him. While the master disagreed out of fear for the lad, he eventually gave in and gave Derick his blessings on one condition. Derick had to perform missions for the temple on a as needed basis, now these where usually non dangerous, and more time consuming than useful, until Derick managed to one day, after pursuing a rumor in an outlying town fought, and defeated a necromancer and on the next very missions, on his way to get to the town he was supposed to go got captured by a terrifying ghoul giant and then managed to escape with all his possessions using only his wits and a bit of magic! Well now he receives missions of much more importance from the church, the latest one sending him to Isger is three-fold.
1) Travel to Isger and follow up on rumors of a plague of undeath and army building within the nation, work against and stop this plague if proven true and possible. 2) work to bring the dominion of chelix over this small nation to an end, and replace its ruler ship with a more benevolent and capable ruler. 3) collect any artefacts deemed too dangerous to the world at large, or useful to our temple. As well as aid in bettering the miserable lives of those suffering within the city.

Derick arrived in Isger two days ago, ready to dedicate his zealot like focus to solving the rumors and toppling a government. For indeed, perhaps the teachings of Sarenrea and Iomeade had rubbed off on him more than he thought, for the lad had a strong sense of justice and right and wrong. Though, perhaps if he were to indeed worship another deity than Irori he believes it would most likely be Aroden.

You awaken to a blood-curdling scream that ends as abruptly as it began. You turn to the sound, as much out of reflex as curiosity, but find yourself in strange surroundings. Enclosed in a crude prison, a cage shaped out of the bones of some huge creature, the bars obstruct much of your vision. Further within the cavern, looming above a fiery cauldron and clutching the crushed, spasming remains of what might have once been an adventurer, is a malformed brute twice as tall as any man. Tattered bits of fur and cloth conceal much of its pudgy bulk, but beneath its garb you glean a blubbery, grey hide with a hideous array of pustules.
The giant deposits the broken, bleeding corpse it grips into the cauldron, where it lands with a splash in some unidentifiable concoction. Judging from the stench it kicks up, you would likely rather not know. One bulging eye seizes you as it begins stirring its feast, drool running unmitigated down the rolls of its chin and neck.

"Oi there, another one awake! Another awake. Maybe this one tells Old Brulk'tha a pretty tale. Maybe this one doesn't fill her belly tonight! Hurhurhur!" Her voice is wheezy but booming, and her jowls jiggle with each word.

S1 result:
Derick feels the bile as it climbs his throat to burst from his mouth. He had seen much since he left his cozy temple home determined to not let nature keep him from his dreams, but this... he hadn't been ready for that. The awful taste causes him to heave again.
ok, ok, think, you have plenty of knowledge to handle this. Didn't I read about this type of giant somewhere before coming here? Comon THINK! story... I think I remember, he will probably eat me anyway.. unless, don't giants love superstition and magical trinkets? maybe... I think I have an idea.

Derick finds a fair sized rock and picks it up in his hand.
Yes! a story! I have the perfect one! but first, a proposition! you see I have here quite the magical stone!

He holds up the stone and speaks some hoshpodge made up word for magic he remembered hearing from stories when he was young. The stone burst into a heatless flame.

you see! Fire that doesn't burn! Yet can be hot! hot enough to boil water! And this is just one of many things it may do!
that's it old boy, lay it on thick. Giants are far from the smartest of creatures, especially this type. He fought ever more to keep the bile from rising again, never letting his eyes stray down to the now cooking corpse.

now I see you are interested! Yes! a story I shall tell, and this magical stone I shall give, but in return I ask for my freedom! It will allow me to tell you a story once every night, but only if I am free! It can cook your meals without needing wood, and never burning you are your food, but only if I am free! you see, I can teach you many things about this stone, but only one thing per story and only one story per night, and only when I am free! Now then, if we have a deal, I shall spin you quite a tale, large than a whale, as you lead me towards the light, so I may leave before the night.

Derick swallows deep. hoping that the giant bought it, as he doubted he would be getting out any other way.

Scenario2:
The strange fellow smiles broadly as he takes a seat across the table from you. The bustle of the tavern thrums all around as excited conversations crescendo and wain, only to be replaced by another. His flaxen hair, pale skin, and burly frame mark him as unmistakeably Ulfen. Judging by his garb—and lack of any noteworthy weaponry—he is likely a merchant of some stripe. Without being prompted, he slides one of the two horns of mead he carries across the table to you, raising his own in a toast.
After a modest mouthful of his own drink, he speaks, "Rumors flit about this place like a bee to the flowers. But all seem to agree that your. . . skills are worth every copper and more. Tell me then, friend: what brings you here and how can Ingmund convince you to allow him the honor of employing one such as yourself?"

S2 result:

Derick kindly took the drink, but never actually took a drink from it. placing it on his lips only once to offer the appearance as not to offend. After the man made his proposition Derick merely laughed in his head.
my skills? Hah, if you mean my knowledge of books and my ability to get extremely lucky in extremely horrid situations, then I suppose, if its magic I am not as good at it as most my compatriots, If combat prowesss, well, someone has defiantly been lying then I am decent I suppose, but nothing worthy of note. though I suppose if anything I am intelligent, and a fast learner. something feels out of place here... lets see what I can glean from this encounter...wait, did he say copper? >.>
Derick puts on a smile, warm and friendly, the norm for him to be honest. He looks back to the man and speaks.
well, I guess a good starting place would be with telling me who it was that told you about me, what he told, and where. Also I would need to note exactly what being in your employ entails, and the benefits thereof.

thats right, sound a bit interested. Dangle the bait, lets see if he spills the beans..

Scenario3:

Behind you, the tomb's double-doors slam shut. Try as you might, you are unable to pry them open by any means. A disembodied voice laughs unnervingly as soft blue flames begin to dance to life along myriad braziers lining either side of the room.
"Arlanghar the Brave and Bold; the Wise and Learned; the Sly and Cunning. All truth and lies. Dead and alive, a tomb and a mansion." Another peal of laughter emerges before the voice trails off into silence.

At the center of the square room stands a three-armed gargoyle, each hand grasping a different weapon: a sword, a staff, and a bow. The far wall is dominated by a mural depicting what appears to be three versions of the same hero, each wielding weapons that correspond to those held by the statue.

S3 result:

WHY! WHY! WHY did I take that damn job, why did I listen to that fool Ingmund. certainly a fool, as he completely spilled everything, even his source to me! I must speak to that person as well, these tales of me are becoming more and more ridiculous. Seriously, I knew she would make large of my adventures, but she has gone to far... tormenting me in school at the temple, and now she still manages to torment, and praise, me at the same time! I swear I will never win against her... CRAP a TRAP
as Derick's thoughts had strayed he had walked right into a trap, he hadn't even come to until the strange voice began speaking and the braziers turned blue.
drat.. very well then, a Riddle this must be..hmmm

Derick looked too the images, and then the 3 weapons held in the statue in front of him.

clearly its a riddle, I have read about this before haven't I? ohhh what was it... AHAH Derick smiles, once again his studies and natural intelligence began working for him more than any spell or blade could. He walked up to the mural and 3 weapons, quite sure of what needed to be done.. he hoped.

your body is weak they said, you need your magic they said, HA! all I need is my intelligence and wits, and about 15 years worth of books and knowledge to draw from to back it up of course! Once again, brain triumphs over brawn! now then, lets finish this riddle and continue. I long to be out of this place as my condition is beginning to wear on me again...

stats:

Elf cleric, with your stat changes- alt. racials- Envoy (1/day read magic, detect magic, detect posion, comprehend language) replaces elven magic (+2 vs SR, +2 spellcraft)
traits- seeker, Indomitable faith, Courageous, Focused mind, Wisdom in the Flesh (climb)
drawbacks- Naive, Sentimental,

HP:20
AC:18 T:13 FF:15
CMB:+1
CMD:+15

Str: 8 (08)
Dex: 14+2 (16)
Con: 12-2 (10)
Int: 14 (14_
Wis: 16+2 (18)
Cha: 14 (14)

Feats:1-spell focus (conjuration) Augmented summoning,
2- weapon focus "elven curved blade"
3- slashing grace "elven curved blade", weapon finesse ECB

Arms and Armor: cold Iron Elven Curved blade, +1 chain shirt,

Gear: Pearl of Power, water skin (3), Silver Holy Symbol, sunrod (3), CLW potions (3), hemp rope 50ft, flint and steel, chalk (5),

skills-
Perception-1 (+10)
diplomacy-1 (+7)
Know. religion -1 (+7)
know. history-1 (+7)
know. arcana-1 (+7)
know. planes-1 (+7)
know. local-1 (+7)
know. engineering-1 (+7)
know. dungeoneering-1 (+7)
know. nature-1 (+7)
know. nobility-1 (+7)
Sense motive-1 (+8)
Linguistics-2
climb-1 (+8)
acrobatics-1 (+5)
Spellcraft-1 (+7)

abilities:

Domain- Knowledge (memory)/ Strength (ferocity)
You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Recall (Su): With a touch, you can cause a creature to recall some bit of forgotten lore or information. The creature can retry any Knowledge skill check it has made within the past minute, gaining a insight bonus on the check equal to your Wisdom modifier. You can use this ability a number times per day equal to 3 + your Wisdom modifier.

Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.

strength Domain
Granted Powers: In strength and brawn there is truth—your faith gives you incredible might and power.

Replacement Power: The following granted power replaces the strength surge power of the Strength domain.

Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 3rd—rage, 6th—mass bull’s strength.

Might of the Gods (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.

Domain Spells: 1st—enlarge person, 2nd—bull's strength, 3rd—magic vestment, 4th—spell immunity, 5th—righteous might, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channel Energy
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.

Spells/spells per day:

any spells from cleric spell list.
1st-4+1 (DC-15)
2nd-3+1 (DC-16)
0lvl-create water, detect magic, detect poison, light
1st level- Divine favor-1, Doom-1, summon monster I-1, magic weapon-1
2nd- Share language -1, summon monster II-1,cat's grace-1, lesser angelic aspect-1