Sheriff Hemlock

Dhastrach Orisialis's page

339 posts. Organized Play character for Deussu.


Full Name

Dhastrach Orisialis

Race

Dwarf

Classes/Levels

Cleric 7; HP 50/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

Gender

Male

Size

Medium

Age

Over 300?

Alignment

True Neutral

Deity

Nethys

Location

Geb

Languages

Common, Dwarven, Kelish, Ancient Osiriani, Osiriani, Polyglot, Undercommon, Sphinx, Tien, Azlanti

Occupation

Author, Scribe

Homepage URL

Link

Strength 14
Dexterity 12
Constitution 17
Intelligence 16
Wisdom 16
Charisma 6

About Dhastrach Orisialis

"Everyone has their sins." -- Dhastrach Orisialis

Current conditions:

General:

Male dwarf cleric 7
N Medium humanoid (dwarf)
Init +1; Senses darkvision 60ft.; Stonecunning; Perception +3

Defense:

AC 23, touch 12, flat-footed 23 (+1 dex, +10 armor, +2 shield); +4 dodge AC vs. giants
hp 56 (7d8+21); stabilizes automatically
Fort +9, Ref +4, Will +11; +2 vs. poison, spells, spell-like abilities; +2 vs. death effects; +2 vs. charm & compulsion

Offense:

Speed 40 ft.
Melee Mwk cold iron warhammer +8 (1d8+2/x3) or +1 warhammer +8 (1d8+3/x3)
Ranged Mwk cold iron warhammer +9 (1d8+2/x3) or +1 warhammer +9 (1d8+3/x3)
Special attacks +1 on attack rolls against goblinoid and orc humanoids, channel positive energy 1/1 /day (DC 11, 4d6)
Domain Spell-Like Abilities (CL 7th; concentration +10)
At Will – lorekeeper (25)
6/6 /day – hand of the acolyte
6/6 rounds/day – remote viewing
Cleric Spells Prepared (CL 7th; concentration +10)
4th – Blessing of fervor, imbue with spell ability (D)
3rd – prayer, invisibility purge, resist energy, communal; dispel magic (D)
2nd – protection from evil, communal; shield other, bull's strength, weapon of awe, detect thoughts (D)
1st – endure elements*, liberating command, shield of faith, comprehend languages (D)
0 (at will) – detect magic, mending, create water, read magic
D Domain spell; Domains Knowledge, Magic

Statistics:

Str 14, Dex 12, Con 17, Int 16 (+), Wis 16, Cha 6
Base Atk +5; CMB +7; CMD 18 (+4 vs. bull rush or trip)
Feats Combat Casting, Breadth of Experience, Heavy Armor Proficiency, Iron Will
Skills Heal +7 (1), Knowledge (any) +5 (0), Knowledge (arcana) +9 (1), Knowledge (dungeoneering) +9 (1), Knowledge (engineering) +12 (4), Knowledge (history) +12 (+14 when regarding dwarves or their enemies) (4), Knowledge (local) +9 (1), Knowledge (nature) +9 (1), Knowledge (planes) +10 (2), Knowledge (religion) +10 (2), Linguistics +12 (6), Perception +3 (+5 to notice unusual stonework) (0), Profession (any) +5, Profession (Scribe) +14 (6), Sense Motive +13 (7*), Spellcraft +12 (6)
Languages Common, Dwarven, Kelish, Ancient Osiriani, Osiriani, Polyglot, Undercommon, Sphinx, Tien, Azlanti*, Tekritanin
Traits Magic is Life, Birthmark

Equipment:

On person Mw cold iron Warhammer (5 lb.), +1 Warhammer (5 lb.) +1 Full Plate (50 lb.), +1 Buckler (5 lb.), Backpack (2 lb.), Spell Component Pouch (2 lb.), Alchemist's Fire (2) (2 lb), Acid (2) (2 lb), Holy Water (2) (2 lb), Wooden holy symbol of Nethys (- lb), Alkali flask (2) (2 lb), Smelling Salts (1) (- lb), Traveler's Outfit (5 lb.), Wand of Cure Light Wounds (39 charges) (1 lb.), Pearl of Power (1st), Cloak of Resistance +1, Wand of Lesser Restoration (4 charges) (1 lb.), Rod of Reach Metamagic, Engineer's Workgloves, Headband of Vast Intelligence +2
In backpack Bedroll (5 lb.), Scroll case (½ lb.), Crowbar (5 lb.), Grappling Hook (4 lb.), Steel Mirror (½ lb.), Pitons (10) (5 lb.), Silk rope (100 ft.) (10 lb.), Sack (½ lb.), Shovel (8 lb.), Waterskin (4 lb.), Flint & Steel (- lb), Torch (4) (4 lb), Thieves' tools (1 lb), Marbles (2 lb), Bladeguard (1) (- lb), Chronicler's Kit (4 lb)
Stashed Cold Weather Outfit (7 lb.), Courtier's Outfit (6 lb.), Tent (20 lb.)
Encumbrance 83 lb. without backpack, 138 ½ lb. with backpack (58 lb. light/116 lb. medium/175 lb. heavy)

Background:
Dhastrach Orisialis, a dwarf priest from Geb. Doesn't really say anything, and seems to suffer all the time, although he does not admit it. His body is littered with dozens of scars and tattoos. He tells how he experienced the dreadful times when the world trembled as Aroden died. At that time Dhastrach was an adventurer until the day he was put against outnumbering enemies. His wounds were great, his skin burnt, and memories forgotten.

After a hundred years, he returned from the dead. He doesn’t know why or how. After his reincarnation he noted his left side of the face was brighter than the other.

Dhastrach's skin is permanently charcoal black due to the injuries suffered many many years ago. His burnt skin no longer supports any hair. Unlike other dwarves, he has no beard and is completely bald. Only the gruesome scars remind him of dreadful days which is why he has tried to mask them with dozens of black tattoos. His voice is deep and raspy, likely the relics of dust and ash damaging his vocal cords.

Knowing his past and how treacherous people can be, he isn't especially trusting nor very nice either. Seeing too many dishonest thieves, scheming nobles, and corrupted officials has made him wary of the societies and communities themselves. He promises never to commit such immoral deeds, nor help others to commit such.

Tricks:

Dhastrach utilizes a combination of endure elements spell and Magic is Life trait.

Vanities and Boons:

Scrivener (5 PP): You earn a living duplicating documents, taking dictation from the illiterate, and preparing formal writs in elegant calligraphy. If you use ranks in Profession (scribe) to calculate your bonus on Day Job checks, your business provides you a +1 circumstance bonus on such checks. Additionally, you may make a Linguistics check untrained to recognize a forgery or identify a foreign language (though not to translate it).
House Thrune's Favor: Your complete discretion in infiltrating the Chelish embassy has earned you a rare token stamped with the isignia of the House of Thrune, signifying your favor in the eyes of Cheliax's ruling house. This grans you a +3 circumstance bonus on Diplomacy checks to influence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing. This bonus remains in effect as long as the token remains on your person, and the token imparts its bonus only to you.
Seeking the Sages (Osirion Faction): You are in pursuit of the legacy of the Jeweled Sages, which Amenopheus believes is very close at hand. Having this boon contributes to the events later in the Destiny of the Sands storyline and does not grant any benefits at this time. (Received twice)
Contraband Dividends: You ensured that a valuable shipment of contraband antiquities were able to enter Absalom through the sewers without kobolds causing any problems. As a result, you receive a single item of no more than 150 gp from among the non-relic bits of the cargo. You must select this item now and reflect its purchase on this Chronicle Sheet. (Scroll of Cure Moderate Wounds)
Koboldfriend: You negotiated a truce between the Pathfinder Society and Yiddlepode of the Sewer Dragon tribe. As part of the bargain, she gave you a token of kobold. When worn about your neck (occupying the neck magic item slot), the token grants you a +2 bonus on all Diplomacy checks with humanoids of the reptilian subtype.
Mythic Legacy: Although your mythic power was short-lived, you have retained a small reserve of that legendary essence for use later. When you activate this ability as a free action, choose one feat that you have. For one round (or as long as it takes to complete a skill check modified by the feat), you gain the benefits of the mythic version of that feat as if you had also expended one use of mythic power. When you use this boon, cross it off your Chronicle sheet.
Savior of the Sages (Osirion Faction): With your help, the Osirion faction has realized its goal of rebuilding the order of the Jeweled Sages. Like the order, you are able to linger at the edge of death yet awaken again when conditions are right, and your time studying the sages' secrets has made you an expert in Osirian history. Your effective Constitution score for determining when you would die from hit point damage increases by 1, and you gain a +1 bonus on Constitution checks to stabilize. In addition, you gain a +1 bonus on Knowledge (history) and Knowledge (religion) checks regarding Osirion and its gods. For each Seeking of the Sages boon you have from earlier parts of this series, increase these bonuses by 1. (Total +3 bonus)
Scrutiny of the Stars: Performing an eldritch ritual temporarily granted you power, but it also attracted the attention of some creature from beyond the stars. The haunting certainty that the someone is watching you leaves you paranoid, and whenever you are confused and roll to determine your behavior in a given round, add 5 to the result. In addition, whenever you sleep, there is a 20% chance that the alien entity attempts to contact you and torments your dreams with terrifying visions, as per the spell nightmare (DC 17). If you are a sorcerer with the aberrant bloodline, you ignore these effects and instead gain an additional daily use of your acidic ray bloodline ability. You may cross this boon off your Chronicle sheet if you are the target of a heal spell while under the effects of nondetection.
Hero of the Hold: Once you have Chronicle sheets for all three parts of the Glories of the Past campaign arc, you become one of the Pathfinder Society’s experts on Sky Citadels. You gain a +3 insight bonus on Knowledge checks pertaining to Sky Citadels and dwarven history. You also gain a +1 insight bonus on saves, ability checks, and skill checks while inside a dwarven Sky Citadel.
Unexpected Discovery: Now that your name features prominently in a volume of the Pathfinder Chronicles, other Pathinders are quick to recognize you. You gain a +4 circumstance bonus on Diplomacy and Intimidate checks when dealing with members of the Pathfinder Society of your level or lower. If you already have a circumstance bonus on such a check, the bonus instead increases by 2.

Things:

[spoiler=All the knowledges]
Knowledge (arcana)]1d20+9[/dice]
Knowledge (dungeoneering)]1d20+9[/dice]
Knowledge (engineering)]1d20+12[/dice]
Knowledge (geography)]1d20+5[/dice]
Knowledge (history)]1d20+12[/dice] (+14 when regarding dwarves or their enemies)
Knowledge (local)]1d20+9[/dice]
Knowledge (nature)]1d20+9[/dice]
Knowledge (nobility)]1d20+5[/dice]
Knowledge (planes)]1d20+10[/dice]
Knowledge (religion)]1d20+10[/dice]
[/spoiler]