Krun Thuul

Drockhar's page

64 posts. Alias of Farol.


Race

♥️ 156/156 | AC 32 | Resistances: 5 Slashing | Fortitude** 20 (+1 vs magic) | Reflex** 17 (+1 vs Magic, +3 vs Damage) | Will*** 23 (+1 vs Magic, Resolve) | Perception** +20 (+2 to initiative+1 to seek/sense motive, darkvision, scent 30ft non-precise)

Classes/Levels

Conditions: Orc Ferocity | Hero (☑□□) | Spell Slots @ 6th (☑☑□), 5th (☑□□), 4th (□□□), 3rd (☑□□), 2nd (□□□), 1st (☑□□) @ DC 30| Healing Font ☑☑□□□ | Explore: Search |

Gender

LG Orc Abadar's Avenger Cleric (Warpriest w/ Sentinel Dedication) Level 12 | ◆◇↺ |

Strength 19
Dexterity 10
Constitution 16
Intelligence 10
Wisdom 18
Charisma 19

About Drockhar

Drockhar Cleric 12
LG Medium Orc Hold-Scarred Orc Humanoid

HP 156/156 | AC 32 | Saves 20/17(20 w.Bulwark)/23 | Perception +20
LG Male Orc Cleric (Warpriest) 12 | Spells -/3/3/3/3/3/2 | Focus Points 1/1 | Hero Points 1 | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

□☑

GP: 24 (level money)
GP earned: 48

Defenses:

HP 156
+2 Resilient Full Plate

AC 32 (10 + 0(DEX) + 8 (item) + 14 (profiecency)[T])

Saving Throws
Fort 20
Ref 17 (20 w. Bulwark)
Will 23
+1 to saves vs magic and magical effects as a reaction due to Orc Superstition

Resolve: If Drockhar Succeeds at a Will save, he gets a Critical Success instead.

Mask of Rejection:
Trigger: You fail a saving throw against an effect from your warmask's magical tradition (Nature).
Requirements You're wearing your warmask.
You reroll your check with +2 modifier need to use the new value. Once per day.

Perception +20 darkvision (+21 to Seek and Sense Motive - Divine's Nose Chain)
Scent imprecise-sense 30ft (Divine's Nose Chain)

Resistances:
slashing 4 (due to armor specilization[Sentinel Archetype feat])

Dying:
Orc Ferocity, Incredible Ferocity, Undying Ferocity
When brought down to 0 HP, as a ↺ Drockhar can keep standing with 12 HP (level), increasing his wounded value by 1, onec per hour.

Diehard, Toughness:
Drockhar dies at dying 5 instead of 4. Recovery check is 9 + dying value

Offensive:

+22 Greater Striking Bastard Sword 3d8+4 (3d12+4 two handed)
Ghost Touch rune - allow to hurt incorporeal
Shifting - change weapon into similar dealing other type of damage
Critical effect - target is flat-footed for 1 round

Replenishment of War: Striking out against your enemies draws praise and protection from your deity. When you damage a creature with a Strike using your deity’s favored weapon, you gain a number of temporary Hit Points equal to half your level, or equal to your level if the Strike was a critical hit. These temporary Hit Points last until the start of your next turn.

Skills:

Acrobatics +0 U
Athletics +20 E
Diplomacy +18 T
Intimidation +22 M
Lore: Gladiatorial +14 T
Medicine +22 M
Nature +18 T
Religion +18 T (Assurance)

Intimidation:
Intimidating Glare: You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

Battle Cry: When you roll initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action. If you’re legendary in Intimidation, you can use a reaction to Demoralize your foe when you critically succeed at an attack roll.

Terrified Retreat: When you critically succeed at the Demoralize action, if the target’s level is lower than yours, the target is fleeing for 1 round.

Mask of Pain: Requirements You're wearing your warmask.
Trigger You succeed at a Demoralize check.
Your mask has grown into a manifestation of your pain, which you can release. The creature you successfully Demoralized takes 2d6 mental damage, or 4d6 mental damage if you're legendary in Intimidation. The target is then temporarily immune to additional damage from Mask of Pain for 24 hours.

Medicine:
Battle Medicine: You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day

Ward Medic: You’ve studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.

Spells:

Spell DC 30
Spell Attack +20
Most spells take 2 actions unless stated otherwise ◆◆

Cantrips, at Will
- Shield ◆ Hardness 15, +1AC
- Divine Lance Lawful or Good
- Chill Touch
- Detect Magic
- Prestidigitation

Spell List 1, 3 per day
- Bless
- True Strike ◆
- True Strike ◆

Spell List 2, 3 per day
- True Strike ◆
- True Strike ◆
- Fearie Fire

Spell List 3, 3 per day
- Fear
- Haste
- Warding Aggression

Spell List 4, 3 per day
- Fire Shield
- Divine Wrath
- Harm (+3)

Spell List 5, 3 per day
- Harm (+4)
- Harm (+4)
- Blink Charge

Spell List 6, 3 per day
- Heroism +2
- Vampiric Exsanguination
- Blinding Fury

Healing Font 6th lvl, 5 per day, amount of slots left is tracked in the bar
Heal

Channeled Succor
You can remove conditions with divine grace. You can sacrifice one heal spell you’ve prepared in your extra slots from healing font to cast one of the following spells instead: remove curse, remove disease, remove paralysis, or restoration. The spell is heightened to the same level as the heal spell you sacrificed.

Mask of Power 1 per day as Innate Spell
- True Strike ◆

Gear:

+2 Greater Striking Ghost Touch Shifting Bastard sword
+2 Resilient Full plate
Diviner's Nose Chain
Adventurers kit
Climbing Kit
Bandolier
Sheath
Healer's Tools (expanded) +1 to Medicine

Ragathiel(Deity):

Ragathiel

Edicts: Avenge the wronged, destroy evildoers, lead the charge in battle
Anathema: Cower from combat, forgive those who have irreparably sinned, leave allies unwillingly in darkness
Areas of Concern: chivalry, duty, and vengeance
Follower Alignments: LG

Progression 1-11:

LVL 1
Doctrine Warpriest - deity weapon Bastard sword
Shield Block

Lvl 2
Sentinel Dedication
Intimidating Glare

Lvl 3
Skill increse - Medicine Expert
General Feat - Toughness

Lvl 4
Class Feat - Channel Smite
Skill Feat - Continual Recovery

Lvl 5
Skill Increase - Intimidation Expert
Ability Boost - STR, CON, WIS, CHA
Alertness - Perception Expert

Lvl 6
Class Feat - Armor Specialist
Skill Feat - Ward Medic

Lvl 7
Skill Increase - Intimidation Master
General Feat - Fleet

Lvl 8
Class Feat - Channel Succour
Skill Feat - Battle Cry

Lvl 9
Skill increase - Medicine to Master
Resolve - Wisdom save upgrade to master, success -> critical success

Lvl 10
Ability Boost - STR, CON, WIS, CHA
Class Feat - Replenishment of War
Skill feat - Battle Medicine

Lvl 11
Skill increase - Athletics to Expert
General Feat - Incredible Initiative
Lightning Reflexes - Reflex save upgrade to Expert

Progression lvl 12:

Skill Feat: Terrified Retreat
Class Feat: Shared Replenishment: When your deity blesses your warlike acts, you can extend that favor to your allies. You can grant the temporary Hit Points from Replenishment of War to an ally within 10 feet instead of gaining them yourself. You can grant these temporary Hit Points to a different ally each time, meaning you might be able to grant them to multiple creatures in a single turn.