Radi Hamdi

Duraz Carron's page

225 posts. Organized Play character for Anthorg.

Full Name

Duraz Pulger Carron


| HP 14/15 | AC 16 T 10 FF 16 | F: +4, R: +0, W: +5 | Init: +0 | Lis: +2, Spo: +2, SM: +2


| Speed 20ft | Turn attempts: 0/5 | Active conditions: Shield of Faith (+2 AC).


Male N Human Cleric 2


6' 7"









Strength 16
Dexterity 10
Constitution 12
Intelligence 10
Wisdom 15
Charisma 14

About Duraz Carron

Appearance and personality
Although it is hard to see Duraz laughing or even smiling, it is even harder to see him lose his temper. The young man's face is hardened yet carries handsome features, a strong jaw and green eyes. The top of his head has more than a few bruises and scars, which is why he usually covers it with a grey cotton turban. A well built body indicates that he probably knows how to use the short spear and shield he carries, and his stoic face may intimidate some, but a quick conversation reveals that he is easy to reason with and likes to avoid physical confrontation.

At 16 years of life, Duraz Carron was just another boy from a medium sized town playing hunter in the woods nearby. His parents Tyron and Bella owned a small farm and didn’t have much money, but gave him one day free per week, which he used to hunt hares with his friend Tommy. He was concentrating on a small female hare when he heard the orc raid coming. Next thing he knew, he was hit on the head with a cutting weapon.

He found out about his miraculous survival after he woke up. He had been taken captive as the raid druid’s personal slave, a female half-orc called Onea who worships the Stormlord. As is usual with captives, he grew an admiration for his master and eventually fell in love with her. He watched her rituals and thought they were too savage to him, but he convinced the raid’s cleric to teach him, just so he could grow in Onea’s view.

Eventually Onea was killed in battle, and the now grown man Duraz could not save her as he hadn’t grown enough in his clerical studies. This turned him into a serious, never laughing and dedicated man.

Basic info:

STR 16, DEX 10, CON 12, INT 10, WIS 15, CHA 14
Medium Size
Cleric lvl 2

BaB 1
Init 0; Senses: Spot +2, Listen +2
Favored Class: Cleric

AC 16, touch 10 flat-footed 16 (+4 Armor, +2 Shield)
Max HP 15 (8+1Con + 1*(5+1Con))
Fort +4
Ref +0
Will +5

Speed 20 ft
Melee Masterwork light mace +5 (1d6+3/x2)
Ranged -
Space 5 ft, Reach 5 ft


CL 2
Concentration: +6
Spontaneous casting: Cure
Domains: Strength and Tempest

DC: 12+spell level
Turn undead attempts: 5

Spell level (slots+domain): Prepared+domain
0 (4): Create Water, Detect Magic, Light, Guidance
1 (3+1): Bless, Command, Shield of Faith + Enlarge person

Feats, Skills and Languages:

Human - Maximize Spell
Lvl 1 - Divine Metamagic (Maximize Spell)

Skills (3+Int/level):
Concentration +6 (5 Ranks, 1 Con)
Diplomacy +7 (5 Ranks, 2 Cha)
Heal +3 (1 Rank, 2 Wis)
Knowledge (religion) +2 (2 Rank)
Speak language +1 (2/2 Rank)

Languages: Merchant's tongue, Orcish


Magical gear
Potion of Darkvision

Normal gear
- Shortspear 3lb
- Dagger 1lb
- Scale mail 30lb
- Heavy stell shield 15lb
- Backpack 2lb
- Candle x10 -
- Ink -
- Inkpen -
- Hooded lantern 2lb
- Oil 1lb
- Parchment x5
- Belt pouch 0.5lb
- Trail rations x6 6lb
- Hempen rope 10lb
- Waterskin 4lb
- Silver holy symbol 1lb

Money left: 97gp 7sp 9cp
Total equipment weight: 75,5
Light/Medium/Heavy Load for 16 Str: 76/153/230

Money transactions:

Starting gear - 102gp 2sp 1cp

200gp - Starting money

Special Class Abilities:

Turn or Rebuke undead: Any cleric, regardless of alignment, has the power to affect undead creatures (such as skeletons, zombies, ghosts, and vampires) by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead, page 159). A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures, forcing them to cower in awe of his power. If your character is a neutral cleric of a neutral deity, you must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once you make this choice, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above). A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Granted Power (Strength): You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.

Granted Power (Tempest): You can see normally in fog and rain. Natural or magical wind effects treat you as if you were two size categories larger.

Human traits:

- Medium: As Medium creatures, humans have no special bonuses
or penalties due to their size.
- Human base land speed is 30 feet.
- 1 extra feat at 1st level, because humans are quick to master
specialized tasks and varied in their talents. See Chapter 5: Feats.
- 4 extra skill points at 1st level and 1 extra skill point at each
additional level, since humans are versatile and capable. (The 4
skill points at 1st level are added on as a bonus, not multiplied in;
see Chapter 4: Skills.)
- Automatic Language: Common. Bonus Languages: Any (other
than secret languages, such as Druidic). See other racial lists for
common languages or the Speak Language skill (page 82) for a
more comprehensive list. Humans mingle with all kinds of other
folk and thus can learn any language found in an area.
- Favored Class: Any. When determining whether a multiclass human
takes an experience point penalty, her highest-level class
does not count. (See XP for Multiclass Characters, page 60.)

Bot me!:

If for some reason the character needs to be botted, here's a simple set of rules which should govern the bot.

Duraz is a serious and direct man who doesn't like to spend more time than needed on any situation. He tries to resolve conflicts with diplomacy. Where knowledge is needed where he can't contribute, he stands silently and observing.

In combat, he goes to the front line. He only saves more than one turn undead attempts (from Divine Metamagic feat) if it is clear that undead are underway. He buffs with a shield of faith on himself and attacks. He substitutes command for cure light wounds if needed. He uses command Fall on a ranged attacker who is being too troublesome if he doesn't provoke attack of opportunity to do so.