Ogre

Farch's page

No posts. Alias of D-Kal.


Full Name

Farch

Race

Ogre Warpriest 7 - HP: 72/72, AC: 23/29, T: 11, FF: 22/28 - INIT: +1, Perc: +3 <lowlight, darkvision>

Classes/Levels

Fort +10, Ref +4, Will +9| CMB: +12, CMD: 23 | War Mind 6/6 | Fervor 6/6 | Speed: 20ft

Gender

Male

Size

Large

Age

24

Special Abilities

Sacred Weapon 7/7, Sacred Armor 7/7

Alignment

N

Deity

Feronia

Languages

Giant

Strength 22
Dexterity 12
Constitution 19
Intelligence 8
Wisdom 16
Charisma 8

About Farch

Ogre Warpriest (arsenal chaplain; War) 7
N large humanoid (giant)
Init +1; Senses Perception +3 <low-light/darkvision>
------------------------------------------
DEFENSE
------------------------------------------

CMD 23
AC 23/29, touch 11, flatfooted 22/28 (+1 Dex, +9 armor, +3 natural, +1 deflection, +6 shield, -1 size)
HP 72 (7d8 + 7x4 con +6 FC)
Fort +10, Ref +4, Will +9 [5 class, 4 Con; 2 class, 1 Dex; 5 class, 3 Wis; +1 resistance]
------------------------------------------
OFFENSE
------------------------------------------

Base Attack +5; CMB +12
Melee [power attack -2/+4 or -2/+6]
[dice=+1 Bastard Sword]1d20+11+2-2[/dice], [dice=Damage]2d8+6+2[/dice]
[dice=Huge Bastard Sword]1d20+11+2-2[/dice], [dice=Damage]3d8+9+1[/dice]
[dice=Morningstar]1d20+10+1-2[/dice], [dice=Damage]2d6+6[/dice]
Ranged
[dice=Javelin]1d20+5[/dice], [dice=Damage]1d8+6[/dice] 30ft
------------------------------------------
STATS & SKILLS
------------------------------------------

Str 20+2, Dex 12, Con 19, Int 8, Wis 14+2, Cha 8
Speed 20 ft.

Skills Climb +5/-4* (1), Heal +7 (1), Handle Animal +4 (2), Intimidate +6 (4), Knowledge:engineering +3 (1), Knowledge:geography +1 (2), Knowledge:history +2 (3), Knowledge:religion +3 (1), Profession (soldier) +8 (2), Profession (priest) +8 (2), Sense Motive +7 (1), Survival +7 (1), Swim +5/-4* (1)
------------------------------------------
FEATS & TRAITS
------------------------------------------

Feats Weapon Focus (bastard sword), Power Attack, Tower Shield Proficiency, Shield Focus, Mobile Bulwark Style, Vital Strike, Quicken Blessing, Mobile Fortress
Traits Accelerated Drinker, Fate's Favored
------------------------------------------
MONEY & GEAR
------------------------------------------

Weapons +1 Bastard Sword (+weapon cord), Masterwork Bastard Sword (huge), Masterwork Morningstar, Javelins [12]
Shield +1 Sanctified Living Steel Tower Shield
Magic Gear +1 Full Plate, +1 Cloak of Resistance, +2 Belt of Strength, +2 Headband of Wisdom, +1 Ring of Deflection, +1 Amulet of Natural Armor
Items backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, waterskin, iron holy symbol, spell component pouch
Supplies Trail Rations [5], Healer's Kit [10], Potion of Enlarge Person [5], Wand of Celestial Healing [50]
Money 175.8g
------------------------------------------
SPECIAL ABILITIES
------------------------------------------

Natural Armor: +2
Bonus Feats: Weapon Focus, Tower Shield Proficiency, Vital Strike, Quicken Blessing
Spontaneous Casting: may sacrifice prepared spell to spontaneously cast a "cure" spell of same level

War Mind (Su) 6/day standard action, touch, 1 minute; start of each turn, choose: +10 ft land speed, +1 dodge to AC, +1 insight to attacks, +1 luck to saves

Sacred Weapon (Su) 7 rounds/day swift action to activate, extra +1 enhancement bonus to weapon.
Fervor (Su) 6/day standard (others) or swift (self) for 2d6 positive energy. Swift to cast spell on self (no hands, no AoO).
Weapon Training (Ex) +1 attacks and damage with sacred weapons.
Sacred Armor (Su) 7/day swift action, 1 minute; extra +1 enhancement bonus to armor. Can combine action with Sacred Weapon for 1 Fervor.

------------------------------------------
SPELLS
------------------------------------------

CL 7th, Concentration +10
Level 0 5, DC 13
Detect Magic ()
Detect Poison ()
Mending ()
Spark ()
Stabilize ()

Level 1 5, DC 14
[1] Shield of Faith (1 min/lvl; +3 deflection bonus to AC)
[2] Divine Favor (1 min; +2 luck bonus to attack and damage rolls)
[1] Liberating Command (immediate, verbal, close; target may make Escape Artist check as immediate action with +14 bonus)
[1] Remove Fear (10 minutes; +4 morale vs fear, and suppresses active fear effects)

Level 2 4, DC 15
[1] Delay Poison (1 hr/lvl; suppresses poison for the duration)
[3] Bear's Endurance (1 min/lvl; +4 Constitution)

Level 3 2, DC 16
[1] Blood Rage (close, 1 round/lvl, 3 willing targets; for every 5 damage, +2 morale to Strength and -1 AC for spell's duration)
[1] Invisibility Purge (5ft/lvl radius, 1 min/lvl; negates all invisibility within area)

-----Background-----

Not many ogres make it in the world of men. What few are allowed to live are often kept as slaves, whether for labor or war. Farch was one such creature, once upon a time. He knew no other life, and was humbled by his hopeless and lightless existence. But often he wondered what lay in the world beyond, where people traded and feasted and lived freely. A world without rough handlers and stone walls and iron chains. Many night did he lie awake, staring at the moon and wishing, wanting, sometimes praying.

Eventually, his prayers were answered.

Farch was granted a divine blessing, which caused much talk amongst his owners and handlers. There began to be arguments about what to do with such a beast, apparently given favor by the gods. Some felt guilty, and others afraid. Ultimately the issue was resolved by selling off the great ogre to an eccentric noble seeking protection on his journeys. Journeys led to adventures, and over time and with much wealth in his pockets, the noble granted Farch his freedom.

No longer a slave, he is now both warrior and priest. His might and deeds are somewhat known, though many still shrink away in fear as he approaches. But he can do nothing to change what he is. He can only decide who he will become.

-----Personality-----

Farch is fierce as any ogre, but he does not revel in murder or destruction without good cause. He is brutish and provincial, but clever in his own way. He seeks the company of those that do not fear him but instead treat him as an equal.

He's a solemn soul, and often still his eyes drift up towards the moon. It is hard to be merry when born a monster and reminded of it every day, but he does not let his lot in life bring him to despair or anger. He is neither inspired to good nor driven to evil, but merely drifts along doing what he must to find meaning in a life now his own.

-----Appearance-----

Farch is over twice the size of a man and many times as heavy. He seems perhaps absent-minded and dim-witted, his face blank and mouth slightly agape much of the time. He is mostly bald as ogres often are, and fat with thick hide. But beyond this, when regaled in full steel plate he is like a living castle, a sight to behold.