Corsair

Garret Grandhall's page

99 posts. Organized Play character for Magnu123.


Full Name

Garret Grandhall

Race

Half-Orc

skills:
diplomacy+8, intimidate +6, sense motive +6, perception +3, ACP - 3

Classes/Levels

Cleric 2 AC(14/10/14) Saves w/r/f 5/1/4 HP 14/14 Channel (DC 15) 7/7 Enlarge 4/4

Gender

Male

Size

Medium

Age

23

Alignment

Neutral

Deity

Gozreh

Languages

Common, Orc

Occupation

Diplomat

Strength 14
Dexterity 10
Constitution 12
Intelligence 7
Wisdom 14
Charisma 18

About Garret Grandhall

Combat:

20ft (weight)
Greataxe: +3 (d12+3)x3
Enlarged Greataxe: +3 (3d6+5) x3
spear: +3 or +1(thrown) (d8+2) x3
Sling +1 (d4 +2)x2 50ft rangs
Sleep arrow
BAB +1 CMB +3 CMD 13 Initiative +2
AC 14 ff 14 tch 10
HP 9/9 --> Orc Ferocity
Will +4 Reflex +1 Fortitude +3

magic:

Spells used Today:
Orisons - 4 detect magic, create water, resistance, spark
1st Level Spells - 3 +(calm animals or enlarge person), enlarge person, command, shield of faith, unassigned
Spontaneous casting: cure spells

Channel Positive Energy 7/day (DC 15) d6 (May exclude up to 4 creatures)

Enlarge: Swift Action 4/day - enlarged for 1 round


equipment:
1446 GP 8 SP
Greataxe 12 lbs
spear(x2) 12 lbs
Sling and Bullets 5 lbs
Hide armor 25 lbs
Cleric's kit 32 lbs ( a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (4 days), a waterskin, and a wooden holy symbol.
manacles 2 lbs
simple lock 1 lb
bear trap 10 lbs
bell
twine (half lb)

Carrying Capacity: Current = Med (94) Light = up to 58 lbs Medium = up to 116 lbs Heavy = up to 175 lbs


Appearance:

Garret is a tall orc standing at 6'3". His dark hair is constantly trimmed short, but he ports a well groomed beard. His appearance is very fair for a half-orc. He could be mistaken as human if someone is not looking. He dons clothing created in the wilds and his fingernails always sport some dirt underneath as he loves to dig at plant roots and feel the dirt in his hands. Garret is toned, but he is not the hulking monstrosity that some half-orcs are. He has bright hazel eyes that are rarely blinking. Garret knows how to carry himself in social situations too, adjusting his posture to match the situation.

Personality:
Garret begins as a gently giant whenever meeting someone new. He watches his words very carefully and reads the situation before letting too much of his proper personality show. If Garret is unable to lead the conversation his own way, he can become quite frightening and intimidating. Simply, Garret is an immature man with a natural talent for words and for getting his way. Garret's life goals are centered around balance and freedom. He is strongly opposed to slavery in all of its forms and has a high respect for nature's cycles of flora and fauna. His greatest fear and frustration is to be unable to speak or communicate.

Backstory:
Garret is not the smartest person, but he does have a good intuition and a natural sense of how to get people to do what he wants. These qualities made him the perfect pawn for those able to take advantage of Garret's lack of knowledge. Garret was picked relatively young as a leader and a diplomat. He showed compassion for others and could understand their point of view. He became a sort of ambassador for the Orcs. He went into towns and villages before the majority of the tribe arrived, asking for an offering of peace to appease the raiders amongst his band. In modern terms, this could be compared to "protection" offered by a mafia member, but Garret was sincere in his attempt to avoid conflict, sympathizing more with the civilized folk than he let on.
Garret learned of the enslavement of his people for their strength and joined the Liberty's Edge faction, determined to bring about freedom for his people.
Garret is particularly fascinated with the connection and cycle between flora and fauna. There is a definite beauty about how nothing in nature is ever truly gone and nothing is ever wasted. This reminds him of his mother. Garret's mother, an human, had him quite late in life and his birth was quiet challenging for her. She lived in a village that had spent much time developing positive relations with their neighboring Orcs and it was decided that it would be best for Garret to spend more time with his father as his mother got older. She has recently passed, but Garret has yet to really come to terms with the loss.

feats and traits:

Selective Channeling: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.
Sacred Conduit: Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Proficient: Simple Weapons, Trident, Falchion, Greataxe, up to medium armor

skills:

Diplomacy +8 (+1 rank + 3 class skill +4 CHA)
Intimidate +6 (2 racial + 4 CHA)
Perception +3 (1 racial from domain +2 WIS)
Sense Motive +6 (1 rank + 3 class skill + 2 WIS)
Armor Check Penalty -3
All other skills = Ability Score Bonus

Half Orc:
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon. Languages: Half-orcs begin play speaking Common and Orc.

Cleric:
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment
Channel Energy (Su): 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. 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
Domains: Animal(Feather) and Plant(Growth)
Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

[spoiler=Campaign Experience]
Thornkeep: Sacred Halls
XP 3
Prestige 4

Prediction of Future Peril: Use 1/Thornkeep dungeon: +5 to knowledge to identify a creature, +2 AC vs a single opponent, +2 to a single saving throw