Tribal Seer

Gov Shrah's page

63 posts. Alias of Bender is great.


Race

Half Orc Cleric[Ecclesitheurge] 6 | HP -7/45 | AC 13: T 11: FF 12 | Fort 6: Ref 4: Will 9| Perception +15| Init +2| Darkvision 60ft

spells used:
Prayer, Darkness, bulls strength, shield of faith, dispel magic, shield other, 1 channe

About Gov Shrah

Crunch:
Half Orc NG Ecclesitheurge Cleric of Teshallas 6 VMC wizard [favored class Cleric, +6 HP]
HP 45 BaB 4 AC 13 T: 11 FF: 12 Fort 6 Ref 4 Will 9
Str: 11 [Carrying capacity 22*3 519 light load]
Dex: 12
Con: 10
Int: 14
Wis: 18
Cha: 9

Half orc features:
Orcish Ativism: +2 Str, -2 Int, does not count as human, gains ferocity
Fey Thoughts: Perception and Handle animal are class skills
Darkvision 60ft

Skills: Ranks Stat Misc Class Total
Diplomacy 6 2 0 Y 11
Perception 6 4 2 Y 15
Survival 6 4 1 Y 14
Sense Motive 6 4 2 Y 15

Background:
Handle Animal 6 -1 0 Y 8
Linguistics 6 2 0 Y 11

Cool class features:
Channel energy (2/day) 2d6
Can only use a club, dagger, heavy/light crossbow, quarterstaff. No armor or shield profiencies. If is used, lose all cool cleric features.
Standard action: Give +2 sacred bonus to either attack rolls, skill checks, ability checks, saving throws, or AC for 1/rd. Can use a channel to up that to two rounds

Domain Mastery: Can swap out secondary (healing) domain spells, but keep the healing domain powers. (Options: Magic, repose[Identify, Magic Mouth, Dispell Magic][deathwatch, gentle repose, speak with dead])

Bonded holy symbol: Can be used to cast a cleric or domain spell 1/day

Aura of good

Domains:
Primary
Scalykind[venom] Magic fang, Pernacious poison, magic fang greater (Can use spell slots to prepare these spells)
Swift action (5/day) spit venom onto a weapon, Fort save 16, 1/rd for three rounds, cure 1 save, 1 con damage.
Serpent Companion: Gain a constrictor companion at cleric level -2 (+2 from boon companion)(Bodyguard architype)

Secondary
Healing[restoration] CLW, Remove disease, CSW
Restorative Touch: 5/day standard action remove dazed, fatigued, shaken, sickened, staggered
Healer's Blessing: All cure spells are empowered

VMC wizard:
Sage viper familiar

Traits:
Muscle of the society: +2 to carrying capacity, and breaking things
Clever Wordplay: Use Int for diplomacy
Outcast: Gain Survival as a class skill, +1 to survival
Cruelty: When you are engaged in combat and there are dying or helpless foes within 30ft, you take a -2 on attack rolls that aren't them.

Feats:
1st: Toughness
3rd:-Familiar
5th: Boon Companion

Languages: Common, Orc, Draconic, Sylvan, Celestial, Infernal, Necril, Aklo, Dwarven, Elven

Spells:
Level 0's:
Usual loadout:
Create Water
Detect Magic
Guidence
Enhanced Diplomacy

Level 1s: 4+domain/day
Usual loadout:
Domain: Identify
Magic Fang
Protection from Evil
Shield of faith
1 open slot

Level 2's 4+domain/day
Usual loadout:
Domain: Pernacious poison
Bull's strength
Darkness
Shield Other
1 open slot

Level 3's 3+domain
Usual Loadout:
Domain: Dispell Magic
Greater Magic Fang
Prayer
1 open


Loot:

Dire collar (1000)
+1 Masterwork Light Crossbow (335)
Dagger(2)
Sleeves of many garments (200)
Spell storing armor [Sands of time](1000)
Muleback Cords (1000)
Heavy Load Belt (2000)
Masterwork Wicker Basket (50)
3413GP


Sage Familiar:

Basil: Viper Sage familiar
20ft climb swim land
HP 22 AC 18/16
Fort 4 Ref 5 Will 6
Str: 4 Dex: 17 Con: 8 Int: 11 Wis: 13 Cha: 2
Natural Armor +2
BaB 4(+7 to hit)
DC 9 poison, 1d2 con for 6 rounds, cure 1 save.
Climb +11, Perception +9 Stealth +15 Swim +11, Knowledge Arcana 12, Dungeoneering, Engineering, Geography, History, Local, Nature 7
Can attempt any knowledge check untrained with +3
Gets 2 skills/lvl
Share spells, empathic link, deliver touch spells, speak with master

Bodyguard Animal companion:

Juniper: Bodyguard Constrictor Companion [Base weight 60*8=480lbs]
20ft climb, swim, land
HP 45 BaB 4 AC 18 T: 11 FF 17 Fort 7, Ref 8, Will 3(7 vs enchantment)
CMB +12/14
Large/huge
Low Light Vision, Scent
Str: 24/26 Dex: 15 Con: 17 Int: 1 Wis: 12 Cha: 2: Bite: 1d4+7+Grab and constrict1d4+7(1d6/8 when huge)
Gives Alertness when Adjacent
Can act in the surprise round, gains diehard when master is adjacent, but gets +2 to everything
Empathic Link, Devotion, +1 str
Acrobatics +11/9
Bonus Tricks: Aid, Attack, Defend

Feats: Bodyguard, In Harms Way, Combat Reflexes

Background:

Gov is a worshipper of Teshallas, the Priomordial Poison, the one who's venom flows through us all, the psychopomp responcible for aging.

Gov looks and often acts the part of the primitive tribal shaman. Often walking around with Basil and Juniper, he is nevertheless quite aware of the effect that a large half-orc, wearing tribal paints can have on the minds of others, and will often dress up nicely for the occasion, showering and combing his hair. In battle, he relies on his crossbow, and Juniper to completely decimate his foes, although he's not above using magic or poison to try and hasten things along. He wears no true armor, having taken a vow against such things, but can fight to the death, and beyond should the need arise. Juniper is perfectly capable of intercepting many an attack that would have ended Gov's life, and Gov returns the favor by feeding and healing Juniper. Primarily, he focuses his magics on augmentation of others, and healings. Between him, and Basil, they have a very wide knowledge of what spells are available to him, and he will take time to prepare new ones in the middle of the day, time allowing.

Gov came from a tribe of orcs that had settled into the Vale. He used to be a warrior in the tribe before injury and illness crippled him (at least in relation to being an orcish warrior) He was exiled from his tribe at this time, for perceived weakness, and during this time is when he met both Juniper and Basil. Eventually seeking more out of life than just being a hermit running afoul of the various denizens of the Vale, he set out for more civilized lands, and began the process of training his mind instead of his body.

Now he seeks closure from his tribe. He hopes to avoid taking revenge upon them for his exile, but he's unsure how he will react upon seeing them again. Even if they have shunned him, he has not shunned his orcish heritage, and takes pride in being able to blend some aspects of orcish culture and Cheliaxian life. Other members of the Vale occasionally showed him kindness, such as some of the lizardfolk, and he would like to avoid them all being slaughtered.

When Gov left the Vale, he brought with him many trophies of his time there, after all there were many creature of great power that Gov had managed to outsmart, escape from, or prove that he was more trouble than it was worth to eat. Learning of the process of enchanting items, he became excited, wanting to increase the effect of his various trinkets so that he could fully tap into the power that he believed was contained in them. He sought out a wizard then and got his belts and pelts enchanted. During that time, he was very interested in learning more about the enchantment process, and hoped to learn how to do it himself. He watched the wizard closely, but to no avail. The wizard's notes were all encoded, and he guarded his secrets well. Noticing that Gov had an interest in learning his magics though, he became intrigued, performing a number of tests to see if Gov might prove to be a worthwhile apprentice. He found that Gov had some latent arcane potential, but nothing worth the wizards time as far as training would go; certainly he was no natural. The wizard gave Gov a few tips on how to channel the arcane energy that Gov had, and sent him on his way, not realizing that through Gov's oink-headed stubbornness, Gov would eventually make the most out of the few pitiful tricks he was shown, hoping to master them to tap them of all their potential, the way that a powerful wizard might.

Cities and civilization is where Gov felt like he was truly accepted, and he learned much from his time there, including 8(!) different languages, but he still bears a lot of mannerisms from his time as an orc tribesman. He does not view it as paradoxical, he thinks he can be both an orc and a city dweller, and would bring the Vale and Cheliax together if he could, since he thinks that he is stronger for having experienced both ways of life. He is willing to fight and kill to ensure that the least total amount of blood is shed.