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About Graxton Sothspells:
Orison spells: Detect Poison, Stabilize - 30 foot range, Virture 1 hp for 1 minute. Open 1st:
2nd:
X Domain Channels: X X _ _ _ _ of 2d6, Will DC 12 for half. Graxton has a Wand of CLW 5/30 charges, on bandoleer.
Ah, Graxton Soth a Half-orc with a plan of war. Yup that is right Soth, and if you know the name, he will be a dark one, though not evil unless you push him. :P Cleric of Gorum, Area of knowing: battle, strength, weapons
Trait
Campaign Trait:
Unhappy Childhood, Religious: +2 on Concentration checks. Graxton spent a period of time as one of Gaedren’s enslaved orphans. Graxton doesn't know if he was abducted from his parent’s home or during a trip to the market. Or perhaps Graxton, like most of Gaedren’s slaves, were merely a child of the street who succumbed to his promise of regular meals and a roof in return for what he said would be “a little light work.” Graxton does not have memories from his early childhood, likely from the beatings he received from Gaedren. Whatever the case, Graxton spent several years of your life as one of his “Little Lamms” before escaping. Graxton has nursed a grudge for the
Background story:
He grew up a hard time until the soldiers came. He was recruited into the ranks and made any weapon given to him a deadly weapon even in training, the trainers knew that some one was giving him strength, they hoped it was not the resolve just in that half-orc. Soon a cleric of Gorum came to look at the boy. He took his crop and whipped the trainer for not coming sooner. "Look at him, the symbol of the weapon crescent on his chest and the mountain with blade stuck to it on his right hand! Let alone this 'boy' is the two halves that make up Gorum. Come, for now you are Soth, a great example of our faith, and you will learn and learn well the teachings of Gorum!" The other clerics that were summoned were pushed aside by that cleric of Gorum, and the boy followed. That was Grandmaster Soth, he died in a glorious battle with trolls and paladins, don't ask it was glorious! Since then another cleric thought to take me under his wing, then I broke his nose for only by the power and might of Gorum or that of a cleric or emissary of Gorum could rule over me and only in a Match of Gorum. Graxton knew that working against the government would never work directly, though he always would enjoy a fight and helping those around him rather than the whole, for the community as a whole would never look out for him, a half-orc. From there I have searched for some good places that needed my strong arm and to quench my thirst for a fierce battle. That is when I met Crux. I saw his path before him and prayed and decided it was the path for me to follow. Soon the next hour my blade drank deeply and I knew I was to help Crux defy Lamm. After my master had died and before I had met Crux, I made my way in the Shingles, none of the military establishments wanted a loose cannon of a Cleric of Gorum, which I scoffed at them for that, they more likely were just racist from my orc lineage. I do not oppose the guard for the guard works for the people moreso than the laws. Thus I have helped more than hindered when it comes to the guard. The Cerulean Society saw in him a great bruiser. I have a few friends that enjoy small apartments in the Shingles, I take care of their problems and I get a good place to sleep for a few nights. At least that was until I met Lamm yet again. He thought to sell shiver to one of my friends, and found out that the half-orc that has been trying to run him down, lived in that very appartment. Graxton came to that appartment that night to find Lamm on the doorstop plying his trade to his friend. Lamm once again scrammed and sneaked away, though Graxton chased him and chased him, he did not catch him. That friend and Graxton went there seperate ways, for Graxton does not enable those who retreat into drugs. That is if Crux likes the idea of a companion in arms. :P Possible contacts
Kali Hopes, a mid level enforcer for the Cerulean Society, of which Graxton has been a bruiser for and healer on several occasions. He does it for the coin and the chance to fight! Though if he thinks that their actions are not right, they know now that the job is on halt for he will subdue them the best he can to protect innocents, though honesty there is not much innocence in the Shingles. Vencarlo Orisini, owner of the renowned Orisini Academy fighting school, perhaps he has just been biting his time for his own reasons or something important and will want Graxton to search out the true reason why his headmaster died. Graxton likely got hit by an illusion or something so the paladin and troll story is likely a cover story. Or something like that. Crunch:
Male half-orc Cleric 1 CG Medium Humanoid Init +0; Perception +3 -------------------- Defense -------------------- AC 17, touch 10, flat-footed 17 (+5 Scale mail, +2 heavy steel shield) hp 21 (1d8+1); Fort +4, Ref +1, Will +6 Base Atk +1; CMB +4, CMD 14 -------------------- Offense -------------------- Speed 30 ft. (armor 15 ft.) 'Overloaded' Melee Dagger +5 (1d4+3/19-20 x2) Longsword +5 (1d8+3/19-20 x2) [does not have] Greatsword +5 (2d6+4/19-20 x2) Club +5 (1d6+3/ x2) Sling +2 (1d4+3) 50 ft. (10 bullets) (2) Javelins +2 (1d6+3) 30 ft. Special Attacks: Power Attack -1 attack, +2/+3 one handed/two handed damage Alchemist fire (2) = 40 gp
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Feats: Selective Channeling, extra channeling. Quirk: Favored class bonus: 2 skill points. Skills 2+2+1: if wielding shield another -2 to ACP
Languages: Common, Orc. Working on Celestial
Racial:
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. Appearance:
A towering figure, 6’3” and 250 pounds of pure muscle and sinew, though he is built more like a barrel not as graceful as many. His gray green skin is mottled with dark and light patches which has very few adornments. His skull has a jutting eyebrow ridge and wide jaw, with a patch of blood red to coppery hair atop his head. The darker red hair also grows in a short beard. His lower canine teeth jut up from his lower lip. His eyes look to be black, for they are a deep brown, foreboding for those who look at them under his furrowed brows. He wears a simple pack and sling with a belt, to hold all his weapons. He wears armor to protect him as much as possible, the greatsword is seen in his hands more than the shield, at least until he has companions around. He has a simple necklace of metal links around his neck. Gear:
13 gp, 8 sp, 3 cp On person: Explorer's outfit (8), belt pouch (chalk 5)(1/2), dagger(1), sling, 2 bullets (1), Scale mail (30), Heavy Steel Shield (15), greatsword (8), club (3), 2 javelins (4), coins (1/2), Healer's kit (1). Total weight: 72 MC Backpack(Increase Str by 1 for carrying) (2): 1 ration (1), 2 sacks(1), waterskin (4).
Items left in room: Bedroll(7), winter blanket(3), 5 rations (5), Whetstone (1), Gear maintenance kit (2), Mess kit(1), 8 bullets (4). Gear maintenance kit: This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.(2 lbs.) Mess kit: This kit includes a plate, bowl, cup, fork, knife, and spoon, made of horn tin. Each item has a handle or small hole, and can be tied together using the included leather cord. Light Load - - - - Medium Load - - - - Heavy Load
Load. . . . Max Dex. . . . Check Penalty. . . . Speed. . . . . . . . . Run
Notes:
If you have trouble with the Guard, just call for Sergeant Soldado, and I'll assist in any possible way." I think it's fine, but I would expect you to be much more rough and tumble rather than friendly and agreeable. Grunting and slamming things and always ready to punch someone. Not sure exactly how that fits a group, but you see where I am headed. The "Temple" of Calistra is really no more than a large boarding house. A grand front entrance stands before you as you enter the property. Two swarthy guards stand out front, flanking the entrance, but Viviana whispers a word to them, and they let you pass unmolested. As you see the size of their arms and the weapons they carry, you can't but wonder what would've happened had you needed in her without the Inquisitor's escort. Once inside, the front parlor is decorated quite sumptiously. Men (and a few women) lounge about being attended to by acolytes of either gender. Food and drink flow freely, games of chance or skill are available, and the great curving staircase leads to a whole set of wonders above. Viviana seeks audience with the Temple "Abbess" who's finely appointed office is down the hall near the kitchens. The Abbess is an elderly woman, with a still striking figure and a piercing blue eyes. Her no-nonsense manner gets right to the point. If you have enchanted items that need identified, we can assist. If you have items you need valued or sold, we can aid with that. If you require healing or curing, and cannot find any other source, you need only come here for aid. We ask only that you share pertinent information with us, and take one of our priestess with you when we can spare them. What say you?"
Vital:
HP: 19/21, AC: 15_ T: 10_ FF: 15, Perception +3, Sense Motive +7, Initiative: +0, F: +4 _ R: +1 _ W: +6, CMB: +3, CMD: 13, Speed: 20 Skills:
Acrobatics -4, Appraise +4, Bluff +1, Climb -1, Diplomacy +5, Handle Animal +3, Heal +7, Escape Artist -7, Intimidate+3, K(Nob/Rel/Pla) +4, Linguistics +4, Ride -4, Stealth -7, Spellcraft +4, Survival +3, Swim -1 |