About HormBackground:
Horm was born a half orc in an orc tribe. His childhood was a vicious struggle for survival. His mother loved him because he might one day grow to be a mighty warrior. Horm never had the same taste for violence as his brethren. He knew it made him weak, just as his human blood did. Scrawny by orc standards, he had to work hard to avoid becoming a target. Fortunately, he displayed an early talent for magic, and was taken by the tribe’s shaman when he was 11. By the time he was 15, it was clear that he lacked the ability for orcish magic. Scarred and broken, he was cast aside like a broken tool. Horm was given lodging with Raga, the tribe’s torturer. His sleep was broken by the sound of new arrivals. He was made to use instruments of pain. When he was 17, Horm gathered the courage to murder Raga and flee. He spent a long time running. Arriving in civilization for the first time, Horm found he fit in poorly. People looked down on him in disgust. Horm could hunt and he had a base of magical training, but few other useful skills. He was a jagged and broken man. Horm killed a local lad in a violent dispute. He fled again. Horm stopped running when he met Professor Lorrimor. The man had a curiosity and attention that Horm was not used to. When Lorrimor looked at him, Horm saw no fear in the old man’s eyes. He brought Horm to a church of Seranrae. In between two archeological expeditions, the Lorrimor helped coax out Horm’s latent magical abilities. The kindness was breathtaking, both from Lorrimor and from the priests. In time, Horm knew, he would come to understand the meaning of Redemption. When Lorrimor left, he made it clear that Horm was in his debt. There was a devilish glint in the old man’s eyes when he said that, and it scared the young half orc. Over the years, the fear dwindled away to nothing. Horm grew whole. Then one day, he received a letter informing him that it was time to make good on his debt. A fresh dread grew in him, one that he could not begin to name. He felt himself slipping back into a brutal, vicious world he thought he had left behind, and which he was not ready to walk back into. It was with a heavy heart that Horm made his way to Ravengro, clutching desperately at the symbol of Seranrae. Writing sample/moment from Background:
Horm dreamed of screams and fire. A brazier burned, casting flailing shadows across a bloody wall. He heard the sound of leather straps tightening. A man sobbed desperately. The acrid scent of burning hair filled the room. A devil stalked in the shadows, something tall and hulking. As it turned to face him, Horm woke with a start. He clutched the hilt of his sword.
Before he had killed Raga, Horm had nightmares about what he would face after the orc was dead. Now that it was done, his tribe’s torturer lived on in his dreams. ”One last act of cruelty,” he said quietly, fingering the notch in the hilt of his sword. Dried blood ran the length of the blade, gleaming in the firelight. Not Raga’s. Kneeling beside his small fire, Horm gathered soot and ash. He had made camp at the edge of a small cave, a mere alcove in the rock, and nestled behind it to sleep. Now he hurried. The snow would stop falling soon, and he needed to move once it did. He dragged soot and ash across the rocks, leaving behind black lines. They will be after me at first light. He stood back to survey his handywork. Sorry. The word had a hollow taste to it. On its own, it meant nothing. Shouldering his pack, Horm sat at the edge of the cave with his sword across his knees, staring down at the blood along its length. ”I killed him.” He drew his dagger and carved out a second notch in the hilt of his sword. ”My own hands are stained with the blood of that boy. For what?” Snow drifted down into the failing firelight and kissed Horm’s sword. It was a pure white, covering up the red stain. ”For nothing,” he admitted.
Crunch:
NG Half Orc Cleric/Ranger 3
Senses: Perception +9, Darkvision 60 ft Init: +7 HP 28 (3d10+6)
Speed 20 ft, Reach 5ft
Channel Positive Energy 2d6 (DC 14) {+3 Damage vs Undead, they get no Channel Resistance} 4/day Cleric Spells CL 3
Str 13 Dex 17 Con 12 Int 11 Wis 16 Cha 12
Skills
Background Skills (6)
Class Features Abbreviated
Equipment:
Medium load: 116 lbs w backpack
Combat Gear
Other Items
Survival Gear
Crafting Expenditures
Total Weight: 90 Lbs
Remaining Money
Class Features Full Length:
Channel Energy 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. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. 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. Domains: Glory (Heroism), Sun (Day) Domain Spells
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy. You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2. Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier. Aura: Good Spontaneous Casting: Cure Favored Enemy: Undead At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Wild Empathy
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