Rough Rampager

Hraak Rhegnaz's page

65 posts. Alias of Flanderdash.


Race

Male 1/2 Orc Cleric 1 | HP 7/9| AC 15 Touch 13 Flatfooted 11 | Saves F 4 / R 2 / W 7 | Init +3 | Perc +4

About Hraak Rhegnaz

Half-Orc, Cleric of Gozreh

HP 9 (8 + Con)
Fort +4 / Reflex +2 / Will +7
(*+1 all saves, Sacred Tattoo)

Initiative +3, Perception +4
AC 15 (10 + 4 (Armor Coat) + 1 (Buckler) / 13 Flat Footed / 11 Touch
BAB +0, CMD: 13 , CMB: +2

Appearance:
23 yrs old, 6’1” / 182 lbs.
Dark Brown Hair / Green Eyes

Abilities:
Str 14 (+2) Dex 12 (+1) Con 13 (+1) Int 10 (+0) Wis 18 (+4)* Chr 14 (+2)
*Racial Bonus Stat

Ranged:
Sling: +1 Hit, d4, x2, 50’

Melee
Morningstar: d8, 15 gp, x2, 6 lbs
Trident: d8, 15 gp, 4 lb., 10'

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Racial:
Racial Bonus: +2 to any one Ability. (Wis)

Intimidating: +2 racial bonus on Intimidate

Sacred Tattoo: Many half-orcs decorate themselves with tatoos, piercings, and ritual scars, which they consider to be sacred markings. Gain +1 luck bonus on all saving throws. This replaces orc ferocity.
(Hraak's tattoos are of sealife and waves, going from the right side of his chest and up the side of his neck to bring focus to his birthmark)

Weapon Familiarity: Proficient with greataxe and falchions, and treat any weapon with “orc” in the name as a martial weapon.

Sea Raider: Half-orcs take up sailing as pirates, raiders, and fishermen, where they are known as tenacious fighters. They gain +2 racial bonus on Profession (Sailor) checks and Craft checks to repair ships, and a +1 racial bonus on damage rolls against foes and objects in or on top of the water. This replaces Darkvision.

Orc Blood: Counts as human and orc for any race related effect.

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Class:

Aura: Good

Channel Energy 1d6: (DC 12) 6*/day, 30’ radius (* Feat)

Domains:

Spontaneous Casting: The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name.

Favored Class Bonus: Select one Domain power granted at 1st level that is normally usable a number of times per/day equal to 3 + Wis. Add + ½ to the number of uses per day of that Domain power.

Favored Weapon: Trident

Symbol: Dripping Leaf

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Skills:
Ranks per level: 3 / Skill points spent: 3
(+1 Favored Class Bonus)

Adventuring Skills:

+1 Craft: Carpentry#
+2 Craft: Ship Repair*
+2 Diplomacy
+8 Heal
+4 Intimidating
+0 Knowledge: Arcana
+4 Knowledge: Religion
+4 Perception
+4 Sense Motive
+4 Spellcraft

Background Skills:

+8 Profession: Sailor*, +4 Linguistics: Polygot

*+2 Sea Raider; #+1 Ship Surgeon

Proficiency: Simple Weapons, Orc Weapons, Light & Medium Armor
Language: Common, Polygot, Orc

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Feats:

Selective Channeling:
Prerequisite: Cha 13, channel energy class feature.
Benefit: 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.
Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.

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Traits:

Birthmark: (Faith Trait)
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.
Benefits: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Reactionary
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks.

Ship’s Surgeon: (Campaign Trait)
On a ship, a sailor often has to learn multiple skills, and this rule certainly applies to you. Your father was a woodworker, and you learned your first trade from him. But on your first voyage at sea you quickly found out that a carpenter is often a ship’s doctor as well—after all, who knows more about sawing off limbs than someone who saws wood for a living? People are a lot bloodier than wood, that’s for sure, but you haven’t had many complaints - those sailors who have enjoyed your services are either happy to be alive or dead, and there’s old salts who swear the peg legs you for made them are better than the real legs they used to have.
Benefit: You gain a +1 trait bonus on Craft (carpentry) and Heal checks, and Heal is a class skill for you. You also have a fully stocked healer’s kit, and you begin the campaign with it, regardless of your starting circumstances.

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Domains: Oceans, Travel

Oceans (Water):
Surge: As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using cleric level + Wis modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability a number of times per day equal to 3 + Wis modifier.

Spells: 1st - Obscuring Mist, 2nd - Slipstream, 3rd - Waterwalk

Travel:
Agile Feet: As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per/day equal to 3 + Wis modifier.

Spells: 1st - Longstrider, 2nd - Locate Object, 3rd - Dimension Door

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Spells/Day:
Orisons: 3 / Domain: 1 / 1st: 2*
*High Wis Bonus

Spells Prepared:
Orisons:
(3) Detect Magic, Guidance, Stabilize

Domain: Obscuring Mist

1st: (2) Bless, Cure Light Wounds

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Equipment: (140 gp starting funds)

Armor Coat: AC +4, 50 gp, 20 lbs, -2 Penalty
Buckler: 1+ AC, 5 gp, 5 lbs.
Morningstar: d8, 15 gp, x2, 6 lbs
Dagger: d4, 4 gp, 19/20 x2, 10’, 2lb
Sling: d4, x2, 50’
Trident: d8, 15 gp, 4 lb.
(20) Sling bullets, 2 gp, 5 lb

Belongings:
Backpack, 2 gp, 2 lb; Belt Pouch, 1 gp, ½ lb.; Holy Text, 1 lb; Flint & Steel, 1 gp; Trail Rations (5), 2.5 gp, 5 lb; Waterskin, 1 gp, 4 lb.; Healer's Kit
7.5 gp, 12.5 lbs.

Traveler’s Outfit: 1 gp, 5 lbs

Total Weight Carried:
59.5 lbs
Total Cost:
67 gp / 5 sp / 0 cp

Money:
32 gp / 2 sp / 5 cp

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Background
My parents were happy, right up until I came along.

Well, let me change that…my mother and her husband were. Y’see, I was quite the surprise for the happy couple. My father…er, mother’s husband was a merchant…sold rope, I think. And for nine long months, he and my mother had been eagerly awaitin’ my arrival. But when I came out screamin’, as babies do, but with green-gray skin and small tusks? Well, for two humans, that just wasn’t a good moment…and there obviously weren’t any question as to which of them had been unfaithful.
Not to say my Ma was a bad woman. Far from it. Kind hearted and compassionate. She just wasn’t a good fit for a self-centered merchant with little time or interest for anything other than his shop and his wares. He left her alone a lot, and well...things happened.

In any event, there I was…and then, I wasn’t. Or better, my Ma and I were gone. Fearing her husband’s wrath, my mother left, and someways or another, we ended up in a small port town on the edge of Garund. There, my mother took up life as a barmaid to make ends meet.

I grew up pretty happy, living as we did in an upper room of the tavern. “The One Good Aye” was a tavern/inn that catered to sailors and commoners, not always the most upstanding of people, but fun. Generally, the tavern staff and regulars watched out for me, and did what they could to teach me what they felt I needed to know when I got older. While not the most proper of childhoods, my education and upbringing was not without it’s merits. There, at the ‘Aye, I learned to play cards, sing bawdy bar-songs, and most importantly…wash dishes with the best of them.

When I was old enough, I would make my way down to the docks where I picked up a few skills of a far more practical nature: sewing, carpentry, and of course, deck mopping.
That was also where I met T’gal, a dark-skinned man from Mwangi, from a Bonwat tribe. He was a follower of Gozreh, and when he first saw me, he was stunned. See, I have this birthmark on the side of my neck. I always thought it rather looked like a fish or something, but when T’gal saw it, he declared it to be some sort of sign of his deity, Gozreh. And I admit, it does rather look like a leaf with water dripping off of it…if you look at it the right way.

In any event, T’gal came to live for awhile at the ‘Aye, convincing my mother that I was somehow “chosen”, and that I needed to be trained in the ways of The Wind and Waves. Along the way, he also began to teach me his native language…something I’ve yet to master, but I’m working on it.

That’s about it, really. Eventually, I decided to strike out on my own, and see the world. Every ship can use a good healer, right?