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About HrarskHalf-Orc Cleric 8 Statistics:
Str 20 (+5) Dex 10 (+0) Con 16 (+3) Int 8 (-1) Wis 18 (+4) Cha 12 (+1) AC 29
Recoveries 3 (8d8 + 9) Initiative +12 Feat: Improved Initiative
OTU and Backgrounds:
I am a head taller than every other half-orc Backgrounds: Church Beadle +5, Street Wanderer +3
Powers and Class Features:
Half-Orc Once per battle, reroll a melee attack and use the roll you prefer as the result. C Feat: If lethal attack reroll is 16+, use lethal again that battle. Heal
Adventurer Feat: The target can now be a nearby ally instead of an ally you are next to.
Domains:
Strength You can wield heavy/martial weapons without an attack penalty. Adventurer Feat: Once per battle, you can deal extra damage to one target you hit with a melee attack as a free action. The damage bonus is a number of d4 equal to your Strength modifier or to your level, whichever is higher. Champion Feat You can use d8s instead of d4s for the bonus damage dice. E Feat: Once per day, the damage bonus dice are d20s instead of d8s. Invocation of Strength: This battle, you and your nearby allies deal triple damage instead of double damage on critical hits with melee attacks. Sun
Invocation of Sun/Anti-Undead: When you cast a daily cleric spell this battle, roll a d6. If you roll less than or equal to the escalation die, you regain the use of that daily spell after the battle. War
Invocation of War/Leadership: Increase the escalation die by 1.
Spells:
Level 5 Combat Boon
Level 7 Mighty Healing
Bless
Cause Fear
Divine Endurance
Sphere of Radiance
Strength of the Gods
Cure Wounds
Equipment:
Uskroth's Armor (+1 AC) Heavy Armor - AC Bonus also applies to Physical Defense - Quirk: Extremely stubborn. Epic Stonegiant Hide Armor (+3 AC) - The Magic bonus applies to Physical Defense As well. (Doesn't stack with cloak) Champion's Giant Gauntlets (recharge 16+): You deal +2d8 damage with two-handed weapons until the end of the battle (champion: +2d8; epic: +4d10). Quirk: Clobber first, talk later. Champion's Bearclaw pendant +1 to saves when you have 25 hp or fewer, (recharge 11+): When you hit with a melee attack while you’re staggered, gain 25 temporary hit points. Quirk: Swaggers even when overmatched. Champion's Helm of Psychic Armor +2 MD (recharge 16+): When an attack that targets Mental Defense hits you, cancel the attack’s nondamage effects against you. Quirk: Won’t stop going on about “the amazing dream I had last night.” Holy Symbol of Gathered Power (Champion +2 to hit/dmg divine spells)
Champion's Stalwart Cloak (+2 PD) - (Recharge 16+)
Epic Mantle of Inviolability (+3 MD)
Epic Incomparable Axe of Wyrm Chopping (+3)
2 HP potions - recovery +1d8, max 30
Backstory:
Hrarsk is a tall half-orc of dubitable ancestry. His height may be a clue to giant blood or something of the sort. He grew up on the streets, and was taken care of by various passersby. One day, as a young boy, deprived of all food and about to faint, Hrarsk had a vision from a character named Knihst, who demanded his worship. Since that day, Hrarsk was granted incredible powers. Hrarsk is a deeply pious cleric, despite the fact that the deity he worships has never been heard of by anyone else. And yet he attributes all of his powers to this unheard of deity, and everyone is forced to admit that Knihst does in fact answer his prayers. Hrarsk is not very bright. His childhood was filled with long naps while his friends went to school. But since his revelation, he began to understand the esoteric doctrines of his deity. Maybe not arithmetic, but certainly divine wisdom. He lives in a church of some other deity whose name he forgets, lacking any other church, but that doesn't bother him. He takes up various jobs inside the church, such as first aid, sweeping up, and reaching high things, and his experience in those areas remained with him.
Powers Resorted:
At-Will Combat Boon (+1) Once per turn give +1 to all allies who attack a target you attacked with melee attack (Strength) +1 to saves with 25 hp or fewer +2 hit/damage divine spells Battle Melee reroll (Race) Add 8d8 damage to melee attack (Feat) Heal (twice per battle) (+1d10) (CF) Recharge 16+: +2d8 until the end of the battle 16+: Cancel non-damage effects of MD attack 11+: +25 temp. hp when you hit when staggered 16+: When attack against PD hits, opponent rerolls against PD of 20 16+: Cure Daily Bless Divine Endurance Cause Fear Mighty Healing Sphere of Radiance Strength of the Gods -- Triple damage on critical hits with melee weapons (Strength) 1d6 vs. escalation die to regain daily spell (Sun) Increase escalation die by 1 (War) Regain 5/7 spell Add 8d20 to melee
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