Sacred Killer

Hrarsk's page

182 posts. Alias of Picciui.


Classes/Levels

Cleric 8 | Init +12 | AC 29 PD 25 MD 25 | HP 160/160 | Recover 8d8+9 1/3 | Melee +16 8d10+18

About Hrarsk

Half-Orc Cleric 8

Statistics:

Str 20 (+5)
Dex 10 (+0)
Con 16 (+3)
Int 8 (-1)
Wis 18 (+4)
Cha 12 (+1)

AC 29
PD 27
MD 22
HP 160

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
Close-quarters spell
Special: You can use this spell twice per battle.
Quick action to cast (1/round)
Target: You or one ally you are next to
Effect: The target can heal using a recovery.

Adventurer Feat: The target can now be a nearby ally instead of an ally you are next to.
Champion Feat: If target is unconscious, add 1d10 x your Cha mod to recovery.

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
Every attack you make deals holy damage instead of other types of damage unless you choose otherwise for a specific attack.

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
Once per turn when you make a melee attack against an enemy, hit or miss, your allies gain a +1 attack bonus against that enemy until the start of your next turn.

Invocation of War/Leadership: Increase the escalation die by 1.

Spells:

Level 5

Combat Boon
Close-quarters spell
At-Will
Effect: Make a basic melee attack. If the attack hits, you or one conscious nearby ally can roll a save against a save ends effect.
5th level spell: The save gains a +1 bonus.

Level 7

Mighty Healing
Ranged spell; Daily
Effect: You can cast this spell for power or for broad effect.
Cast for power: One nearby ally can heal using a single recovery and regain double the usual number of hit points.
Cast for broad Effect: Choose up to three nearby creatures (including you); each target can heal using a recovery.
5th level spell: The spell can now target far away allies.
7th level spell: Power equals triple the usual hp for one recovery; broad equals 150% the usual hp per recovery.
C Feat: This spell is now a close-quarters spell.

Bless
Ranged spell; Daily
Quick action to cast
Effect: You can cast this spell for power or for broad effect.
Cast for power: One nearby ally gains a +2 attack bonus until the end of the battle.
Cast for broad Effect: Choose up to three nearby creatures (including you); each target gains a +1 attack bonus until the end of the battle.
5th level spell: Each target also gains 2d10 temporary hit points instead of 1d10 per point of the attack bonus.
7th level spell: All attack bonuses granted by the spell increase by +1.

Cause Fear
Ranged spell; Daily
Target: One nearby enemy with 75 hp or fewer
Attack: Wisdom + Level vs. MD
Hit: The target is weakened until the end of its next turn. On its next turn, if it’s unengaged, it does not attack and moves away from you. If it’s engaged, the target attempts to disengage as its first action, and moves away if it succeeds. If it fails, it moves away as its second action (drawing opportunity attacks). In either case, it will not attack unless it has no options for escape.
Miss: The target hates you for having tried to scare it, and it wants to hurt you most of all, but it won’t be any stupider than usual in pursuing that goal.
5th level spell: Target with 120 hp or fewer.
7th level spell: Target with 190 hp or fewer.

Divine Endurance
Ranged spell; Daily
Quick action to cast
Effect: You can cast this spell for power or for broad effect.
Cast for power: One nearby ally gains 40 temporary hit points.
Cast for broad Effect: Choose up to three nearby creatures (including you); each target gains 20 temporary hit points.
7th level spell: Temporary hp = 80/40.

Sphere of Radiance
Close-quarters spell
Daily
Effect: You or one nearby ally can heal using a free recovery. Then make the following attack.
Target: Up to two nearby enemies
Attack: Wisdom + Level vs. MD
Hit: 7d8 + Charisma holy damage.
Miss: Half damage.
7th level spell: 8d12 damage.

Strength of the Gods
Ranged spell; Daily
Quick action to cast
Effect: You can cast this spell for power or for broad effect.
Cast for power: One nearby ally deals +2d8 damage with melee attacks this battle.
Cast for broad Effect: Choose up to three nearby creatures (including you); each target deals +1d8 damage with melee attacks this battle.
7th level spell: Power +4d10, Broad +2d10.

Cure Wounds
Ranged spell; Daily
Quick action to cast
Effect: You or a nearby ally can heal using a free recovery.
3rd level spell: The target can also roll a save against each save ends effect.
5th level spell: This spell is now recharge 16+ after battle instead of daily.
7th level spell: The target can heal using two free recoveries instead of one.

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)
(Recharge with full heal-up)
When you use this symbol during a quick rest, you regain an expended daily champion-level spell: 5th or 7th.
Quirk: Has one-track mind.

Champion's Stalwart Cloak (+2 PD) - (Recharge 16+)
When an attack against your Physical Defense hits, make the attacker reroll the attack and use a PD of 20 instead.
Quirk: Always the last to retreat or avoid danger.

Epic Mantle of Inviolability (+3 MD)
(Recharge 16+): When an attack against your Physical Defense hits, change that hit into a miss instead.
Quirk: Attempts stunts of toughness and daring that a person less convinced of their invulnerability might be wise enough to avoid.

Epic Incomparable Axe of Wyrm Chopping (+3)
Whenever you attack a dragon with the axe, you deal +40 damage, hit or miss.

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

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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