Summoner

Jorag's page

309 posts. Organized Play character for Deliverance.


Race

Male Half-orc Cleric of Kurgess 2 (Varisian Pilgrim)

Classes/Levels

Stats:
HP: 19, Initiative: +1, Perception: +3, Sense motive: +8, AC: 11 (T: 11, FF: 10), CMD: 12, Fort: 6, Refl: 2, Will: 7

About Jorag

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Background:
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Personality:
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Appearance:
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Race/Class: Male Half-orc Cleric of Kurgess 2 (Varisian Pilgrim)

Size/Type: Medium Humanoid (Human)

Alignment: Lawful-Good

Initiative: +1

Senses: Perception +3, Sense Motive +8

Languages: Common, Giant, Orc

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    Statistics
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Str: 11, Dex: 12, Con: 14, Int: 13, Wis: 17, Cha: 12

BAB: +1, CMB: +1, CMD: 12

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    Defense
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AC: 11, Touch: 11, Flat-footed: 10 (+1 Dex)

HP: 19 (2d8(8,5), +4 Con, +2 Favoured Class(Cleric))

Fort(3): +6, Refl(0): +2, Will(3): +7

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    Offense
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Speed: 40 ft. (+10 Travel Domain)

Unarmed Strike: +1 (1d3 + 0 (20x2))

Whip: +2 (1d3 + 0 (20x2))

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    Feats
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Endurance ( Link ): (Harsh conditions or long exertions do not easily tire you)

Fast Learner ( Link ): (Your progress gain extra versatility.)

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    Traits
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Exalted of the Society ( Link ): (Channel Energy 1 more time per day)

World Traveler (Adopted) ( Link ): (+1 Trait bonus on Knowledge(Local) checks and it is always a Class Skill)

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    Skills
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(8 ranks, 2 Favoured Class (Cleric))

Diplomacy(2): +6

Heal(2): +8

Knowledge(Local)(2): +9

Knowledge(Religion)(1): +5

Sense Motive(2): +8

Spellcraft(1): +5

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    Racials
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City-Raised (+2 bonus on Knowledge(Local) checks, Proficient with Longswords and Whips. Replaces Weapon Familiarity)

Orc Blood (Count as both Human and Orc for any effect related to race)

Sacred Tattoos (+1 Luck bonus on all Saves. Replaces Ferocity)

Shamans Apprentice (Gain Endurance Feat. Replaces Intimidating)

Skilled (+1 Skill Point per Level. Replaces Darkvision)

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    Specials
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Agile Feet ( 6 / day) ( Link ): (Ignore difficult terrain for 1 round)

Bit of Luck ( 6 / day) ( Link ): (For 1 round, whenever recipient rolls a d20, roll 2 and take the better result)

Caravan Bond ( Link ): (May use Granted Powers on allies within 30 feet)

Channel Energy (1d6) ( 5 / day) ( Link ): (Heal living creatures or damage undead in a 30 foot burst)

Domains (Travel and Luck(Imagination))

Spontaneous Casting ( Link ): (Convert a prepared spell into a Cure spell of equal level)

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    Spells
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Spell Memorized

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    Equipment
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COMBAT / MAGIC EQUIPMENT (4 Lb):

  • Javelin, 2 Lb
  • Whip, 2 Lb
  • Wand of Cure Light Wounds 44/50 Charges
  • 2x Scroll of Obscuring Mist
  • 2x Scroll of Infernal Healing
  • 2x Scroll of Magic Weapon
  • 2x Scroll of Shield of Faith

OTHER EQUIPMENT (15 Lb):

  • 1x Acid Flask, 1 Lb
  • 2x Alchemist Fire, 2 Lb
  • Backpack, 2 Lb
  • Flint and steel, 0 Lb
  • Holy Symbol, wooden, 0 Lb
  • Ink vial, Black, 0 Lb
  • Inkpen, 0 Lb
  • Monks outfit , 2 Lb
  • Scroll Box, 1 Lb
  • 10x Sheet of paper, 0 Lb
  • 50 ft. of Silken rope, 5 Lb
  • Spell component pouch, 1 Lb
  • Wrist Sheath, Springloaded, 1 Lb (Contains Wand of Cure Light Wounds)

19 Lb Total (Light load = 38)

Wealth: 1408 Gold, 7 Silver, 0 Copper