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Kaurak Custos
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LG Medium Humanoid (Half-Orc) Cleric 1
Init +1 (+3 in Surprise Round) Perception +8 Dark Vision 60’
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DEFENSE
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AC 16 (+1 Dex, +5 Armor)
Hp 10
Fort +4, Ref +1, Will +4
Speed 20’
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OFFENSE
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Melee
Great Axe +4 1D12+6 (Critical 20 x3)
--Power Attack +3 1D12+9 (Critical 20 x3)
--Enlarge +4 3d6+7
Dagger +4 1D4+4 (Critical 19-20 x2)
Ranged
Light Crossbow +1 1D8 (Critical 19-20 x2)
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STATS
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Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 8
Base Atk +0; CMB +4; CMD +15
Feats: Power Attack
Traits: Focused Mind, Veteran Jungle Guide
Skills: Diplomacy +3, Perception +8
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Features
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Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.,,,,,
Favored Class: Cleric +1/2 Enlarge (Su) per level
Aura (Lawful Good)
Channel Positive Energy 1d6 (2/day)
Domains(Feather, Growth)
Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Orisons
Spontaneous Casting
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Spells
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Level 0, 4, Detect Magic, Stabilize, Create Water, (Empty Slot)
Level 1, 2+1, Enlarge Person(d), Bless, (Empty Slot)
Character Sheet