Homeland:Saga lands; A kellid tribe living in the Tusk Mountains near the border of Belkzen
Languages
Common; Orc
Occupation
Warrior
Strength
16
Dexterity
12
Constitution
14
Intelligence
10
Wisdom
10
Charisma
16
About Korvoth Torqwan
Korvoths story:
Korvoth comes from a ruthless, terrible orc clam from the plains around Belkzen. being a half orc, he has been viewed as weak and worthless for most of his life. but being the son of the chief war leader of the clan has stopped his expulsion from the clan, or a worse fate even. this has not stopped him from being ostracized his entire life. this treatment has made Korvoth particularly evil and cruel, to make up for the weakness of his mother's human half inside him. as approached coming of age in the clan,a choice was finally put in front of him. travel from the broken lands and seek out his mother in her home in the realm of the mammoth lords among the Kellid tribes and kill her, finally cleansing himself if his human weakness, or leave the tribe for good. Korvoth accepted this task gladly, ready to rid himself of the torment of the clan. he traveled many months alone to come to the village of his mother, ready to carry out the deed, when he was set upon by the village protectors and captured. he lived as a prisoner, the obvious Kellid blood in his features the only thing protecting him from harsher punishment. finally the elders deemed him no threat and he was released. the village welcomed him with open arms. this kindness confused Korvoth, knowing only the violence and hate of his orcish clans upbringing. he met his mother, and she took this stranger under her wing to teach him the ways of the village and to help him find his place among them. he lived with them for many months like this, learning about these strangely kind yet strong people, always waiting for the moment when he would finally murder his mother and escape back to his home. that day never came. years went by and Korvoth stayed with his mother's village. one day he confronted his mother with the truth of why he came to these lands, long after he had been among them, as his mother last close to death of old ge. she responded that she knew the reason. the whole village did. it is not often that a women bares a half orc son among their village, and even less often does that son return after being taken by their orc father to grow up among their violence and cruelty. his mother knew that he would be tasked with killing her, and yet the village welcomed him anyways. this knowledge turned Korvoths world upside down. that night he prayed as he had never done to anyone that would listen. to show him how to right the wrongs that he had done growing up among such a cruel people. that night sarenrae showed Korvoth the light of redemption. she tasked him with spreading her redemptive light far and wide, to show those evil people in this world the same light he has come to that evening. ever since that day Korvoth has faithfully served as a champion of serenrae, bringing redemption with him wherever he can.
Korvoth Torqwan
Male Half Orc human Champion Level 1
NG, Medium, Orc, Humanoid Deity Sarenrae
Perception +3; Lowlight vision
Languages Common, Orc
Skills Crafting +3, Diplomacy +6, Intimidation +6, Medicine +3, Religion +3, Scouting Lore +3, Warfare Lore +3
Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 16 (+3)
Other Items breastplate, Longsword, javelins (2), Steel Shield backpack, bedroll, belt pouch, belt pouch, chalks (10), flint and steel, rations (1 week)s (2), repair kit, rope (foot)s (50), soap, torchs (5), waterskin, purse (4 gp; 7 sp)
Pathfinder training Items Minor healing potion, Potency crystal
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AC 18 (20 with shield raised);
Shield +2 AC bonus; Hardness 5; HP: 20/20 (bt=10);
Fort +7; Ref +4; Will +5; +0 to save vs. magical effects.
HP 20 Hero Points 1
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Speed 25 feet
Melee [1] Longsword +6 (versatile Pier), Damage 1d8+3 Slsh
Ranged [1] javelin +3 (thrown 30 ft.), Damage 1d6+3 Pier
Glimpse of Redemption [reaction]
CHAMPION
Trigger An enemy damages your ally, and both are within 15 feet of you.
Your foe hesitates under the weight of sin as visions of redemption play in their mind’s eye. The foe must choose one of the following options:
• The ally is unharmed by the triggering damage.
• The ally gains resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn.
Focus Spells Focus Pool: 1
Lay on hands FOCUS 1
UNCOMMON CHAMPION HEALING NECROMANCY POSITIVE
Cast [one-action]somatic
Range touch; Targets 1 willing living creature or 1 undead creature
Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round.
Heightened (+1)The amount of healing increases by 6, and the damage to an undead target increases by 1d6.
Fire Ray FOCUS 1
UNCOMMON ATTACK CLERIC EVOCATION FIRE
Domain fire
Cast [two-actions]somatic, verbal
Range60 feet; Targets1 creature or object
A blazing band of fire arcs through the air. Make a spell attack roll. The ray deals 2d6 fire damage. Critical SuccessThe ray deals double damage and 1d4 persistent fire damage. Success The ray deals full damage.
Heightened (+1)The ray’s initial damage increases by 2d6, and the persistent fire damage on a critical success increases by 1d4