Dr Davaulus

Lorkan Millsman's page

87 posts. Alias of VinGoodman.


Full Name

Lorkan Millsman

Race

Human Cleric 2 | HP: 17/17 CH 2/5 | AC: 18, T: 11, FF: 18 | Fort: +5, Ref: +1, Will: +7 | Melee: +3, Ranged: +1 | BAB: +1, CMB: +3, CMD: 13 | Init: +0, Perception: +3

Gender

Male

Size

Medium

Age

26

Alignment

NG -

INFJ:
Introvert, Intuitive, Feeler, Judger

Deity

Sarenrae

Languages

Common

Occupation

Unemployed

Strength 14
Dexterity 10
Constitution 12
Intelligence 7
Wisdom 17
Charisma 14

About Lorkan Millsman

Male Cleric 2
NG Medium Humanoid (Human)
Init +0, Senses Perception +3

DEFENSE:

AC 18 (10 +5/armor, +2/shield, +0/Dex, +1 untyped), touch 11, flat-footed 18
HP 17 (2d8 (8,5), CON, +2 FCB)
Fort +5, Ref +1, Will +7

OFFENSE:

Spd 20ft.

Melee scimitar +3 (S, 1d6+2, 18-20/x2)
Melee morningstar +3 (BP, 1d8+2, x2)
Melee dagger +3 (1d4+2, 19-20/x2)

Ranged dagger +1 (1d4+2, 19-20/x2, range 10ft)

ATTRIBUTES

Str 14, Dex 10, Con 12, Int 07, Wis 17, Cha 14

Base Atk +1, CMB +3, CMD 13

Feats : Luck of Heroes, Spell Focus(Conjuration), Augment Summoning

Skills: (ACP -6)
1 Diplomacy +7 (1 rank, CS, WIS)
1 Heal +7 (1 rank, CS, WIS)

Spells: (4/3+1)
0: Guidance / Create Water / Purify Food and Water / Detect Magic
1: [D]Shield of Faith / Summon Monster I / Bless / Bless

Class Features:
Lvl: aura(good), channel energy 1d6, domains(glory, good)

Domains:
Glory Domain
Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light, 4th—holy smite, 5th—righteous might, 6th—undeath to death, 7th—holy sword, 8th—holy aura, 9th—gate.

Good Domain
Granted Powers: You have pledged your life and soul to goodness and purity.

Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

Equipment: (cost, weight, location)
Explorer's Outfit (0, 0, worn) [STARTER OUTFIT]
Scale Mail (50, 30, worn)
Heavy Wooden Shield (7, 10, worn)
Scimitar (15, 4, side)
Morningstar (8, 6, side)
Dagger (2, 1, side)
Wooden Holy Symbol (Sarenrae) (1, 0, neck)
Backpack (2, 2, back)
Bedroll (0.1, 5, bkpk)
Blanket (0.5, 3, bkpk)
Sack x2 (0.2, 1, bkpk)
Belt Pouch (1, 0.5, belt)
Waterskin (1, 4, shoulder)
Trail Rations x4 (2, 4, bkpk)
Potion of CLW (50, 0, pouch)
Scroll: Bless, Protection from Evil, Cure light wounds, Shield of Faith
Scroll: 4 Cure Light Wounds (3/4)

GP
SP 2
CP

DESCRIPTION:

Age 24 yrs Height 5'10" Weight 170 lbs. Hair Brown Eyes Brown

Personality:

INFJ - The Protector:
Quietly forceful, original, and sensitive. Tend to stick to things until they are done. Extremely intuitive about people, and concerned for their feelings. Well-developed value systems which they strictly adhere to. Well-respected for their perseverance in doing the right thing. Likely to be individualistic, rather than leading or following.

Introverts:
Are rested and energized by solitude, and are very effective in solitary pursuits. An introvert is a person who prefers to process thoughts internally. Introverts tend to think before they speak. The word is also used informally to refer to somebody who prefers solitary activities to social ones, which is more of a behavioural than cognitive definition. Introverts tend to be seen as quiet and reserved, which is often confused with a lack of confidence by louder, more extroverted people. They often perform well in analytical roles that require intelligence or logic, but place less emphasis on social interactions and "people skills". Introverts are usually a minority in the general population, and they can often be sidelined by culture or society, which in many cases favours the more common extroverted style of behaviour.

Intuitives:
Prefer metaphor, analogy, and logic, and tend to reason from first principles and hunches. While Sensors pride themselves on living in the real world, Intuitives pride themselves on seeing possibilities. This can cause conflict. Intuition as a perceiving mode of consciousness filters experience through the unconscious mind. Intuition focuses on possibilities rather than realities. Idealists share the combination NF, while Rationals share the combination NT.

Feelers:
Prefer personal reasoning: value judgements and emotions. Thinkers often find Feelers muddle-headed. Feelers often find Thinkers cold and inhuman.

Judgers:
Prefer to come to decisions, and move on. They may feel betrayed if a decision is "reopened". They are prone to hastiness, but get things done.

Personality Profile:
(Introversion - mild leaning)
Lorkan finds comfort in routine, where thought can be pushed aside and actions become instinctive. He finds time with people pleasant but taxing, due to the many complexities and permutations they bring to the table.
**Change Sense Motive to Diplomacy - simplicity and openness in social dealings disarming; not so good in sensing other's motivations**

(Intuitive - strong leaning)
(Feeler - strong leaning)
Lorkan does not learn well through teachings of others, for thinking without experiencing is too abstract to grab hold of the man. Rather, Lorkan lives based on a set of rules formed by experience, which he adheres to even as the rules evolve with each new experience and it's impression upon him. What are his current rules of living? Good question (working on it).

Note, he is excellent at following instructions. But, the reason for the directions is often lost on him unless he experiences first hand success when things go as directed and/or failure when things go awry from the directions.
**Will not take knowledge related skills unless sufficient personal experience happen relating to that skill.**

(Judger - mild leaning)
Lorkan tends to act once the situation aligns to some aspect of his rules of living. He does not chew overly long over the nuances. Once done, he lives by that decision. Its result may cause a shift in his rules of living, but only as it pertains to future decisions.
**Rule of Living 0: Do something. It may be wrong. I'll know better next time.**

Background I, random snippets:
Lorkan served with distinction in the military, and gained his superior's stamp of approval to the consternation of his peers. Lorkan did this through disciplined and consistent work ethic, not through ingenuity.
**Persevering attitude - Adage: Always do something**
**Workhorse, not tactical leadership material**
**Doing is more important than holding back to showing someone up**

Lorkan’s superior pushed hard to get the cleric moved south in the war efforts. But, the higher-ups failed to see the potential in the man, and denied the request. Lorkan took it in stride, as the decision was theirs, not his to make.
**Does not interview well**
**Respects decisions from the clear and obvious authorities**
**Would love to see him rise above this as he develops**

Lorkan was picked on as a child. It bothered him, though he did nothing about it...
...when Lorkan arrived at Greatwall, a hauntingly familiar scene confronted him - a group of children taunting and bullying a child. He scattered the children, and led the child back home. The child walked into his house without turning back, without saying anything to him. This made him realize something is wrong in this world. He doesn't know what it is, only that something is.
**There is injustice in this world**
**Righting it won't necessarily get you appreciated, by either side**
**Something needs to change**
**What...**

Background II, Personality in Action:
As a child, Lorkan's mother attempted to teach Lorkan proper reading and writing. While Lorkan learned the mechanics, he faltered often when his mother tested him, to her great consternation. His father, instead, suggested he write to his friend. His abilities improved drastically as a result.
**Mother took this personally.**
**Mother wants Lorkan to change, to learn to do things her way.**
**Father gets Lorkan and what he needs.**
**Lorkan loves his mother, and does not understand why she's always angry with him. With each rebuke, he resolved to try harder to earn her love.**

Despite failing in the greater understandings, Lorkan took great joy in the repetitive practice his mother forced upon him. He took this joy with him to every new task he tried to master. This proved very beneficial as he drilled under his supervisors.
**Ties in with his success in the military training.**

He learned to obey his superiors, as he found out quickly, but not too often, that failure to do so earned him disciplinary responses. While every so often following directions did not lead to success, the success rate was sufficiently high that this became a rule of living.
**Obey those in clear authority.**

Lorkan finished his military term with mixed results when it came to peers. Some took advantage of his simplicity, while others found joy in his open and honest dealings.
**Simple, open and direct in dealing with others.**

Appearance: Lorkan is unassuming, with short brown hair and steady brown eyes. The cleric typically sports heavy gear, reflecting his military bent. The equipment is well kept and polished, but clearly worn from heavy use. The mark of Sarenrae adorns both the shield and the armor, and a wooden symbol of Sarenrae dangles from rope about the man’s neck.