Boggard

Lueck's page

468 posts. Alias of markofbane.


About Lueck

Chaotic Good Male Grippli Cleric of Sekhmet 2
Small Size (2’ 0”, 28 pounds, Red Eyes, Mottled Skin)
Age: 15
Move: 30’ ground, 20’ climb

Languages: Common, Grippli.

12 Strength 5 points, -2 racial
15 Dexterity 3 points, +2 racial modifier
14 Constitution 5 points
10 Intelligence 0 points
17 Wisdom 7 points, +2 racial modifier
10 Charisma 0 points

Initiative: +2 +2 Dexterity
AC: 20 FF: 15 T: 15 +4 armor, +4 Dexterity, +1 Size, +1 Shield
Melee:
Small Masterwork Bronze Battleaxe (+3, 1d6+1, x3, S)
Small Heavy Mace (+2, 1d6+1, x2, B)
Small Dagger (+2, 1d3+1, 19-20/x2, P/S)

Ranged:
Small Light Crossbow (+3, 1d6+0, 19-20/x2, 80’, P)
Small Net (+3, special, 10’)

CMB: +4 +1 BAB, +1 Strength, -1 Size
CMD: 15 10 base +1 BAB, +1 Strength, +2 Dexterity, -1 Size
Fort: +5 +3 Base, +2 Constitution
Ref: +2 +0 Base, +2 Dexterity
Will: +6 +3 Base, +3 Wisdom +2 trait vs. charm, compulsion, and death effects
Hit Points:17 +13 d6 base (8+5), +4 Constitution, +0 Favored Class

Traits and Feats:

Trait: Birthmark. You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Trait: Resurrected. At some time in the recent past you died, but you were brought back to life—whether because of magic, a blessing of the gods, a destiny you have to fulf ill, or perhaps it just wasn’t your time to die yet. Whatever the nature of your resurrection, your experience gave you a fascination with death, and you hope to find some insight into the nature of mortality by exploring the tombs of Wati’s famous necropolis. You gain a +2 trait bonus on saving throws against death effects. In addition, you do not die until your hit points drop to a negative amount equal to or lower than your Constitution score + 4
Level 1 Feat: Agile Tongue. You have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make Sleight of Hand checks, perform the steal or disarm combat maneuvers, or make melee touch attacks with your tongue.

Skills:

3 points per level: 2 Class, 0 Intelligence Modifier, 1 Favored Class

+9 – Climb (0 ranks, +0 class skill +1 attribute modifier +8 other modifiers) +8 due to climb speed
+7 - Heal – (1+3+3+0)
+4 - Knowledge (arcana) (1+3+0+0)
+4 – Knowledge (planes) (1+3+0+0)
+4 - Knowledge (religion) (1+3+0+0)
+3 - Perception (0+0+3+0)
+7 - Sense Motive (1+3+3+0)
+4 - Spellcraft (1+3+0+0)
+4 - Stealth (0+0+2-2+4)


Race/Class Abilities:

Favored Class: Cleric (2 used for skill points)
Grippli Abilities:
Humanoid with Grippli subtype
+2 Dexterity, +2 Wisdom, –2 Strength
Small Size. +1 size bonus to their AC, a +1 size bonus on attack rolls,a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Base speed of 30 feet and a climb speed of 20 feet.[/smaller]
Darkvision. 60 feet.
Weapon Familiarity. Proficient with nets.
Jumper. Considered to have running start with Acrobatics checks to jump. Replaces camoflauge.
Glider. Treat the distance fallen as half the actual distance. The grippli can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen. The grippli cannot use this trait if it is wearing heavy armor, is carrying a heavy load, or is unable to react to the fall (such as being helpless). This racial trait replaces swamp stride.
Cleric Abilities:

Proficiencies. Simple Weapons, Light Armor, Medium Armor, Shields (not tower), Favored Weapon (Battleaxe).
Aura. Radiates a Chaotic aura.
Spells. .Divine spells which must choose and prepare in advance. Must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells.
Channel Energy. Can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Healing Domain
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Chaos Domain
Touch of Chaos. [smaller]You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Orisons. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting.

Spells:

Concentration 1d20+2+3 (level and Wis mod), DC
Cast Defensively 1d20+2+3 (level and Wis mod) DC 15 + double spell level
Overcome Spell Resistance 1d20+w+2 (level and racial)
Memorized:

Cantrips (DC 13) 4: Create Water, Detect Magic, Detect Poison, Guidance.
1st level spells (DC 14) 3+1: Cure Light Wounds, Bless, Divine Favor, Remove Fear.


Background:
After Lueck fell to the sand, he shook his head and looked around. Before him were the mountains at the east of the Mwangi Expanse. To his left, the remnants of his tribe fleeing into the swamp, seemingly unaware that he’d fallen and was behind. To his right, several boggards were closing the distance to him and his tribe. He didn’t have to look behind him to know that even more boggards there as well.

As he started to push himself up, his hand came upon something hard. Looking down, he saw it was the haft of a weapon sticking out of the sand. Without thinking, he took hold of it. When he did, the world slowed.

To his left, the undergrowth swayed slowly where his tribe had run. To his right, the boggards slowed in midstride. Before him a what he thought was a catfolk appeared. But it was like no catfolk he’d ever seen. Its presence left no doubt but that this was a god before him.

“Young Lueck, I have a bargain for you. I can give your tribe time to escape. If I do, you must agree to serve me for the rest of your life. There is little time. Decide now.”

With his gaze to his left, he didn’t hesitate. “Yes, I agree.”

The god smiled. “Then draw my weapon, and fight!”
Lueck found that haft was no longer stuck in the sand, but he drew it forth easily. It was an ancient bronze battleaxe, exactly the right size for him. He turned to face the boggards who were no longer slowed. When Lueck raised the axe, he felt warm power surge through him. And he felt rage.

The boggards engaged him, and he fought viciously. One after another, the boggards fell before him. That’s when a boggard spear pierced him from behind, shredding through his heart. He smiled as he fell; he knew he’d bought enough time for his tribe to get away. At least his service to the mysterious god was at an end.

Lueck awoke blinded by white light and heat. Clearly his afterlife was some sort of hell.

“Here,” croaked a voice. “This will help with the brightness.” He felt something being wrapped around his eyes. When he opened then, he was seeing through narrow slits.

“It does help, thank you.” He turned around. His helper was another grippli. This one more loose fitting desert clothing and carried a large bundle of clothing. He looked around, and there was nothing but white sand mounds in every direction except one. Behind him was a massive range of imposing mountains that looked familiar. It took him a few moments to realize they were the same mountains before which he’d fought the boggards, only now he was on the other side of them.

“What happened? How?” Lueck stuttered.

“The other grippli smiled at him. “You must have a hundred questions. Walk this way and we’ll talk. The Crook, the river, is just this way. By the way, my name is Tihn.”

The river was not far, and it was bliss. They waded into it and relaxed in a shaded area. Tihn talked at length. She was a follower of Bes, an ancient Orision god. Through strange circumstances, she came from the Valashmai Jungle of far away Tian Xia. She too had made a pact with an old god, Bes. She had been studying for years with the Pahmet. A few weeks ago, she had a vision from her god telling her to meet the new disciple of Sekhmet in the desert.

When they emerged from the river, TIhn gave Lueck the bundle. It was desert clothing, armor and the axe. The same axe he had found in the sand at the edge of the Mwangi Expanse.

They followed the river for weeks. Each day, Tihn educated him more about the world as a whole outside of Mwangi, She also told him much about Orision: its geography, its history, its people and, of course, its gods. Eventually they rose over a dune and a city came into sight.

“This is where I leave you, cleric of Sekhmet. That is Wati, where my vision told me to deliver you. I have taught you what I can, and I know nothing further about what awaits you there.”

Lueck made his way to the city. It has been months now, and his destiny still has not revealed itself to him. He passes the time by trying to make friends, learn more and earn a living in this strange city.


Equipment:

Encumbrance: 39# Light, (43/86/130).

Carried/Worn
Hot Weather Outfit, 1#
Chainshirt, 12 ½#
Filter scarf
Head scarf
Snow goggles
Wooden Holy Symbol
Small Dagger, ½#
Small Light Crossbow, 2#
Bolts (10), 1#
Small Heavy Mace, 4#
Small Masterwork Bronze Battleaxe w/Weapon Cord, 3#
Small Net, 3#
Buckler, 2 ½#

Belt Pouch, 1/8#
-Wealth 7

Belt Pouch, 1/8#
-Candles (5)
-Flint and Steel
-Whetstone, 1#

Backpack, ½#
-Bedroll,
-Bucket, 2#
-Waterskin, 1#
-Trail Rations (10 days), 2 ½#
-Wand of Cure Light Wounds (CL1, 25 chg)
-Healers Kit, 1#


Sekhmet:
Sekhmet is also known as the Lady of Slaughter. Chaotic Neutral. Areas of concerns are Fire, Healing, Vengeance and War. Edicts: Kill your enemies and drink their blood, heal battle injuries. Anathema are fail to pray daily and sparing an evil fiend. Domains are Chaos, Destruction, Fire, Healing and War. Favored weapons are claw and battleaxe. Symbol is seven arrows and sacred animal is a lion.