Half-Orc

Marcus DePawlo's page

59 posts. Alias of AGM Lemming.


About Marcus DePawlo

Character Name: Marcus DePawlo
Character Race: Half Orc
Alignment: Chaotic Good
Deity: Desna

Current Moderator:
Adventure:
----------------------------------------------------------------------
Gender: Male
Age: 21
Height: 6' 2"
Weight: 240
Eyes: Blue
Hair: Black
----------------------------------------------------------------------
Character Level: 1
EXP Points Gained: 0
EXP Needed For Next Level:

Known Languages
Common, Orc, Draconic
----------------------------------------------------------------------
Strength: 16 (5 points, Race +2)
Dexterity: 12 (2 points)
Constitution: 14 (5 points)
Intelligence: 12 (2 points)
Wisdom: 14 (5 points)
Charisma: 11
----------------------------------------------------------------------
Hit Points: 10 (d8 +2)
----------------------------------------------------------------------
Armor Class: 18 (Base: 10, Dex +1, Armor +5, Shield +2)
Flatfooted Armor Class : 15
Touch Armor Class: 11

Lamellar (Horn) Armor: AC +5 | Max Dex +3 | ACP: -4
Heavy Wooden Shield: AC +2 | ACP: -2

Special Armor Class Notes: None
----------------------------------------------------------------------
Save vs. Fortitude: + (Base: +2, Con: +2, Tattoo: +2)
Save vs. Reflex: + (Base: +0, Dex:+1, Tattoo: +2)
Save vs. Will: + (Base: +2, Wis: +2, Tattoo: +2)

Special Save Notes: None
----------------------------------------------------------------------
Initiative Modifier: +5 (Feat +4, Dex +1)
Base Attack Bonus: +0
Melee Attack Bonus: +3
Ranged Attack Bonus: +1

Special Combat Notes:
Studied Target: +1 to hit & damage
----------------------------------------------------------------------
Weapons:
Morningstar: 1d8 | x2 | B/P
Dagger: 1d4 | 19-20/x2 | 10' | S/P
Longbow: 1d8 | x3 | 100' | P
Arrows(20)

----------------------------------------------------------------------
Skills
Total skill points earned: 8/level (6 + Int(1) + FCB(1)) + 2 Background skills
Inquisitor class skills: Bluff(Cha), Climb(Str), Craft(Int), Diplomacy(Cha), Disguise(Cha), Heal(Wis), Intimidate(Cha),
Knowledge(arcana)(dungeoneering)(nature)(planes)(religion)(Int),
Perception(Wis), Profession(Wis), Ride(Dex), Sense Motive(Wis), Spellcraft(Int), Stealth(Dex), Survival(Wis), Swim(Str)

- Studied Target (Ex): +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks

Bluff: = +2 (Wis 2)
Diplomacy: = +2 (Wis 2)
Heal: = +7 (Wis 2) 1 Ranks +3 [Class Skill] Trait +1
Intimidate: = +9 (Wis 2) 1 Ranks +3 [Class Skill] Stern Gaze +1, Race +2
Knowledge (arcana): = +7 (Int 1) 1 Ranks +3 [Class Skill] (+WIS 2 to Identify monsters)
Knowledge (nature): = +8 (Int 1) 1 Ranks +3 [Class Skill] (+WIS 2 to Identify monsters), Trait +1
Knowledge (religion): = +7 (Int 1) 1 Ranks +3 [Class Skill] (+WIS 2 to Identify monsters)
Perception: = +7 (Wis 2) 1 Ranks +3 [Class Skill] Trait +1
Sense Motive: = +7 (Wis 2) 1 Ranks +3 [Class Skill] Stern Gaze +1
Survival: = +6 (Wis 2) 1 Ranks +3 [Class Skill]

Background Skills
Appraise: = +1 (Int 1)
Artistry: = +1 (Int 1)
Craft: = +1 (Int 1)
Linguistics: = +2 (Int 1) 1 Ranks
Profession(Cook): = +6 (Wis 2) 1 Ranks +3 [Class Skill]

----------------------------------------------------------------------
Feats & Traits:

1st Level: Improved Initiative

Traits:
Faith - Fate's Favored: Increase Luck bonuses by 1
Campaign: Frontier Healer: +1 to Heal & Know-Nature. Any healing by Heal skill or Cure spells adds 1 HP/odd level

----------------------------------------------------------------------
Race: Half-Orc
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
****Orc Ferocity - Replaced by Sacred Tattoo
****Weapon Familiarity - Replaced by Shadowhunter
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Alternate Racial Traits:
- Sacred Tattoo
Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
- Shadowhunter
Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).

----------------------------------------------------------------------
Class: Inquisitor/Sanctified Slayer

: Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

: Domain: Liberation
Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

: Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

: Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

**** Archetype: :
: Studied Target (Ex): At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target. This ability replaces judgment 1/day.
- Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

: Favored Class Bonus (Human/Half-Orc/Half-Elf): Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.

----------------------------------------------------------------------
Equipment & Gear:

Explorer's outfit

Lamellar (Horn) Armor: 100 GP, 30 lbs.
Heavy Wooden Shield: 7 GP, 10 lbs.

Morningstar: 8 GP, 6 lbs.
Dagger: 2 GP, 1 lb.
Longbow: 75 GP, 3 lbs.
Arrows(20): 1 GP, 3 lbs.

Wooden Holy Symbol: 1 GP, -

Backpack (common): 2 GP, 2 lbs. - Total Weight: 39.5
Bedroll: 1 SP, 5 lbs.
Grooming kit: 1 GP, 2 lbs.
Rations(4 days): 2 GP, 4 lbs.
Waterskin: 1 GP, 4 lbs.
Iron Pot: 8 SP, 4 lbs.
Skillet, Common: 8 SP, 4 lbs.
Coffee Pot: 3 GP, 4 lbs.
Coffee Grounds: 4 SP, 5 lbs.
Rope, 50': 1 GP, 10 lbs.
Silk Rope, 50': 10 GP, 5 lbs.
Arrow (grappling): 1 GP, .5 lbs.

Belt Pouch: 1 GP, .5 lbs. - Total Weight: 1 lb.
Compass: 10 GP, .5 lbs. - +2 circumstance bonus on Survival to avoid becoming lost, or Know-Dungeoneering underground.
Flint & Steel: 1 GP, -

Total weight carried: 93.5 lbs
Armor: 40
Weapons: 13
Equipment: 40.5

Carrying capacity : -> 76 lbs. Light load, -> 153 lbs. Medium Load, -> 230 lbs. Heavy Load

Starting Gold: 240 GP
Armor: 107
Weapons: 86
Equipment: 34.1

Remaining Coin: 12 GP, 9 SP
----------------------------------------------------------------------
Movement:
Base Speed: 30 ft. (20' due to armor and medium load)
----------------------------------------------------------------------
Magic:
Spells Known: Frontier Healer: +1 to damage healed by Cure spells
Orisons: 4:
- Acid Splash
- Detect Magic
- Guidance
- Stabilize
Level 1: 2:
- Cure Light Wounds
- Divine Favor

Spells per day:
Level 1: 2 (1 +Wis(1))

Save DC: 10 + Spell Level + WIS(2)
----------------------------------------------------------------------
Character History :
About me.... Where should I start? I suppose at birth, although there's nothing important there and I strongly dislike even thinking about it. I was born 21 years ago to a nameless human tramp. Well, I suppose that she had a name, but I don't know it. Supposedly she wasn't from Nirmathas. She came here somehow from somewhere around Varisia. She was running from something, but didn't have the skills to survive on her own. That she made it here was some kind of miracle, but she did little else of note, except give birth to me.... She continued life as a 'paid lady' for a couple more years until she got pregnant again and died with the child. Oh, and she sold me.

Oddly enough I got really lucky when the nameless tramp sold me. The 'buyer' was a elven Priestess of Desna named Faunra Delena. She never explained why she bought an infant half-orc, or why she was in Tamran, but I have to admit it was the first blessed event in my life. She worked with the Chernasardo rangers and in my younger years she left me with some clerics of Erastil in Tamran rather than carry me along with them. I had a pretty good childhood even though I really didn't have a home. Once I was old enough (10) to understand Faunra explained what she could. First she explained that she didn't own me. She said that she had just 'felt' something when she had the opportunity to buy me, so she did it. Later she mentioned that a butterfly had flown over my head, possibly a sign from Desna? Regardless, if I owed anyone for my life she said I owed Desna. I accepted her words and meditated on them for a couple of days, then asked her to train me. She was delighted and accepted my request. After that I traveled with her and whatever rangers she was with. She taught me her skills and her magic. The rangers did occasionally tell me that what they expected would be too dangerous and that I needed to stay at a safe location while they moved ahead. During those times I meditated and prayed to Desna.

I didn't follow Faunra's path completely though. Faunra works with the Chernasardo rangers on a whim. The blood and gore, death and destruction of dealing with Nirmathas' enemies made me more determined than she was. I chose the route of a Sanctified Slayer of Desna. I did learn to cast Desna's spells, but I do not channel her healing. I focused on learning to intimidate and kill our enemies. I learned to survive off of the land and track my enemies. As I reached my adult age I started taking jobs with the rangers, usually carrying messages but occasionally joining hunting parties to snipe at groups of Molthuny invaders.

My latest task was a simple message to be delivered to Aubrin in Paendar. The message is sealed so I do not know the contents.