About Nevil of OtterdaleAbout Nevil of Otterdale
Spoiler:
Orphaned by adventurers when they destroyed Nevil's tribe. The adventures left Nevil on the doorstep to the temple of Pelor, in Otterdale, where he was adopted and raised as an acolyte. A smudged note pinned to his diaper reading Not evil is the only link to his past and how he got his name. Recently Nevil has taken his vows of priesthood and is now wandering the world as a missionary.
Nevil looks to be full Orc blood but is very clean cut, polite and speaks softly contrasting his bestial looks. Nevil's armor and vestments of Gorum are meticulously clean. Self-conscious about his looks Nevil always wears his cowl over his face disguising his features to all except the ones he is speaking to. Nevil of Otterdale Male Half-Orc cleric of Gourm
Strength........12(+1)............Height: 5'11”
Hit Points: 17
AC: 16 (banded mail)............Fortitude: +3
BAB: +0...........................CMB: +1 Weapon:...........Attack......Damage..Critical.........Type.......Range
Skills:
Half-Orc Racial Traits
Medium: Half-orcs are Medium creatures, and have no
Normal Speed: Half-orcs have a base speed of 30 feet. Darkvision 60 feet: Half-orcs can see in the dark up to
Weapon Familiarity: Half-orcs are proficient with
Orc Ferocity: Once per day, when a half-orc is brought
Orc Blood: Half-orcs count as both humans and orcs
Languages: Half-orcs begin play speaking Common
Favored Class: The favored class of half-orcs is barbarian
Feats:
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Choose one alignment subtype, such as chaos, evil, good,
or law. You can channel your divine energy to harm outsiders of that type. Prerequisites: Ability to channel energy. Benefit: You can choose to have your ability to channel energy affect outsiders of your chosen alignment subtype as if they were undead. You must make this choice each time you use your ability to channel energy. This ability does not cause outsiders to f lee or fall under your command. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new alignment subtype. Class Features:(Positive Energy)
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The following are class features of the cleric.
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor, and with shields (except tower shields). Clerics are also proficient with the favored weapon of their deities. Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity
To prepare or cast a spell, a cleric must have a Wisdom
Like other spellcasters, a cleric can cast only a certain
Channel Energy (Su): Any cleric, regardless of alignment,
A cleric may channel energy a number of times per day
Domain Powers (Su): Each cleric must choose a deity.
If your cleric is not devoted to a particular deity, you still
Spontaneous Casting: A good cleric (or a neutral cleric of
Chaotic, Evil, Good, and Lawful Spells: A cleric can’t
Bonus Languages: A cleric’s bonus language options
Domain Powers: (Strength and War)
Spoiler:
Strength Domain
Deities: Cayden Cailean, Gorum, Lamashtu, Urgathoa. Caster Level Ability 1st Strength Surge (Su): As a standard action, you can touch a creature, giving it great strength. For the next 3 rounds, the target may add an enhancement bonus equal to 1/2 your caster level on one melee attack roll or Strength check (minimum +1). The target must decide to use this ability before rolling the dice. This effect fades after 3 rounds or when the reroll is used. Once a target has been affected by strength surge, he can gain no further benefit from it for 1 day. War Domain
Spells:
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Orisons: (3)
Detect Magic Light Read Magic First Level: (2)
Equipment:
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