Belzken Monk

Nevil of Otterdale's page

47 posts. Alias of Xabulba.


Full Name

Nevil of Otterdale

Race

Half-Orc

Classes/Levels

Cleric lv2

Gender

male

Size

M

Age

17

Alignment

CN

Deity

Gorum

Languages

Common

Occupation

Cleric

Strength 12
Dexterity 10
Constitution 14
Intelligence 11
Wisdom 18
Charisma 15

About Nevil of Otterdale

About Nevil of Otterdale
Nevil of Otterdale
Male Half-Orc cleric 2
LN Medium humanoid
Init +0; Senses Perception +4
___________________________________________________
DEFENSE
___________________________________________________
AC 16, touch 10, flat-footed 16
(+6 armor, +0 Dex)
hp 17 (2d8+2); Currently (17)
Fort +3, Ref +0, Will +6
___________________________________________________
OFFENSE
___________________________________________________
Spd 20 ft.
Melee Greatsword +1 (2d4+1/19-20) slash
Ranged Heavy crossbow +0 (1d10/19-20) piercing
Special Attacks channel energy 5/day (1d6, DC 13)
Domain Spell-Like Abilities
7/day – Strength Surge, Battle Rage
Spells CL 2th (O = 3/ 1st =3+1)
Spell Prepared
1st- Cause Fear, Sheild of Faith, Enlarge Person, Sanctuary
0- detect magic, light, Read Magic
Domains Strength, War
___________________________________________________
TACTICS
___________________________________________________
Before Combat
During Combat
Morale
___________________________________________________
STATISTICS
___________________________________________________
Str 12, Dex 10, Con 14, Int 11, Wis 18, Cha 15
Base Atk +1; CMB +1; CMD 17
Traits Child of the River Kingdoms, Indominatable Faith, Skeptic
Feats Selective Channelling, Weapon Finesse, Weapon Proficiency (shortsword)
Skills
Acrobatics -5
Appraise 0
Bluff +2
Climb -5
Craft 0
Diplomacy +2
Disguise +2
Escape Artist 0
Heal +4
Intimidate +2
Knowledge (religion) +4
Linguistics +4
Perception +4
Perform +2
Ride -6
Sense Motive +4
Spellcraft 0
Stealth -6
Survival +4
Swim -5
Languages Common, Orc
SQ orisons
Load 35 lbs.; Light 0-43 lbs.
Combat Gear Greatsword
Hvy. Flail
Hvy. Crossbow
Banded Armor
Other Gear
Backpack
Bedroll
XP
Appearance
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.
Backstory
Spoiler:

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
Level 2
CN

Strength........12(+1)............Height: 5'11”
Dexterity........10(0)..............Skin: Brown
Constitution...14(+2)............Weight: 165lbs
Intelligence....11(0)..............Eyes: Black
Wisdom..........18(+4)............Hair: Black
Charisma........15(+2)............Alignment: CN

Hit Points: 17
Speed: 20 ft
Vision: Darkvision 60 feet

AC: 16 (banded mail)............Fortitude: +3
Touch AC: 10........................Reflex: 0
Flat-footed AC: 16................Will: +6
Initiative: d20

BAB: +0...........................CMB: +1

Weapon:...........Attack......Damage..Critical.........Type.......Range
Greatsword........+1..........2d4+1.....19-20/x2.....Slash
Hvy Crossbow.......0.........1d10........19-20/x2.....Piercing..120 ft
Hvy Mace............+1..........1d8+1...........x2..........Bludgeoning

Skills:
Acrobatics -5
Appraise 0
Bluff +2
Climb -5
Craft 0
Diplomacy +2
Disguise +2
Escape Artist 0
Heal +4
Intimidate +2
Knowledge (religion) +4
Linguistics +4
Perception +4
Perform +2
Ride -6
Sense Motive +4
Spellcraft 0
Stealth -6
Survival +4
Swim -5

Half-Orc Racial Traits
[spoiler]+2 Strength, +2 Wisdom, –2 Intelligence: Half-orcs are
physically strong and constantly on the lookout for danger,
but their orc stock hinders their intelligence.

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 60 feet: Half-orcs can see in the dark up to
60 feet.

Weapon Familiarity: Half-orcs are proficient with
greataxes and falchions, and treat any weapon with the
word “orc” in its name as a martial weapon.

Orc Ferocity: Once per day, when a half-orc is brought
below 0 hit points, but not killed, he can fight on for one
more round as if disabled. At the end of his next turn,
unless brought to above 0 hit points, he immediately falls
unconscious and begins dying.

Orc Blood: Half-orcs count as both humans and orcs
for any effect related to race.

Languages: Half-orcs begin play speaking Common
and Orc. Half-orcs with high Intelligence scores can
choose any of the following: Draconic, Giant, Gnoll,
Goblin, and Abyssal.

Favored Class: The favored class of half-orcs is barbarian
or druid. This choice must be made at 1st level and cannot
be changed.

Feats:
Turn Outsider (evil)

Spoiler:
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)

Spoiler:
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
has a particularly powerful aura corresponding to the
deity’s alignment (see the detect evil spell for details).
Spells: A cleric casts divine spells which are drawn from
the cleric spell list. Her alignment, however, may restrict
her from casting certain spells opposed to her moral or
ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells.
A cleric must choose and prepare
her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom
score equal to at least 10 + the spell level. The Difficulty
Class for a saving throw against a cleric’s spell is 10 + the
spell level + the cleric’s Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain
number of spells of each spell level per day. Her base daily
spell allotment is given on Table 4–5. In addition, she receives
bonus spells per day if she has a high Wisdom score.
Clerics meditate or pray for their spells. Each cleric
must choose a time at which she must spend 1 hour each
day in quiet contemplation or supplication to regain
her daily allotment of spells. Time spent resting has no
effect on whether a cleric can prepare spells. A cleric may
prepare and cast any spell on the cleric spell list, provided
that she can cast spells of that level, but she must choose
which spells to prepare during her daily meditation.

Channel Energy (Su): Any cleric, regardless of alignment,
has the power to affect undead creatures by channeling the
power of her faith through her holy (or unholy) symbol (see
Channel Energy in the Combat Chapter). This power also
heals or harms living creatures in the radius.
A good cleric (or a neutral cleric who worships a good
deity) channels positive energy, damaging undead creatures
and causing them to f lee. An evil cleric (or a neutral cleric
who worships an evil deity) channels negative energy,
healing undead and bending them to her will. A neutral
cleric of a neutral deity must choose whether she channels
positive or negative energy. Once this choice is made, it
cannot be reversed. This decision also determines whether
the cleric can cast spontaneous cure or inf lict spells (see
spontaneous casting).

A cleric may channel energy a number of times per day
equal to 3 + her Charisma modifier.

Domain Powers (Su): Each cleric must choose a deity.
Each deity has a number of domains associated with its
faith, and its clerics must choose two of these domains
to focus on. Each domain grants a number of domain
powers dependent upon the level of the cleric, as well
as a number of bonus spells. A cleric gains both of the
listed powers and bonus spells granted by her domains
at each of the listed levels. See the Spells Chapter for
more information.

If your cleric is not devoted to a particular deity, you still
select two domains to represent her spiritual inclinations.
Orisons (Sp): Clerics can prepare a number of orisons, or
0-level spells, each day. They can cast these spells at will as a
spell-like ability. The number of orisons a cleric can prepare
each day is noted in Table 4–5 under “Spells per day.” Orisons
are treated like any other spell cast by the cleric in terms of
duration and other variables based on level. Orisons cannot
be channeled through spontaneous casting.

Spontaneous Casting: A good cleric (or a neutral cleric of
a good deity) can channel stored spell energy into healing
spells that she did not prepare ahead of time. The cleric
can “lose” any prepared spell that is not an orison in order
to cast any cure spell of the same spell level or lower (a cure
spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity) can’t
convert prepared spells to cure spells but can convert them to
inf lict spells (an inf lict spell is one with “inf lict” in its name).
A cleric who is neither good nor evil and whose deity
is neither good nor evil can convert spells to either cure
spells or inf lict spells (player’s choice). Once the player
makes this choice, it cannot be reversed. This choice
also determines whether the cleric turns or commands
undead (see channel energy).

Chaotic, Evil, Good, and Lawful Spells: A cleric can’t
cast spells of an alignment opposed to her own or her
deity’s. Spells associated with particular alignments are
indicated by the chaos, evil, good, and law descriptors in
their spell descriptions.

Bonus Languages: A cleric’s bonus language options
include Celestial, Abyssal, and Infernal (the languages of
good, chaotic evil, and lawful evil outsiders, respectively).
These choices are in addition to the bonus languages
available to the character because of her race.

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
Deities: Gorum, Iomedae, Rovagug, Urgathoa.
Caster
Level Ability
1st Battle Smite (Su): You can touch your deity’s favored
weapon and give it the ability to deal a battle
smite. For the next 3 rounds, anyone wielding the
weapon may add an enhancement bonus on one
damage roll equal to 1/2 your caster level for one
attack roll. The target must decide to use this
ability before rolling to attack. This effect fades
after 3 rounds or when the battle smite is used.
Once a wielder has used a battle smite, he can gain
no further benefit from it for 1 day.

Spells:

Spoiler:
Orisons: (3)
Detect Magic
Light
Read Magic

First Level: (2)
Cause Fear
Sheild of Faith
Enlarge Person(domain)
Sanctuary

Equipment:
Greatsword
Hvy. Flail
Hvy. Crossbow
Banded Armor
Backpack
Bedroll
[/spoiler]