Dwarven Rager

Orthoon Kegstalker's page

49 posts. Alias of TheWaskally.


Full Name

Orhoon Kegstalker

Race

Dwarf|HP 34/39|F: +8, R: +2, W: +7|Init + 4|AC 19 (11 T, 19 FF)|BAB +4 CMB +6 CMD 16|

Classes/Levels

Gestalt Fighter-Cleric/4th|Channel Energy (Su) 2d6 4/4x/day|Strength Surge (Sp) 6/6x/day|Touch of Good (Sp) 6/6x/day

Gender

Male

Skills:
Percep +3|Diplo +8|SM +9|Heal +11|Kn. local +8|Kn. relig +8|Kn. dung +5|Kn. his +5|Surv +7|Craft alch +5|Prof brewer +8

Size

Medium

Special Abilities

See SQ Tab

Alignment

Chaotic Good

Deity

Cayden Cailean

Location

Janderhoff

Languages

Dwarf, Common (Taldane), Giant

Occupation

Brewer

Strength 14
Dexterity 10
Constitution 16
Intelligence 12
Wisdom 16
Charisma 12

About Orthoon Kegstalker

Initiative: +4
Senses: Perception +3, Darkvision 60 ft.
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AC 19 (11 Touch, 19 FF)(+6 Armor, +2 Shield, +1 Attunement)
Hp 39/39 (1d8(max) + 3 Con, then average HP (5) + 3 Con + 1 Favored)
Fort +8, Ref +2, Will +7
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Speed 20 ft (20 ft Base)
Melee +9 MW Dwarven Waraxe (1d10 + 3 + 2, x3, +1 Attunement)
Ranged
Special Attacks Channel Energy 2d6 6x/day (Will DC 14)
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Spells
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Cleric Spells Prepared (CL 4th)
0 (at will)—create water, detect poison, stabilize, detect magic
1st*protection from evil*,
bless, ant haul, shield of faith, protection from evil
2nd*bull's strength*, weapon of awe, delay poison, aid
*Domain spell; Domains Strength and Good.
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BAB +4, CMB +6, CMD 16
Feats Improved Initiative, Extra Channel, Weapon Focus (Dwarven Waraxe), Selective Channeling, Weapon Specialization (Dwarven Waraxe)
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Adventuring Skills 5/Level
Climb +2 (0 Rank, 0 Class, 2 Str)
Diplomacy +8 (2 Rank, 3 Class, 1 Cha, 2 Iron Citizen)
Heal +11 (3 Rank, 3 Class, 3 Wis, 2 Healer's Kit)(10/10 uses)
Intimidate +1 (0 Rank, 0 Class, 1 Cha)
Knowledge (arcana) +1 (0 Rank, 0 Class, 1 Int)
Knowledge (dungeoneering) +5 (1 Rank, 3 Class, 1 Int)
Knowledge (local) +8 (2 Rank, 3 Class, 1 Int, 2 Affable)
Knowledge (planes) +5 (1 Rank, 3 Class, 1 Int)
Knowledge (religion) +8 (4 Rank, 3 Class, 1 Int)
Perception +3 (3 Wis)
Sense Motive +9 (1 Rank, 3 Class, 3 Wis, 2 Iron Citizen)
Spellcraft +5 (1 Rank, 3 Class, 1 Int)
Survival +7 (1 Rank, 3 Class, 3 Wis)

Background Skills
Appraise +1 (0 Rank, 0 Class, 1 Int)
Craft (alchemy) +5 (1 Rank, 3 Class, 1 Int )
Handle Animal +1 (0 Rank, 0 Class, 1 Cha)
Knowledge (engineering) +1 (0 Rank, 0 Class, 1 Int)
Knowledge (history) +5 (1 Rank, 3 Class, 1 Int)
Knowledge (nobility) +1 (0 Rank, 0 Class, 1 Int)
Linguistics +1 (0 Rank, 0 Class, 1 Int)
Profession (brewer) +8 (2 Rank, 3 Class, 3 Wis)

SQ:
Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including 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 detect evil for details).
Channel Energy (Su)
Regardless of alignment, any cleric 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.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular 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 inflict spells (see spontaneous casting).
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 channel 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.
Domains
A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
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 one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
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.
Strength Surge (Sp)
As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Orisons
Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
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 or domain spell 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 inflict spells (an inflict spell is one with “inflict” 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 inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).
Bravery (Ex) +1
Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (Ex)
Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.


Racial Traits +2 Con, +2 Wis, -2 Cha; Medium, Dwarf, Slow and Steady, Defensive Training, Spiritual Support (replaces Greed and Hardy), Iron Citizen (replaces Stability), Hatred, Stonecunning, Darkvision, Weapon Familiarity, Languages
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Traits (Social) Affable, (Religion) Adventurous Imbiber
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Items A fighter's kit (includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin), placard of wisdom (holy text), a silver holy symbol of Cayden Cailean, a small steel mirror, a whetstone, one gallon of dwarven ale, a bronze tankard, a wand of cure light wounds (50/50 charges), a healer's kit, a grooming kit, MW brewer's tools, a wand of inflict wounds (50/50 charges), a potion of remove sickness, a potion of enlarge person, a potion of endure elements, a tabard of Cayden Cailean, and a bandolier.
Combat Gear MW breastplate (agile), MW heavy steel shield with Cayden Cailean's symbol, and a MW Dwarven Waraxe
Wealth (132 gp, 2sp, 9cp)
Carrying Capacity
Light (58 lbs or less); Medium (59-116 lbs.); Heavy (117-175 lbs.)
Current Load: 100.5
Height 4'1", Weight 182 lbs., Eyesblue, Hair Light Brown
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Brief backstory:
Orthoon Kegstalker is about a decade younger than his brother Kurgan Kegstalker. Orhoon comes from a long line of dwarven brewers. The dwarven cleric is seen as the black sheep of the family because he worships, according to his parents, a 'human god'. Orhoon gets along better with the humans and halfings of Janderhoff, than the dwarven population. Orhoon looks up to his older brother and occasionally assists in his alchemical work.