Male Half-Orc (Mwangi (Kalabuta)) barbarian 3 / cleric 2 Archetypes Savage Barbarian,
CG Medium humanoid (orc, human)
Init +5, Senses darkvision (60 ft.); Perception +5
Aura aura of chaos,
AC 15, touch 13, flat-footed 15 (+1 deflection, +1 Dex, +1 dodge, +2 natural, )
hp 63 ((3d12)+(2d8)+11)
Fort +10, Ref +3, Will +6, +1 morale bonus on saving throws against fear when wearing no armor
Defensive Abilities uncanny dodge,
Speed 40 ft., Fast Movement
Melee corrosive falchion +1 +7 (2d4+4/18-20)
Special Attacks Animal Fury, Channel Positive Energy (1d6, DC 12, 4/day), Dazing Touch (4/day),
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).
Aura of Chaos (Ex) You project a moderate chaotic aura.
Barbarian ~ Uncanny Dodge Tracker
Bonus Barbarian Rage Rounds Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
Bonus Cleric Domain Power Use (2x) Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.
Calistrian Prostitute (Calistria) (Sense Motive) You worked in one of Calistria's temples as a sacred prostitute, and you know how to flatter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you.
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this ability 4 times per day.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Dazing Touch (Sp) You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more thatn 2 Hit Dice are unaffected. You can use this ability 4 times per day.
Elysium's Call (Su) With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for 1 rounds, although the saving throw reroll only applies when the creature is touched. You can use this ability 4 of rounds per day.
Fast Movement (Ex) Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.
Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Naked Courage (Ex) At 3rd level, the savage barbarian gains a +1 dodge bonus to AC and a +1 morale bonus on saving throws against fear when wearing no armor (shields are allowed). This bonus increases by +1 for every six levels after 3rd. This ability replaces trap sense.
Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.
Orc Ferocity (Ex) 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.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Rage You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 0 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +0 morale bonus to your Strength and a +0 morale bonus to Constitution, as well as a +0 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 0 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.
Resilient Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You gain a +1 trait bonus on Fortitude saves.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You 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).
Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
Variant Channeling - Battle/Wrath Heal - Creatures gain a + channel bonus on weapon damage and critical hit confirmation rolls until the end of your next turn. Harm - Creatures take a - channel penalty on weapon damage and critical hit confirmation rolls until the end of your next turn.
Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
Prakar is certainly an oddity. Born in the jungles of Mwangi in the tribes of the Kalabuta, Prakar was a skilled warrior, battling both foolhardy and greedy treasure hunters and wicked minions of the Gorilla King himself, the half-orc was feared by both his tribe and enemies. However, he was one day captured by slavers and taken to a faraway land known as Qadira where he was to be sold as a pit fighter. Then, a strange woman with skin, eyes, and hair the colors of the sea and waters came and helped him to escape his fate as a slave. Curious and taken in by her beauty, he followed her, learning the ways and teachings of the undine’s goddess. He saw that Calistria must have pitied him and sent this bard named Sirith to rescue him from his soon-to-be masters. Prakar and Sirith soon fell in love with one another. He journeyed with her to her home in Absalom, where she began to talk about the raising of a cathedral dedicated to Calistria, a plan that he doubted but he trusted both his love and the Favored Sting and vowed to see that such a cathedral be built successfully.
Description and Personality:
Prakar is an extremely tall muscular half-orc with a height of 6’3”, his body is covered with tribal tattoos and scars. He is naked save for a simple loincloth, decorated with the holy symbol of the Favored Sting and colored in her sacred colors as well. He goes barefoot as well. He carries a mighty falchion that drips with acid when drawn for battle. His eyes are the color of violet and his hair is the color of fire. His tusks are razor sharp and he has been known to use them in battle. He also carries with him a pair of pan pipes, which surprises many visitors, especially when they hear him skillfully play them, accompanied by Sirith’s dances and strings.
The half-orc savage is bit hot-tempered, but he is also honorable and trustworthy friend, especially in the heat of battle. He cares deeply for Sirith and her temple, and will risk his life for both. He also takes his duties as a priest of Calistria seriously as well. He favors her as a deity of warlike vengeance, but also as a goddess of passion, especially in terms of his romance with the undine bard. He is slightly overprotective of her, but he means well, and knows that she can handle herself quite well, although he does coddle her from time to time.