Rotrovio

Julian Vorast's page

17 posts. Alias of AGM Lemming.


Race

| F: +8, R: +5, W: +10 | Init: +6 | Perc: +13, SM: +12 | Move: 20'

Classes/Levels

| Diplo: +10, Heal:+12, Spellcraft:+10 | Current Mods: N/A

Gender

Male Human Cleric/Divine Paragon of Torag 5 | HP: 38/38 | AC: 19 FF: 16 T: 12 | CMB: +5 CMD: 17

About Julian Vorast

Julian Vorast:

Character Name: Julian Vorast
Character Race: Human
Alignment: Lawful Good
Deity: Torag

Gender: Male
Age: 25
Height: 6' 1"
Weight: 185
Eyes: Dark Brown
Hair: Black with slight graying

Character Level: 5
EXP Points Gained: 0
EXP Needed For Next Level:

Known Languages
Common, Dwarf, Celestial, Giant, Terran, Draconic

Appearance:

I am an above average looking man, wearing worn but well maintained equipment. My armor and weapons were expensive, but worth the price. My warhammer has seen plenty of blood and my body has practically been bathed in it many times. I've been lucky so far that when the blood was mine I've been able to heal most of it. I don't wear a holy symbol. My holy symbol is a birthmark on my left hand.

Basic Stats:

Strength: 14 (5 points)
Dexterity: 14 (5 points)
Constitution: 14 (5 points)
Intelligence: 14 (5 points)
Wisdom: 19 (5 points, Race +2, Level 4 +1, Headband +2)
Charisma: 14 (5 points)
----------------------------------------------------------------------
Hit Points: 38 (d8+2/level: 10 + (4 x 7))

Defense, Armor Class & Saves:

Armor Class: 19 (Base: 10, Dex +2, Armor +6, Shield +1)
Flatfooted Armor Class : 16
Touch Armor Class: 12

Fortitude: +8 (Base: +4, Con: +2, Protection Domain Resistance +2)
Reflex: +5 (Base: +1, Dex:+2, Protection Domain Resistance +2)
Will: +10 (Base: +4, Wis: +4, Protection Domain Resistance +2)

Offense, Initiative & Weapons:

Initiative Modifier: +6 (Feat +4, Dex +2)
Base Attack Bonus: +3
Melee Attack Bonus: +4
Ranged Attack Bonus: +4

Special Combat Notes: Use Wisdon to hit instead of STR or DEX: Guided Hand
+1 to hit sacred bonus from Deific Obedience

Weapons:
+1 Warhammer: d8 | x3 | B
Dagger: d4 | 19-20/x2 | S | 10'
Light Crossbow: d8 | 19-20/x2 | P | 80'
10 Quarrels

Skills:

Total skill points earned: 6/level (2 + Int(2) + Human(1) + Favored Class(1)) + 2 Background skills/level
Cleric's class skills: Appraise(Int), Craft(Int), Diplomacy(Cha), Heal(Wis), Knowledge(arcana)(history)(nobility)(planes)(religion)(Int),
Linguistics(Int), Profession(Wis), Sense Motive(Wis), Spellcraft(Int)
Trait grants Perception

Acrobatics: = +2 (Dex 2)
Bluff: = +2 (Cha 2)
Climb: = +2 (Str 2)
Diplomacy: = +10 (Cha 2) 5 Ranks +3 [Class Skill]
Disguise: = +2 (Cha 2)
Heal: = +12 (Wis 4) 5 Ranks +3 [Class Skill]
Intimidate: = +2 (Cha 2)
Knowledge (arcana): = +6 (Int 2) 1 Ranks +3 [Class Skill]
Knowledge (planes): = +6 (Int 2) 1 Ranks +3 [Class Skill]
Knowledge (religion): = +8 (Int 2) 3 Ranks +3 [Class Skill]
Perception: = +13 (Wis 4) 5 Ranks +3 [Class Skill] Trait +1
Sense Motive: = +12 (Wis 4) 5 Ranks +3 [Class Skill]
Spellcraft: = +10 (Int 2) 5 Ranks +3 [Class Skill]
Survival: = +4 (Wis 4)

Background Skills
Appraise: = +6 (Int 2) 1 Ranks +3 [Class Skill]
Artistry: = +2 (Int 2)
Craft(Weapon): = +9 (Int 2) 4 Ranks +3 [Class Skill]
Knowledge (history): = +6 (Int 2) 1 Ranks +3 [Class Skill]
Knowledge (nobility): = +6 (Int 2) 1 Ranks +3 [Class Skill]
Linguistics: = +8 (Int 2) 3 Ranks +3 [Class Skill]
Perform: = +2 (Cha 2)

Feats & Traits:

1st Level: Improved Initiative: +4 Initiative

Human Bonus: Channel Smite: Channel through weapon (Prereq for Guided Hand)

Class Bonus Level 1: Deific Obedience

3rd Level: Guided Hand: Use Wisdom instead of Str/Dex to hit

5th Level: Weapon Focus(Warhammer)

Traits:
Social: Seeker: +1 to Perception and it is a Class Skill.
Faith: Fate’s Favored: Increases luck bonus by +1

Race: Human:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class: Divine Paragon of Torag:

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment.

Channel Energy (Su): 30' Radius Positive energy 5 (3 + CHA) times/day. 3d6 healing or harm to undead. Will Save DC14 (10 + 1/2 level + CHA) for half.

Devoted Domain: A divine paragon is intensely devoted to a single deity, and her alignment must be identical to her deity’s alignment. She gains Deific Obedience as a bonus feat, even if she doesn’t meet the feat’s prerequisites. She gains access to her boons at an accelerated rate (see below) rather than the standard HD-based rate granted by Deific Obedience (and as such cannot benefit from the accelerated rate granted by the Diverse Obedience feat).
- When the divine paragon selects her domains, she must designate one of the two domains she gains as her devoted domain. She gains all of this domain’s granted powers and domain spells normally. For her other domain, she gains only its domain spells—she does not gain any of the granted powers of that domain. Instead, she must choose from the evangelist, exalted, or sentinel boons granted by her deity (as detailed in Pathfinder Campaign Setting: Inner Sea Gods). At 5th level, she gains access to the first boon granted by her deity. At 11th level, she gains access to the second boon. At 14th level, she gains access to the third boon.
- Exalted Boons
1: Forgecrafter (Sp) crafter’s fortuneAPG 3/day, fox’s cunning 2/day, or greater magic weapon 1/day
2: Ironskin (Ex) Your skin is as thick and tough as that of a dwarf who’s worked the forge for 50 years, every scratch and burn associated with the memory of a masterpiece you’ve realized in stone or steel. As a free action, you can toughen your skin further, gaining DR 10/chaotic and evil. Dismissing this ability is also a free action. This ability lasts a number rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds). The rounds don’t need to be consecutive.
3: Hammerfist Ally (Sp) You can bring forth an ancient stone construct forged specifically to protect the beloved followers of the Father of Creation. Once per day as a standard action, you can summon a stone golem to aid you. You gain telepathy with the golem to a range of 100 feet. The golem follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to its home. The golem takes the form of a sculpted dwarf hero wielding two massive warhammers, the holy symbol of Torag hanging prominently around its neck. Its statistics remain unchanged despite these cosmetic alterations.

- In order to retain access to her domain spells, the domain powers of her devoted domain, and the boons granted by Deific Obedience, the divine paragon must perform her obedience daily. If she fails to do so, she loses access to these abilities until she next performs her obedience (but she can still cast spells, channel energy, and perform other abilities granted by her cleric levels).

- Divine Brand (Ex): At 1st level, a mark appears somewhere on the divine paragon’s body. The mark’s location varies by individual and faith, but takes the form of the deity’s holy symbol and generally appears in a location easy to display, such as on the hand, forearm, chest, or face. An uncovered divine brand functions as a holy (or unholy) symbol and as a divine focus for spellcasting. The divine paragon’s aura is even more powerful than a typical cleric’s as a result of her devotion, and her cleric level is treated as 1 higher for the purpose of determining the strength of her aura when it is viewed by spells like detect good.

Obedience
After reciting a traditional prayer to Torag, either work at a forge or strike a small replica of an anvil or a sizable flat stone with a hammer for at least 10 minutes. If the sound of your hammer draws a creature near, encourage it to join in your worship of the Father of Creation. If hostilities become inevitable, leap into the fray with a battle shout in praise of Torag. Perform some small act toward maintaining your weapon, such as sharpening or polishing it, as you conclude your obedience with another prayer to Torag’s might and wisdom. Alternatively, if you have created something through this effort, grant it to the next person you meet who strikes you as fair and honorable. Gain a +1 sacred bonus on all attack rolls made with warhammers.

Devoted Domain: Protection / Subdomain: Defense
- Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
- Deflection Aura (Su): Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.
- Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Domain Spells: 1st—shield, 2nd—barkskin, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—deflection, 8th—mind blank, 9th—prismatic sphere.

Second Domain: Artifice / Subdomain: Industry
Domain Spells: 1st—crafter’s fortune, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—mage’s magnificent mansion, 8th—instant summons, 9th—wooden phalanx.

Equipment:

Headband of Wisdom +2: 4,000 GP
Warhammer +1: 2,000 GP
MW Agile Breastplate: 550 GP
MW Light Steel Shield: 159 GP

Dagger: 2 GP
Light Crossbow: 35 GP
10 Quarrels: 1 GP

Traveler's Outfit

Handy Haversack: 2,000 GP
Whetstone: 2 CP
Bedroll: 1 SP
Waterskin 1 GP
Rations, 4 days: 2 GP
Rope (silk, 50') 10 GP
Wand of Cure Light Wounds(50 charges): 750 GP
Wand of Bless(50 Charges): 750 GP
Acid Flask x5: 50 GP
Alchemist's Fire x5: 100 GP
Flint and steel 1 GP
Flask of Oil 1 SP
MW Artisan's Tools: 55 GP

Ioun Torch: 75 GP

Starting Gold: 11,000 GP

Remaining Coin: Platinum: 44 Gold: 48 Silver: 7 Copper: 8

Movement: 20'

Magic:

Boons from Exalted: Crafter’s Fortune 3/day, Fox’s Cunning 2/day, or Greater Magic Weapon 1/day

Level 0: 4: Detect Magic, Guidance, Mending, Stabilize
Level 1: 4/1 (3 + WIS(1) + Domain)
- Bless
- Divine Favor Luck
- Fallback Strategy
- Lucky Number Luck
D- Shield
Level 2: 3/1 (2 + WIS(1) + Domain)
- Visualization of the Mind Luck
- Shield of Shards
- Spiritual Weapon
D- Barkskin
Level 3: 2/1 (1 + WIS(1) + Domain)
- Prayer Luck
- Summon Ancestral Guardian
D- Protection from Energy

Save DC: 10 + Spell Level + WIS(4)


Character History:

My family is large and old minor nobility, for all that it's worth.... Actually, when the nobility fell, my family used what money and skills they had and took to adventuring. Most stayed local becoming knights, paladins, and clerics of Abadar or Iomedae. One of my cousins supposedly turned to thievery and had to run. Nobody knows where he is now. My father, Churl, was a bard and joined a team that explored north to the mountains and the Darkmoon Vale. When he returned home a couple of years later he had a small fortune, lots of stories, and the beginnings of his family. I was the seventh son of the family, lucky I guess? Born with a strange birthmark on my left hand, there was the strange belief that I was a reward for Churl, and his soon to be bride Helen, for saving a dwarven family in the mountains from a horde of orcs too large for them to handle. The story was lacking in details, but Dad and Mom both have some vicious scars from those times. That birthmark led me to my calling in life. That strange mark slowly clarified as I came of age to learn, showing the Hammer of Torag.

Learning my calling was difficult because Torag wasn't widely worshiped in Andoran. And, I wasn't a dwarf so why would I worship a dwarf God? But eventually I did learn to call on Torag's power to cast spells and channel Divine energy. There wasn't much call for a human priest of Torag in Almas, but up the Andoshen River toward hills and forest provided plenty of opportunity to gain experience and spoils. I joined a group of "ne'er-do-wells" in Sauerton, searching for trouble and occasionally finding it. It wasn't a great life but it did increase the safety of travel in the area. I can't say all of the team was good, or law abiding. But the spoils gained only came from creatures and occasional bandits that plagued the area.

I lived three years there, seeing that little of the world and sadly losing several friends. Realizing that I couldn't live like that anymore I made my way back to Almas and civilization. I had learned enough and gained enough power that I felt it was time to help the people of my country.