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Rastaf of Sarenrae's page

526 posts. Organized Play character for Dave Young 992.

Full Name

Rastaf of Sarenrae


Half Orc


Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25







Special Abilities

Half Orc Traits








Common, Giant, Orc, Shoanti, Varisian


Weapon coach

Strength 18
Dexterity 12
Constitution 12
Intelligence 11
Wisdom 25
Charisma 14

About Rastaf of Sarenrae

AC 22, touch 14, flat-footed 21
hp: 131 5/level, +16 con, +16 class, +16 (toughness) Fort 16 Reflex 13 Will 21
Fire resistance 20

Speed 30
Melee +3 flaming falchion +18/+13/+8 (2d4+9+1d6 (fire), 15-20x2), +1 morningstar +16/+11/+6 (1d8+7, x2), MW dagger +16/+11/+6 (1d4+4, 19-20x2)
Ranged +11 SLA: fire bolt +11, (1d6+8, x2) ranged touch, 30', 10/day
BAB +10

Armor Expert When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Draconic Infusion Choose the acid, cold, electricity, or fire spell descriptor when you take this trait. Once per day for every 2 caster levels you have (minimum once per day), when you cast a spell that has your chosen elemental descriptor, you can deal an additional 1d4 points of damage of that energy type to one target of that spell.

Student of Faith While you have personally dedicated your life to a single deity, you study all religions and mortal faiths. Upon hearing that the town of Sandpoint recently completed a cathedral dedicated to the six deities most popular in the area, you had to see the place for yourself, and have arrived in time for the consecration of this holy edifice. Because of your strong faith and broad range of study, you cast all cure spells at +1 caster level, and whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Half Orc Traits:
Standard Racial Traits
Ability Score Modifiers: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
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.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Points/Ranks (30)

Appraise: 4/1
Craft: 0/0
Diplomacy: 6/1
Heal: 21/13
arcana 4/1 (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)
history 17/14 {background} (wars, colonies, migrations, founding of cities)
nobility 17/14 {background} (lineages, heraldry, personalities, royalty)
planes 4/1 (the Inner Planes, Outer Planes, Astral Plane, Ethereal Plane, outsiders, planar magic)
religion 4/1 (gods, mythic history, ecclesiastic tradition, holy symbols, undead)
Linguistics: 3/3 Common, Giant, Orc, Shoanti, Varisian
Profession: 0/0
Sense Motive: 11/1
Spellcraft: 5/2
Non-Class Skills: Perception: 15/8
Background Skills
Knowledge (history) 17
Knowledge (nobility) 17

Carrying capacity light:100 medium:200 heavy:300
Holy Symbol (wood) (1gp, 0 lbs.)
Armor: +3 Celestial Armor AC penalty 1 (22,400 gp, 20 lbs)
+3 Flaming Adamantine falchion. Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day. falchion (31,075 gp, 8 lbs.)
+1 morningstar (2008 gp, 6 lbs.)
MW dagger (302 gp, 1 lb.)
Cloak of Resistance +4 (16,000 gp)
Amulet of Natural Armor +3 (18,000 gp)
Belt of Giant Strength +4 (16,000 gp)
Headband of Inspired Wisdom +6 (36,000 gp)
Traveler's Outfit (0 gp, 5 lbs.)
Cleric's Vestments (5gp, 5 lbs.)
Handy Haversack (2000 gp, 5 lbs.)
Waterskin (5 sp, 4 lbs.)
bedroll (1 sp 5 lbs.)
Prayer beads
Wand of CLW 12 charges (750 gp)
Wand of bear’s endurance (36 charges) (3,420gp)
Wand of cure moderate wounds (45 charges) (4,140gp)
Wand of Endure Elements (750)
Wand of Endure Elements (750)
Scroll of Raise Dead (6,125 gp)
Heroes’ Feast (17) (2,550gp)
Order’s Wrath (17) (1,700gp)
Regenerate (17) (2,975gp)
Resurrection (17) (12,975gp)
Scrying (17) (3,125gp)
Symbol of Stunning (17) (2,975gp)
True Resurrection (17) (28,825gp)
Scroll of heal (1,125gp)
Scroll of remove blindness/deafness (375gp)
Rod of Intensified Spell (3000 gp)

Cold weather gear, +5 circumstance bonus on Fortitude saving throws against exposure to cold weather. (10 gp).
Healer's kit x2 (50 gp x2, 2 lbs.)
4 days' trail rations, now (3.5 gp 4 lbs.)
Diamond Dust 1250 gp
Money 73,114 gp 7 sp 7 cp

Fire Domain:
Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

Heroism Domain:
Associated Domain: Glory.
Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive.

Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—heroism, 4th—holy smite, 5th—righteous might, 6th—heroism (greater), 7th—holy sword, 8th—holy aura, 9th—gate.

Rastaf's origins aren't particularly unique for a Varisian half orc. Abandoned at birth, he bounced around various orphanages run by the more charitable organizations of Magnimar.

Some were better than others, but in spite of the good intentions of many would-be mentors, Rastaf was an angry, moody, inhumanly strong child who responded to playground taunts with his fists. He maintained a sense of power by keeping the smaller, weaker human children too cowed to tease him to his face.

He had few good influences, although he could have trusted many of the humans flying in and out of his life.

Moving from one place to another isn't really a step up, on the social ladder. He never really managed to do it. It didn't take long for others to notice his strength and size. In his early teens, he ran around with a gang of “rollers”; young toughs who targeted people who looked easy to rob. He was good at looking intimidating, and many potential victims just handed their valuables over to avoid a beating.

Of course, it wasn't very lucrative. Common workers don't carry much of value, so the gang raised their sights, and went after wealthier-looking prospects. Long on confidence, but short on sense, they eventually accosted a cleric of Sarenrae. Once she'd slaughtered the first to attack her, then scared off his friends, she stood in front of the magically-held half orc, and looked him over.

“If you want something, it's best to ask nicely.”

He expected her to cut him in half, but instead, she dismissed the holding spell and asked his name.

She also talked to the watch about the incident, and managed to get Rastaf out of a night in jail and in her custody. That arrangement is a peculiar one in Magnimar, but even with the power to abuse him like inanimate property, she did the opposite. She took him to the temple's housing, got him fed and sheltered, and talked with him, sometimes at length. She was his first real friend, if only a brief one.

Less than 2 years later, he took his place as a vested initiate of Sarenrae. He was talented enough with weapons to teach their uses to other novices of the faith. He got a small stipend for it, and supported himself that way while he looked for other ways to serve.

While learning to be a priest, Rastaf became fascinated with Varisian history, and read all he could about ancient Thassilon. He also pestered the chefs at the training college, and picked up a little knowledge about cooking.

When he became a novice adventurer, it was with the blessing of the church.

His transformation from street urchin to devoted priest wasn't quick, but it was complete. He was no longer alienated and insecure, lashing out at others. He instead drew strength from his faith, and found purpose in leading others to the redemption that had been so mercifully offered to him.

He may find it challenging to get others to change their ways as much as he has, though. Some things just don't feel the need for redemption.

Rastaf is tall and muscular, with strong, large hands. His skin is greenish, and his hair is black and cut short. He's fierce-looking, like most half orcs, but there is a softness to his demeanor, expressed by his kind, hazel-green eyes and a ready smile.

Rastaf dresses in the garb typical of Varisia; loose and layered, for comfort in the summer sun or the cold of night. He's not much for fashion, and will wear most anything that serves the purpose, as long as it works.

He keeps his cleric's vestments clean and ready for any priestly duties he may need to perform, though he rarely wears them.

Cleric Spells
Spells per day:
0: (DC 17) 4
1: (DC 18) 6+1
2: (DC 19) 6+1
3: (DC 20) 6+1
4: (DC 21) 5+1
5: (DC 22) 5+1
6: (DC 23) 4+1
7: (DC 24) 4+1
8: (DC 25) 2+1
*Cure spells are cast at +1 caster level.
Cleric Spells

Spells prepared:

0: Create Water, Detect Magic, Light, Read Magic

*Spark, Stabilize

1: Comprehend Languages, Shield of Faith x3, Detect Undead x2, Burning Hands*
2: Lesser Restoration x2, Ironskin x2, Protection from Evil x2, Silence, Bless Weapon*
3: Daylight, Invisibility Purge, Searing Light x3 Fireball*
4: Blessing of Fervor x2, Dimensional Anchor, Holy Smite x2, Fire Shield*
5: Break Enchantment, Life Bubble, Plane Shift x2, True Seeing, Fire Shield*
6: Dispel Magic, Greater, Wind Walk, Heroism, Greater*
7: Destruction, Holy Sword*
8: Holy Aura, Incendiary Cloud*

*Add 1d4 to all fire spells (see trait).

Channel Energy: 8d6 7/day. DC 18 (+1 trait bonus)