Greetings you all there! I am one of Russian GM who want to prepare compleatly to this Special. In my free downtime - I prepare that scenarios which I want to run. So, you know, its very difficult to prepare even 30 pages simple scenarios - as my friends write it aboe we not native English speakers. I dont know how many work (hours of translete, then understanding, then formatting the text and handouts) I need to translete Special text for me and my friends. I think it is a lot of work. And it very nice to prepare some RP staff about special. But simply we cannot prepare it just because dont know what to prepare. So I really hight appreciate if we can get to fix our problem ASAP. And maybe it not necessary any problem but my, but I have to get some vacation to spend all my time for work with special. And I cant do it with any success. Just because this is SPECIAL. That one which so epic and must intresting. With best wishes, Sanri. About Dorfen OrndorffName Dorfen Orndorff............Race Aasimar
Ability Scores STR 14 [+2]
Initiative [+2]=0/2 Special Abilities
Favored Class: Cleric Racial option Add +1/2 to damage when using positive energy against undead or using Alignment Channel to damage evil outsiders. Traits:
Devoted Healer: Whenever you take 20 on a Heal check to treat deadly wounds, you restore an additional 1d4 hit points to those you aid. Faith Healer: You can make a Heal check weekly to earn money as though making a Profession check. In addition, you gain a +1 trait bonus on Heal checks. Naïve: You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers. Chance Savior: Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise. Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time. You gain a +2 trait bonus on Initiative checks.
Background:
Dorfen was born on 12 Sarenith 4578 A.R. at dawn with no complications. Luckily, his mother, Mirelinda, began labor a few hours before the sun rose, so Viorec, his father, simply did not open the butcher shop that day. Viorec was nowhere near new to fatherhood. As if it were protocol, he gathered everything around the house he would need to make her feel comfortable. He has watched his sister for the first 2 births, and has been pretty capable of handling it himself with the last 4.
Dorfen was born with an odd glowing birth mark in the middle of his chest and unusually shiny golden hair. No one they knew seemed to have seen anything like it. He looked very healthy as it was, so everyone, including them, shrugged it off. Once he turned 8, the mark was clear enough to see it for what it was, a "birth tattoo" of an ankh. His parents were ecstatic, seeing it as a good omen from the Dawnflower. They saw it as destiny for Dorfen to dedicate his life to the ways of Sarenrae. Description:
In his younger years, Dorfen had locks that looked of molten gold. Now that he is approaching middle age, his hair has turned gray, but still retains it's metallic sheen. On his left hand are two gold rings, and on his right, three gold rings. A large gold chain necklace hangs from his thick neck. He proudly displays his mostly red with touches of orange and yellow kapenia, a scarf from his Varisian heritage. If ever asked about it, he will gladly share his lineage shown on it through the intricate embroidery. For an adventurer, he is very well-kept. He is always clean-shaven, and keeps his clothes scuff-free. A downfall to his grooming habits is that his cologne is overpowering at times. Most will never know that he does have a "birth tattoo". At birth it was just a light golden blur on his chest, but has now grown with him into a big shining ankh.
When communicating with him, he uses a lot of exaggerated hand gestures. Also, he speaks with a slight Varisian accent that he tries to compensate with by enunciating clearly. Although he tries to keep a very professional appearance and sometimes seems stand off-ish (i.e. rarely hunches, makes jokes, or uses sarcasm), he is a caring individual. He will offer to help those in need or offer a shoulder to cry on in a snap. Equally surprising, if not more, he loves social functions. Not for the the drinking, but for the music. He will dance, sing, and whistle to music. Feats:
Selective Channeling Skills with Math:
4 ranks per level, not including favored class [-]Acrobatics-=0/-/- [x]Appraise-2=2/0/0 [-]Bluff-3=3/-/- [-]Climb-2=2/-/- [x]Craft-2=2/-/- [x]Diplomacy-5=3/-/2 [-]Disable Device0=0/-/- [-]Disguise-3=3/-/0 [-]Escape Artist-0=0/-/- [-]Fly-0=0/-/- [-]Handle Animal-3=3/-/- [x]Heal-8=4/1/3 [-]Intimidate-3=3/-/- [x]Knowledge Arcana-2=2/-/- [-]Knowledge Dungeoneering-3=2/1/- [-]Knowledge Engineering-2=2/-/- [-]Knowledge Geography-2=2/-/- [x]Knowledge History-2=2/0/0 [-]Knowledge Local-2=2/-/- [-]Knowledge Nature-2=2/-/- [x]Knowledge Nobility-2=2/-/- [x]Knowledge Planes-2=2/-/- [x]Knowledge Religion-6=2/1/3 [x]Linguistics-2=2/-/- [-]Perception-6=4/-/2 [-]Perform-3=3/-/- [x]Profession-3=3/-/- [-]Ride-4=4/-/- [x]Sense Motive-4=4/-/- [-]Sleight of Hand-0=0/-/- [x]Spellcraft-6=2/1/3 [-]Stealth-0=0/-/- [-]Survival-4=4/-/- [-]Swim-2=2/-/0 [-]Use Magic Device-3=3/-/- Saves:
Fort-2=2/0/-/-/- Reflex-0=0/0/-/-/- Will-6=2/4/-/-/- Attack:
BAB-0 CMB-2=0/2/- Weapons
Heavy Mace
Defense:
Health- 8 hp Armor Class-16=10/5/1/0/-/-/-/- Flat Footed-15 Touch- 10 CMD-12=0/2/0/0/+10 Armor Class Gear
Light Steel Shield
Spell Resistance=0
Class Abilities:
Aura Orisons Channel Energy 1d6 Domains Spell list:
DOMAINS Sun Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy. Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive. Healing Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat. 0 level-
1st Level-
Other Possessions
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