Scro

Ten Foot Twin Eater's page

231 posts. Alias of All DMs are evil.


Full Name

Ten Foot Twin Eater

Race

Half Orc - Half Human- Half Something Else (I know that is 3 halves, but he is a big chap)

Classes/Levels

Cleric Level 4

Gender

Male

Size

Medium (only just, but I dare you to call him large to his face)

Age

17

Special Abilities

Ability to consume large amounts of alchol and burp in tune.

Alignment

Chaotic Good

Deity

Cayden Cailean

Location

Opal

Languages

Common, Orcish

Occupation

Sell Sword

Strength 18
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 17
Charisma 12

About Ten Foot Twin Eater

This is a character for the Tales from the City of Opal.

Spoilers are there only to save space, feel free to go clicking.

RP personality key words:
+ Jovial, loyal, nearly fearless, great self belief, huge heart, resilient, carefree, confident in own body image.
- Alcoholic, phobias - spiders, temper tantrums, lack of table manners, excess bodily gasses.

Male, Half-Orc, Cleric of Cayden Cailean 4
Chaotic Good
Medium, Speed - 30ft (20ft in Armour)
6' 10", 320lbs

Stats

Spoiler:

Str: 18 +4 (+1 added at 4th level)
Dex: 12 +1
Con: 14 +2
Int: 10 =0
Wis: 17 +3
Chr: 12 +1

Saves

Spoiler:

Fort: +4(class) +2(con) = +6
Ref: +1(class) +1(dex) +1(trait) = +2
Will: +4(class) +3(wis) = +7
*+2 saves verse charm or compulsion (Trait: Birthmark).

Armour Class & Hit Points

Spoiler:

AC: 17, Touch: 11, FF, 16
(Chainmail +6, Dexterity +1)

HD: 4d8+8 (+4 toughness)
HP: 44
Current HP: 44

Combat

Spoiler:

Base Attack: +3
CMB: +7 (CMB = Base attack bonus + Strength modifier + special size modifier)
CMD: +18 (CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier)
Initiative: +1

Melee
+1 Greataxe Sacred Burst [Cyndrig the Fiendhacker] : +8 1d12+7 (x3)
Sacred Burst: Acts as a Sacred weapon (when active, deals an extra 1d6 damage to undead, 2d6 to evil outsiders, and counts as good-aligned for damage reduction.), deals extra damage on a critical hit (2d10 to undead, 4d10 to evil outsiders)

Morningstar: +7 1d8+4 (x2) (one handed)
Dagger: +7 1d4+4 (19-20)

Ranged
Dagger: +4 1d4+4 (19-20) 10ft range increment
Light Crossbow: +4 1d8 (19-20) 80ft range increment

Skills

Spoiler:

Diplomacy +1(rank) +3(class) +1(chr) = +5
Heal +1(rank) +3(class) +3(wis) = +7
Knowledge Religion +4(rank) +3(class) +0(int) = +6
Spell Craft +2(rank) +3(class) +0(int) = +4

Racial, Class, Traits and Feats

Spoiler:

Racial
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: 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.
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.
Class
Proficient with all simple weapons
Proficient with Light and Medium armours
Proficient with all shields apart from tower
Channel Positive Energy: 3(base) +1(chr) +2(Extra turning) = 6 per day[/url] DC-12, HP-4d6 (+2d6 from Phylactery of Positive Energy) USED=0
Traits
Deft Dodger: +1 reflex saves
Birthmark: Can use as divine focus and +2 saves verse charm or compulsion.
Feats
1st level: Extra turning
3rd level: Toughness

Equipment

Spoiler:

armour
Chainmail (150gp) +6 AC, +2maxdex, -5armour check
Large Wooden Shield (8gp) +2AC, -2armour check (normally worn on the back)

Weapons
+1 Greataxe Sacred Burst [Cyndrig the Fiendhacker]
Sacred Burst: Acts as a Sacred weapon (when active, deals an extra 1d6 damage to undead, 2d6 to evil outsiders, and counts as good-aligned for damage reduction.), deals extra damage on a critical hit (2d10 to undead, 4d10 to evil outsiders)
Greataxe (20gp)
Morningstar (8gp)
Dagger (2gp)
Light Crossbow (35gp)
20 Bolts (2gp)

Adventuring gear
Backpack (2gp)
Bedroll (1sp)
Blanket, winter (5sp)
Flasks, holy water x6 (24cp) (created by my self using bless water)
Mugs, tin x7 (7sp)
Holy Symbol, silver tankard (25gp)
Trail Rations, 28 Days
Anti Toxin Vial, x2
Thunderstone, x2
Smokestick, x2

Magic
Phylactery of Positive Energy: This item allows channellers of positive energy to increase the amount of damage dealt to undead creatures by +2d6. This also increases the amount of damage healed by living creatures.
Pearl of Power 1st level (1000gp) (can recall 1 1st level spell)
Pearl of Power 1st level (1000gp) (can recall 1 1st level spell)

Wealth in safe place?
PP
GP:
SP:
CP:

Wealth carried in pouch around neck and under armour.
PP
GP: 1473
SP: 4
CP: 6

Domain Powers and Spells

Spoiler:

Good Domain
Granted Powers:
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.
Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.[i]
Domain Spells: [i]1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

Strength Domain
Granted Powers:
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.
Might of the Gods (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.
Domain Spells: 1st—enlarge person, 2nd—bull's strength, 3rd—magic vestment, 4th—spell immunity, 5th—righteous might, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.

0 level 4off
Create water (can create 1 pint of ale per level, check with DM)
Guidance
Light
Stabilize

1st Level 3 +1(wis) +1(Domain)
Bless
Fear
protection-from-evil
Bonus Wisdom: hide-from-undead
Domain: Enlarge Person

2nd Level 2+1(wis) +1(Domain)
Bulls Strength
Spiritual Weapon
Bonus Wisdom: consecrate
Domain: Bulls Strength

Description and Personality

Spoiler:

No one could describe Ten Foot as pretty, he is a mountain of a man, taller and broader than most. His skin has a waxy gloss to its blueish green hue. Two large tusks protrude upwards from his bottom jaw while a large flat and broad nose sits in the centre of his face. His dark eyes twinkle mischievously and betray his emotions too easily. He is actually completely hairless but hides the fact under a bandanna of helmet, no one tends to study is face hard enough to notice he has no eye brows.
A hand sized birthmark in the shape of a tankard that has further been enhanced with tattoos dominates the centre of his chest and when not wearing armour ten foot will tend to dress to show this off.
While his initial looks scare many a good wife or meek man, only the most hardened racists are not won over by his infectious booming laugh and jolly nature.
Having been dealt such a bad starting hand in life, Ten Foot is determined to live his to the full and prove to as many people as will listen that you should never judge a book by its cover. He has little respect for rules and only has one personal code, he will never lie with a woman for fear of spreading his taint to another poor child.

Back Ground

Spoiler:
Ten Foots beginnings are shrouded in sadness and mystery, his mother was found abandoned on the steps of a small church in the city of Opal. This tiny, pale skinned, terrified teenager was incredibly heavily pregnant, in extremely painful labour and obviously foreign. The midwives hypothesised that she was pregnant with twins or possibly triplets based on the her size. Despite the best efforts of the priests she died in childbirth, the priest only ever extracted her first name as Mary, apart from that there was no other information.
No one could quite believe that only one child was pulled from her womb, a baby so big, with a large mouth full of teeth that some commented that there must of been twins, but this child ate the other in the womb.

Some of the midwives and less enlightened priests called for the child monster to be put down, claiming that he must be the spawn of Lamashtu. Only the calm voice and quick actions of the elderly Sister Roselyn intervened. She saw that the child carried a birthmark upon his face in the shape of a tankard, she argued that surely this is a sign that he was blessed by a different god. The church allowed the child to live but banished it from the city, and so Roselyn took the child away and brought him up as her own. She has him baptised as Jose, but as a child he was called Twin Eater by nearly every one in the large plantation where she took refuge.
Jose grew fast, far faster than the other children, by his 9th birthday he was 6 feet tall and it was then that he was given the nick name that stuck, Ten Foot. By his 13th birthday Ten Foot was fully grown at 6' 10" and full of muscle, none doubted the rumours that there was some ogre blood in this man mountain.
Being raised on the plantation was a very hard life, the master was a cruel man, but Ten Foot was taught well, had a quick wit and could win over the majority of people who judged him on looks. Sister Roselyn gave Ten Foot a good grounding in all the gods, but she was not surprised when he took up the mantle of Cayden Cailean, admiring the tales of freedom and adventure.
Ten Foot grew in power and stature as a Priest and often talked of leaving the plantation to seek his fame and fortune. A chance encounter with a wandering wine salesman was all the incentive Ten Foot needed and he signed on as the body guard to a succession of different travellers for the next few years.
Recently he has tired of the life of a sell sword and seeks more excitement, and so he finds him self on his way to Opal.

Contacts and Friends.

Spoiler:

Ol' Herggit: Herggit was a travelling tinker that would stop by the Morvais plantation every so often doing repairs and such for the freeholders. He was also rumored to deal in less legal things like happyberries or flame gecko skins. Herggit had always been nice to Ten though, and had often slipped him a piece of rock candy.

Hrugek: A Hyrkmirian dwarves that oversee the paddlewheel's engine on the Opaline Queen. Hrugek, is a good companion and happily accompanies Ten to poker games and drinking sessions. Hrugek is taller than most dwarves, though at about 5'2" still relatively short. His fire-red hair and charcoal skin make him stand out even in the wildly-diverse passenger crowd. The fact that he wears heavy studded leather armor and carries a weird spanner wrench/warhammer combo everywhere he goes adds to his exotic air. A smell of smoke usually follows him, and his armor is soot-streaked. Hrugek regales him about the fire elemental that is contained in a specially-designed cylinder that it rotates to power the paddles. Hrugek's job is supplying the elemental with coal for it to eat and removing any leavings. The elemental is not very smart, but it is cunning and continually strives to break free.