Berserker Cannibal

Storn's page

416 posts. Organized Play character for Barvo Delancy.


Full Name

Storn

Race

Human

Classes/Levels

Stats:
Cleric 3 | AC 16/10/16| Saves F:+5 R:+1 W:+6 | Init +1 | Per +3
Status:
HP 24/24 | Spells: 1 (4/4) | 2 (3/3) | Channel (4/4) | Domain Powers (6/6) (6/6) | 29 bolts

Gender

Male

Size

Medium

Age

22

Special Abilities

Aura of Good, Channel Energy, Strength and War Domains, Orisons, Spontaneous Casting, Battle Rage, Touch of Glory

Alignment

CG

Deity

Gorum

Location

Absalom

Languages

Common, Hallit

Occupation

Travelling Cleric

Strength 14
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 17
Charisma 13

About Storn

Male Human Cleric of Gorum 3
CG Medium humanoid (human)
Init +1; Senses Perception+3
Aura Aura of Good
Favored Class Cleric (skill points)

PFS:

PFS# 93831-1
Experience: 7
Prestige: 8
Fame: 8
Completed: To Delve a Dungeon Deep, In Service of Lore, Mists of Mwangi, The Frostfur Captives, The Stolen Heir, The Beggar's Pearl, Temple of Empyreal Enlightenment
Special: Once per scenario add +2 before a sense motive check. (Corruption Uncovered), When dealing with any dwarf from the Five Kings Mountains, add a +2 to Charisma-based checks (Hero of the Five Kings)

Defense:

AC 16, touch 10, flat-footed 16 (+6 armor)
HP 24 (1d8)+2
Saves Fort +5, Ref +1, Will +6

Offense:

Speed 20 ft. (banded mail, medium capacity)
Melee mw greatsword +6 (2d6+3/19-20), dagger +4 (1d4+2/19-20)
Ranged mw light crossbow (+4) (1d8/19-20)
Special Abilities Channel Positive Energy (2d6, DC 11, 4/day, 3 remaining),
Domain Power Battle Rage (6/day), Touch of Glory (6/day),
Spells Prepared (CL 1st, concentration +4)
2nd-aid*, lesser restoration, bull's strength
1st—bless, divine favor, cause fear, shield of faith*
0 (at will)—detect magic, light, guidance, create water
*: Domain spell.
Deity Gorum; Domains Glory, Tactics

Statistics:

Str 14, Dex 10, Con 14, Int 10, Wis 17, Cha 13
Base Atk +2; CMB +5; CMD 15
Feats Combat Casting, Selective Channeling, Power Attack
Skills Acrobatics -4, Acrobatics (Jump) -8, Bluff +1, Climb -2, Diplomacy +1, Disguise +1, Escape Artist -4, Fly -4, Heal +9, Intimidate +1, Knowledge (Religion) +6, Perception +3, Perform (Untrained) +1, Ride -4, Sense Motive +8, Spellcraft +6, Stealth -4, Survival +3, Swim -2,
Languages Common
SQ Aura of Chaos, Battle Rage (6/day), Bonus Feat, Orisons, Skilled, Spontaneous Casting, Touch of Glory (6/day),
Gear dagger (x3); masterwork greatsword; holy symbol (wooden); breastplate; MW Backpack [ Bedroll; Cold weather outfit; Holy Symbol (Wooden) (x2); winter blanket; Rations (Trail/Per Day) (x2); Spell Component Pouch]; masterwork light crossbow; 30 cold iron bolts
Carrying Capacity: medium
Alchemical Gear: cold iron blanch, adamantine blanch, ghost salt blanch, silver blanch
Magical Gear Wand of Cure Light Wounds (31 charges), scroll of comprehend languages, scroll of remove fear, wand of Protection from Evil (50 charges), pearl of power

Money 1613 gold 8 silver 5 copper

Special Abilities:

Seize the Initiative

Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Touch of Glory

You can cause you hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a +1 bonus to a single Charisma-based skill check or Charisma ability check. This ability lasts for one hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus 6 times per day.

Sacred Touch (Faith)

You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer.[/i] As a standard action, you may automatically stabilize a dying creature merely by touching it.

Veteran of Battle (Gorum)

You have fought in several battles, and each time felt the presence of the God of War guiding your sword-arm, making you ready to act at a moment's notice. You gain a +1 trait bonus on initiative checks, and if you are able to act during a surprise round, you may draw a weapon (but not a potion or magic item) as a free action during that round.

Description:

Storn is a massive, barrel-chested human with rough, leathery skin and an enormous, bushy beard adorned with beads, trinkets, and other simple jewelery of wood and bone. His hair and eyes are both extremely dark with a perpetual scowl set upon his features. He dresses in battered, but well-maintained armour overset by dark, scraggly furs. An extremely large holy symbol to Gorum hangs around his neck.

Background:

Storn was born into a large Kellid settlement in the Realm of the Mammoth Lords, up against the Worldwound. He came into the world during a great battle against the the demonic incursion, a sign of a great blessing by Gorum. The tribe wrested him from his mother Shuckta, a huntress and handed to be trained by the tribe's cleric, Rarech. Rarech of Gorum showed Storn the ways of iron, how to revere and honour his blood-soaked God, and how to thrive amongst his people. Although never too clever, it was said of Storn he could see through rock given time. This patience and wisdom allowed him great respect amongst his people, and in his mid-teens he was granting blessings to war parties and setting out battle plans.

In his twentieth year, Rarech came to Storn and told him bluntly that the demons were massing for another attack on their people. His soothsaying had revealed grave news. The demons were coming again, and the tribe would not survive. Rarech was blunt: Storn would not serve Gorum's will dying young. A great argument broke out, which turned to blows. There, Storn was shamed by his master who overcame him with strength and divine magic, knocking him unconscious.

With no idea of how much time had passed, Storn came to in a strange, warm forest with his equipment and a bag of money. His rage was great, but beating an oak tree to death did not bring him home. Months have now passed with Storn discovering he was in fact in Andoran. Although strange and gruff, he has found some respect for the freedom-loving people of the country. He now travels, finding work where he can as a healer, wise man, and warrior.