Scro

Studley Brightblade's page

117 posts. Organized Play character for Chainmail.


Full Name

Studley Brightblade

Race

Orc champ 1 | Per +4| AC 17| hp 23/23 | Saves F+7, R+5, W+6 | Focus 2/2 | Hero Pts 1

Gender

Male

Size

Medium

Age

17

Alignment

LG

Deity

Sarenrae

Strength 18
Dexterity 10
Constitution 12
Intelligence 10
Wisdom 12
Charisma 16

About Studley Brightblade

Ancestry: Orc Darkvision
PFS School: Swords 44914-2001
PFS XP = 6
Prestige: Radiant Oath 6

PFS adventures:

Q13 Falcon's Descent (1xp) Q6 Archeology in Ansper (1xp) 4-02 Return to the Grave (4xp)

[spoiler=orc ancestry]
Hold-scarred - 12 starting hp and diehard feat
Feat Level 1 = Orc Ferocity
Trigger You would be reduced to 0 Hit Points but not immediately killed.
Fierceness in battle runs through your blood, and you refuse to fall from your injuries. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1.

Background: Martial Disciple
Feat: Quickjump
Alignment Lawful Good [Diety = Shelyn]
Languages Common, Orcish
Perception +4 (Trained)

appearance:
Studley is a well-muscled orc wearing a suit of chain armor and carrying a long two-pronged spear. He is green skinned and has a vast array of tribal scars, tattoos, and body piercing that seem to enhance his comeliness. He has a friendly and charming smile, and an infectious, hearty laugh.

character background:
Studley was found by the church of Shelyn after a failed raiding attempt by a war party of orcs. He was raised by the church and quickly dedicated himself to Sarenrae. His martial instincts have paired with his religious dedication to make a capable paladin. When he has found out how much evil orcs have done and the mistrust for his race, he is dedicated to balancing as much as he can with his personal conduct.

crunch:

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Statistics
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Str 18, Dex 10, Con 12, Int 10, Wis 12, Cha 16

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Actions
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Speed 25 feet
Melee Glaive +7 (1d10 P, deadly, forceful) (1gp)
Thrown
6 javelins (1d6 s) 30 ft (.6gp)

defenses:

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Hit Points 23
AC 16 (chain, trained)
Fort +7, Ref +5, Will +6

Skills:

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Acrobatics +0
Arcana +0
*Athletics +7
Crafting +0
Deception +3
*Diplomacy +6
Intimidation +3
*Lore (Warfare) +4
*Lore (Pathfinder Society) +4
*Medicine +4
Nature +1
Occultism +1
Performance +3
*Religion +4
Society +2
Stealth +0
*Survival +4
Thievery +1

Feats and Abilities:

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Hold-scarred orc
ANCESTRY FEATS:
Orcish Ferocity

CLASS CHOICES:
Redemptive Strike (reaction)
Force Pool 1/1
Lay on hands: Source Core Rulebook pg. 387 4.0
Cast somatic
Range touch; Targets 1 willing living creature or 1 undead creature
Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round.
Heightened (+1) The amount of healing increases by 6, and the damage to an undead target increases by 1d6
Feat 2: ranged reprisal: You can use Retributive Strike with a ranged weapon. In addition, if the foe that triggered your reaction is within 5 feet of your reach but not in your reach, as part of your reaction you can Step to put the foe in your reach before making a melee Retributive Strike.

SKILL FEATS:
Quick Jump : High Jump or Long Jump as a single action

stuff:

WORN: Backpack, Signal Whistle

WEAPONS: ranseur (1d10, disarm, reach) (in hands/primary) (2gp/2bulk)
throwing hammers (2) (1d6B 20 ft) (.6gp) javelins(6) .6gp 1d6P 30 ft

Armor: Chain (6gp)
Chain: The armor is so flexible it can bend with a critical hit and absorb some of the blow. Reduce the damage from critical hits by either 4 + the value of the armor’s potency rune for medium armor, or 6 + the value of the armor’s potency rune for heavy armor. This can’t reduce the damage to less than the damage rolled for the hit before doubling for a critical hit.
WORN: Backpack, Signal Whistle, clan dagger

Adventurer’s pack (1.5gp)
backpack (containing the other goods), bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.
Compass (1gp), 10 Candles (.1gp), keg of ale (.2gp), mug (.01gp), signal whistle (.08gp), caltrops (.6gp), 10 pitons (.1gp)

WEALTH: 9.41gp+14.8gp=24.21gp+3.5gp=27.71gp

Perception – Trained
Simple Weapons – Trained
Unarmed – Trained
Martial - Trained
Advanced -

Unarmored - Trained
Champion DC - Trained

Fortitude – Expert
Reflex – Trained
Will – Expert