Half-Orc

Targrim Rockbreaker's page

65 posts. Organized Play character for CharlesJ.


Full Name

Targrim Rockbreaker

Race

Half-Orc

Classes/Levels

stats:
Warpriest 1 | HP 11/11 | AC 16 (12t 14ff)| +4 fort +4 ref +6 will | +4 init ,+3 perc, -1 stealth, +6 Kn:Religion, +6 sense motive, +6 survival |

Gender

M

Size

M

Age

22

Alignment

CN

Deity

Gorum

Languages

Orc, Common, Celestial, Abyssmal

Occupation

Priest

Strength 16
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 14
Charisma 10

About Targrim Rockbreaker

stats:

Targrim Rockbreaker
Male Half-Orc warpriest 1
None Medium humanoid (orc, human)
Init +2, Senses darkvision (60 ft.); Perception +3
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DEFENSE
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AC 16, touch 12, flat-footed 14 (+2 Dex, +4 Armor)
hp 11 (1d8)
Fort +4, Ref +4, Will +6

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OFFENSE
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Speed 30 ft.
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Ranged shortbow +2 (1d6/*3)
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Melee greatsword +4 (2d6+4/19-20)
flail, heavy +3 (1d10+3/19-20/*2)
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Prepared Spells
0 - level
Guidance
Detect Magic
Light
1 - level
Divine Favor
Bane

Blessings - Chaos & War 3/day
Chaos - Anarchic Strike (minor): At 1st level, you can touch one weapon and grant it a chaotic blessing. For 1 minute, this weapon glows yellow or purple and deals an additional 1d6 points of damage against lawful creatures. During this time, it's treated as chaotic for the purposes of overcoming damage reduction. This blessing's additional damage doesn't stack with the additional damage from the anarchic weapon special ability.

War - War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.
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TACTICS
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STATISTICS
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Str 16, Dex 14, Con 10, Int 14, Wis 14, Cha 10,

Base Atk +0; CMB +3; CMD 15

Feats Toughness, Weapon Focus(Greatsword)

Traits Sacred Tattoo, Reactionary

Skills (-3 ACP applied) Acrobatics -1, Appraise +2, Heal +2, Intimidate +2, Kn:Religion +6, Perception +3, Prof:Priest +6, Sense Motive +6, Stealth -1, Survival +6, Climb&Swim +0

Languages Common, Orc, Abyssal, Celestial

SQ aura, blessings, darkvision, intimidating, orc blood, sacred tattoo, weapon and armor proficiency, weapon familiarity,

Combat Gear greatsword; flail, heavy; shortbow; hide armor, arrows, common(20); arrows, blunt(20); arrows, cold iron(20); arrows, silver(20) Explorers outfit

Other Gear Kit, Cleric's backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol. chalk(10), 16gp 9 sp
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SPECIAL ABILITIES
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Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Sacred Tattoo(Alternate Racial Trait) 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 and Armor Proficiency A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat.

Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

Fate's Favored(Faith Trait) Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Reactionary(Combat Trait) You gain a +2 trait bonus on initiative checks.

Toughness(Feat-lvl 1)You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Aura(Ex) A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil).

Blessing(Su) Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.

Focus Weapon At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity's favored weapon).

Weapon Focus(bonus) You gain a +1 bonus on all attack rolls you make using the selected weapon.

Sacred Weapon(Su) At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. (Currently 1d6)

spell descriptions:

Guidance:

Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Target creature touched
Duration 1 minute or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes
DESCRIPTION
This spell imbues the subject with a touch of divine guidance.
The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

Divine Favor:

Casting Time 1 standard action
Components V, S, DF
EFFECT
Range personal
Target you
Duration 1 minute
DESCRIPTION
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage.

Bane:

Casting Time 1 standard action
Components V, S, DF
EFFECT
Range 50 ft.
Area 50-ft.-radius burst, centered on you
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. Bane counters and dispels bless.

history:

Targrim cleaned the greatsword carefully, he'd spent the past hours pretending to be the orc's god Gorum. while he went through his forms and then sparred with Suzhen under Davars watchful eyes. He generally never lost, at least not if he'd fought with them previously. He was smart and learned from his mistakes; Unfortunately his zeal for combat was not matched by his scholarly studies; Davor had tried his best to entice him to study, bribe him to do so, and had on occasion beat him so mercilessly he was unable to attend his studies the next day. Somewhat counter-productive but at the same time, those beatings came in the sparring ring so Targrim was still learning.

They were deep in the Hungry Mountains along a unknown river halfway between Gallowspire and Caliphas. There tribe had settled here long ago after Tar-Baphon brought the orc horde and undead to Ustalav. Not all of the tribes had been hell-bent to kill the humans of the land, but wanted to use them for breeding stock. Over the centuries some of the 'breeding stock' even became willing members of the tribe. Seeing the martial prowess exemplified by both sexes.

Grim had originally applied to be a cleric of Gorum, having grown up hearing the stories of the Iron Bound Lord and wanting to be just like him. While he listened to what went on around him, Targrim had no interest in including himself unless it the was something to gain for him. He saw no reason to waste his time and energy to get nothing in return. After his first year in the care of Davar learning the ways of being a cleric, Davar noticed these things about him and described a war priest of Gorum to the young half-orc. That solved the studies problem, Targrim could focus on his devotion to his god and his own martial prowess; and then worked with Davar to focus on those spells that would help him while in combat.

The time for him to go out on his own and live had come. Which way should he go.