Tsadok Goldtooth

Torque the Lawbringer's page

700 posts. Organized Play character for Daxter.


Full Name

Torque

Race

Lawbringer 10 (HP 83/83; AC:(29)21:, T:12, FF:20; Fort:+13 Ref:+8 Will:+14; Init+1; Perception+22 (Effects:Barkskin)

Gender

Male

Alignment

LG

Deity

Abadar

Strength 22
Dexterity 12
Constitution 14
Intelligence 7
Wisdom 18
Charisma 12

About Torque the Lawbringer

Torque
Male Half Orc Cleric of Abadar 10
Init +1; Senses Perception +22
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DEFENSE
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AC 21, touch 12, flat-footed 20. . (9 armor +1 Dex +1 Insight)
hp 83 (10d8+30)
Fort +14, Ref +9, Will +15
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OFFENSE
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Spd 20 ft.
Melee +2 Greataxe of Justice +14/+9 (1d12+11/20/x3)
Ranged Heavy Crossbow +7 (1d10/19-20/x2)
Spells Known (CL 10 Concentration +14):
5 (2/day): Breath of Life, Righteous Might (D)Teleport
4 (4/day): Freedom of Movement, Blessing of Fervor, Blessing of Fervor, Blessing of Fervor (D)Dimension Door
3 (4/day): Daylight, Resist Energy(Communal), Magic Circle vs Evil, Prayer, (D)Fly
2 (5/day): Resist Energy, Restoration(Lesser), Restoration(Lesser), Resist Energy, Spiritual Weapon (D)Barkskin
1 (5/day): Protection From Evil, Remove Fear, Remove Sickness, Shield of Faith, Divine Favor (D)Shield
0 (at will):Guidance, Light, Read Magic, Stabilize
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STATISTICS
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Str 22/20, Dex 12, Con 14, Int 7,Wis 18/14, Cha 12
Base Atk +7; CMB +15; CMD 27
Feats Endurance, Believer's Boon(Law), Power Attack, Believer's Hands, Toughness(+10), Extra Lay on Hands
Traits: Fate's Favored, Upstanding, Eyes and Ears of the City
Skills Diplomacy +8, Heal +8, Perception +22, Profession(Merchant) +13(+17), Sense Motive +12
Languages Common, Orc
Combat Gear: +2 Greataxe, Holy Symbol(Silver),Light Crossbow, Cleric's Kit, Weapon Cord, +3 Breastplate, Cold Iron Morningstar, Silver Morningstar, Wand of Divine Favor(47), Headband of Wisdom +4, Potion(Touch of the Sea)
Pearl of Power 1, Pearl of Power 1, Belt of Giant Strength +2,
Dusty Rose Ioun Stone, Wayfinder, Eyes of the Eagle, Pearl of Power 2
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SPECIAL ABILITIES
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Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Sacred Tattoo: 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 Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.
Channel Energy: 5d6 4/day DC15
Defense Domain: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Deflection Aura (Su): Once each day, Torque can emit a 20- foot aura for a number of rounds equal to his cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.
Aura of Protection (Su): Torque can emit a 30-foot aura of protection for a number of rounds per day equal his cleric level. He and his allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic).
Travel Domain:
Agile Feet (Su): 10/day as a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Law Domain
Touch of Law (Su): Once per day, you can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11.
Lay on Hands 3/day 3d6 : Torque can heal wounds (his own or those of others) by touch. With one use of this ability, Torque can heal 3d6 hit points of damage. Using this ability is a standard action, unless the Torque targets himself, in which case it is a swift action. Despite the name of this ability, Torque only needs one free hand to use this ability. Alternatively, Torque can use this healing power to deal damage to undead creatures, dealing 3d6 points of damage. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Cleric's Kit:

This includes a 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.

Origin:

Torquosh grew up as an apprentice/ward to the cruel shaman Ghul-Dan as part of a tribe in Belkzen after his parents were killed by an adventuring party. He was taught to be as the Rough Beast, merciless, cruel, and destructive to the point of being an acolyte of said god. When he completed his training shortly after his twelfth season, he was chosen to help with an ambush on a group of adventurers that were said to be in the area. Finally he would get his revenge and his chance to prove himself.
But it would not be, as they were spotted by one of the members of the group. Even without the upper hand, the fighting was intense and evenly matched. But the better equipped adventurers won and slew most of the raiding party. But they only knocked Torquosh out cold as he barely older than a child. The leader, a merchant and priest of the Master of the First Vault took pity and also saw this as an opportunity. When the young half orc awoke hours later, he was furious. Why was he not honorably slain like his bretheren in battle he asked as he struggled in his bonds. The priest explained that while the boy had great rage, he also had great potential. The boy had a choice to make. He offered to set him free so he could continue to become the raider and undisciplined savage he was trained to be and end up like his companions or he could choose a different path. He could follow the path of justice, pay tribute to the Judge of the Gods, and make a difference. The boy was stunned. He was never given a choice before in anything. He chose to follow the priest to Absalom and learned to channel the might of Law itself. Several years later, he was sponsored by his surrogate father and mentor to join the Society.

Once he was a quiet rage filled youth, he is now a confident and loud young man. Everything he does is for justice even if no one else sees it that way.