Sajan Gadadvara

Toruk the Traveler's page

131 posts. Alias of wehrpig.


Full Name

Toruk the Traveler

Race

Human (Flan)

Classes/Levels

Warpriest of Fharlanghn 4; Perception +4, Init +4, AC 18 (T 13, FF 16), HP 11/19, Fort +6, Ref +2, Will +5; Unarmed Strike +6/+4 (1d6+4); Spells:1st 1/3

Gender

M

Age

25

Alignment

NG

Deity

Fharlanghn

Languages

Common

Strength 18
Dexterity 15
Constitution 14
Intelligence 10
Wisdom 13
Charisma 10

About Toruk the Traveler

Toruk the Traveler
Human warpriest of Fharlanghn 4 (Pathfinder RPG Advanced Class Guide 60)
LN Medium humanoid (human)
Init +4; Senses Perception +6
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 35 (4d8+12)
Fort +7, Ref +3, Will +7
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee quarterstaff +7 (1d6+6) or
. . unarmed strike +8 (1d6+6) or
. . unarmed strike +6 (1d6+4), unarmed strike +8 (1d6+4)
Ranged shortbow +5 (1d6/×3)
Special Attacks blessings 5/day (Liberation: liberation, Travel: agile feet), channel positive energy 2/day (DC 14, 1d6), fervor 4/day (1d6), sacred weapon (1d6, +1, 4 rounds/day)
Warpriest Spells Prepared (CL 4th; concentration +6)
. . 2nd—bull's strength, bull's strength
. . 1st—divine favor, divine favor, divine favor, divine favor
. . 0 (at will)—detect magic, guidance, light, stabilize
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 14, Int 10, Wis 14, Cha 10
Base Atk +3; CMB +7; CMD 19
Feats Double Slice, Furious Focus[APG], Improved Unarmed Strike, Liberator, Power Attack, Two-weapon Fighting, Weapon Focus (unarmed strike)
Traits indomitable faith, life of toil, reactionary
Skills Acrobatics -2 (-6 to jump), Climb +4, Craft (weapons) +2, Diplomacy +4, Disable Device -1, Escape Artist -1, Handle Animal +5, Heal +6, Knowledge (geography) +4, Knowledge (history) +1, Perception +6, Sense Motive +6, Stealth -1, Swim +4
Languages Common
Other Gear breastplate, arrows (20), quarterstaff, shortbow, backpack, thieves' tools, 37 gp
--------------------
Special Abilities
--------------------
Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Fervor (1d6, 4/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Liberator +1 to att/dam & skill checks when liberating prisoners/slaves.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Weapon +1 (4 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Warpriest Channel Positive Energy 1d6 (2/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

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2nd Level Stats:

Toruk the Traveler
Human warpriest of Fharlanghn 2 (Pathfinder RPG Advanced Class Guide 60)
LN Medium humanoid (human)
Init +4; Senses Perception +2
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 19 (2d8+6)
Fort +6, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee quarterstaff +5 (1d6+6) or
. . unarmed strike +6 (1d6+6) or
. . unarmed strike +4 (1d6+4), unarmed strike +6 (1d6+4)
Ranged shortbow +3 (1d6/×3)
Special Attacks blessings 4/day (Liberation: liberation, Travel: agile feet), fervor 2/day (1d6), sacred weapon (1d6, +0, 0)
Warpriest Spells Prepared (CL 2nd; concentration +3)
. . 1st—divine favor, divine favor, divine favor
. . 0 (at will)—detect magic, guidance, light, stabilize
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 14, Int 10, Wis 13, Cha 10
Base Atk +1; CMB +5; CMD 17
Feats Double Slice, Improved Unarmed Strike, Liberator, Two-weapon Fighting, Weapon Focus (unarmed strike)
Traits indomitable faith, life of toil, reactionary
Skills Acrobatics -2 (-6 to jump), Craft (weapons) +2, Diplomacy +4, Disable Device -1, Escape Artist -1, Handle Animal +4, Heal +5, Knowledge (geography) +1, Knowledge (history) +1, Perception +2, Stealth -1
Languages Common
Other Gear breastplate, arrows (20), quarterstaff, shortbow, backpack, thieves' tools, 37 gp
--------------------
Special Abilities
--------------------
Blessings (4/day) (Su) Pool of power used to activate Blessing abilities.
Fervor (1d6, 2/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Liberator +1 to att/dam & skill checks when liberating prisoners/slaves.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Background:

Toruk walks the land. His soul is irrevocably bound to the landscapes of the eastern Flannaes. Like the gray wolf or eagle, he is a creature of the untamed forest and plains. Compared to his contemporaries, he is equally uncivilized. But, like the endlessly rolling lands of the Drachenscrab Hills, Toruk will not be suppressed by any orc, brigand or slave lord. Above all, Toruk's life has forged him to be resolute in the face of adversity and fearless against the forces of tyranny.

Toruk is a survivor and twice escaped slave. He was enslaved by his fellow humans before eventually being captured by marauding orcs. Having escaped twice, his fate would eventually lead him back to the sweltering streets of Highport. Here, after spending several years in the city's underground, he would eventually be called out and identified as a run away slave by his vengeful guild mates. The cruel slave lords of Highport were all too willing to collar Toruk and return him to the city's infamous slave markets. Toruk would spend the remainder of his youth like he spent his adolescence - as a shackled slave. Fortune would smile on him this time in that his new owner was a renown slave lord of Highport - a man of ways and means. Eventually the Master would provide him the keys to his own manacles ... but at a perilous price.

To fully understand Toruk, though, one must understand the desperate nature of his past. Toruk was born in the forested hinterlands of Highport - a forlorn settlement called Fenrill. Badr's father, a struggling trader turned indentured servant, would be killed by marauding orcs when Toruk was just an infant. Toruk's mother, a thief and cunning grifter, had neither the time nor compassion to care for Toruk or his older sibling. Toruk would be sold into slavery while still in utero to finance his mother's wanton ways. Born into bondage, Toruk was doomed to a life of toil and desperation.

The orc raids on Fenrill were the defining events of Toruk's childhood. Toruk vividly recalls the horde of orcen raiders attacking the settlement and delivering death to all those who stood before them. The craven orcs would then kill any survivors that they did not value for labor or for food. As a result, Toruk harbors a deep resentment and enmity towards all orc-kind - and particularly towards the orcs of the Pomarj. These orcs, a particularly cruel and insidious faction, would transfer their animalistic brutality to their new found slaves. Toruk would be forced to develop an iron will and unbreakable strength under the deprivations of his orc masters. Unlike his fellow captives, whom were often short-lived, Toruk would go on to survive the trial by fire and would eventually emerge stronger for it.

Toruk's trajectory as a war priest has been a slow evolution stoked by the fires of slavery. When your next meal is dependent upon you sneaking past the pantry guards, you learn to become proficient in stealth. If your freedom is contingent on unlocking your shackles and cell door, you become a master of lock picking. When survival requires smashing your adversaries with your fists, you become a master of bare knuckle fighting. Such was Toruk's training until he escaped the elves and temporarily regained his freedom in Highport.

One fateful summer night in Highport, an event occurred that would forever change Toruk's life. While serving as a guard for his slave master's merchant house, Toruk was approached late one night by an armored knight wearing the insignia of the tentacled eye. The glowing red eyes behind the vizier belied the beast within. Toric would fight with honor and valor that night, but the demon would prove to be too much.

After many turns of the moon, he would eventually regain consciousness. By luck or fate, a priest of Fharlanghn had come across his body and had stabilized him at the last fleeting second. The wandering priest had shown the compassion for the fallen slave and had taken him to a safe house to recover. Toric, whom was assumed dead by his slave master, had finally regain his freedom.

In the years that followed, Toric would become indoctrinated in the Church of Fharlanghn. The disciples of Fharlanghn would teach him of the virtues of liberty, freedom and armed opposition to the forces of tyranny whom would enslave the land. Toric, whom had suffered grievously at the hands of the slave lords over the years, would become an apt pupil.

Toric is utterly dedicated to defeating he slave lords and liberating the slaves across the Wholly Bay. After spending several years wander the lands of the eastern Flanaess, Toric's travels have taken him to the small village of Hommlet. Here, within the outskirts of Verbobonc, he seeks information on rumors of a gathering evil that is somehow intertwined with his enemies, the slave lords. Toric senses that dark storm clouds are gathering across the land and soon the time will come for him to prove his mettle and liberate those whom are enslaved by the tyranny of evil.

Stats:

Toruk the Traveler
Human warpriest of Fharlanghn 1 (Pathfinder RPG Advanced Class Guide 60)
LN Medium humanoid (human)
Init +4; Senses Perception +1
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 11 (1d8+3)
Fort +5, Ref +2, Will +4
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee quarterstaff +4 (1d6+6) or
. . unarmed strike +5 (1d6+6) or
. . unarmed strike +3 (1d6+4), unarmed strike +5 (1d6+4)
Ranged shortbow +2 (1d6/×3)
Special Attacks blessings 3/day (Liberation: liberation, Travel: agile feet), sacred weapon (1d6, +0, 0)
Warpriest Spells Prepared (CL 1st; concentration +2)
. . 1st—divine favor, divine favor
. . 0 (at will)—detect magic, guidance, light
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 14, Int 10, Wis 13, Cha 10
Base Atk +0; CMB +4; CMD 16
Feats Double Slice, Improved Unarmed Strike, Liberator, Two-weapon Fighting, Weapon Focus (unarmed strike)
Traits indomitable faith, life of toil, reactionary
Skills Acrobatics -2 (-6 to jump), Craft (weapons) +2, Disable Device -1, Escape Artist -1, Knowledge (geography) +1, Stealth -1
Languages Common
Other Gear breastplate, arrows (20), quarterstaff, shortbow, backpack, thieves' tools, 37 gp
--------------------
Special Abilities
--------------------
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Liberator +1 to att/dam & skill checks when liberating prisoners/slaves.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Fharlanghn:

In the World of Greyhawk campaign setting and the default pantheon of deities for the third edition of the Dungeons & Dragons role-playing game, Fharlanghn, the Dweller on the Horizon, is the Oeridian god of Horizons, Distance, Travel, and Roads. He is a well-known deity on the world of Oerth. He wanders that world in person, his petitioners present in spirit form at crossroads and in mysterious oases. His symbol is a disk with a curved line representing the horizon, and an upturned crescent above that.

He is the brother of Celestian, and is said to make his home on Oerth. Fharlanghn is of neutral alignment, but his worshippers can be neutral along the good/evil or the law/chaos axis, or both. His holy symbol is a crescent over a curved road.

Fharlanghn appears as an elderly man. His skin is wrinkled and weathered, but his green eyes sparkle with life. He wears unremarkable, travel-stained clothing of leather and unbleached linen. He carries the Oerth Disc, a magical version of his holy symbol.

Fharlanghn can, if he wishes, summon a dust quasielemental, earth elemental, magma paraelemental, or ooze paraelemental to serve him. He cannot be harmed by earth spells, and cannot be surprised while on the Prime Material Plane.

Fharlanghn is the lover of Atroa, goddess of the east wind. He is allied with Atroa, Celestian, Lydia, Brandobaris, Keoghtom (whose apotheosis he sponsored), Charmalaine (whose apotheosis he co-sponsored), Murlynd, Olidammara, Heward, and Aasterinian. Fharlanghn's brother Celestian, who is popular among planewalkers, is attempting to spread knowledge of Fharlanghn on the planes as well, though (as there are precious few horizons on planes other than the Prime Material) this is slow going.

Fharlanghn wanders the roads of the Prime Material Plane in person. He is always willing to stop and chat, but not at great length; the road calls to him, and he must continue wandering on. He occasionally travels to the Elemental Plane of Earth, but seldom enters the Elemental Plane of Air. He has the ability to travel to any Inner Plane, but seldom does so.

The souls of those dedicated to Fharlanghn in life remain on the Material Plane as well, often lingering near crossroads.

Journey's End is a legendary location that few even among the faithful have heard of. It exists, according to myth, in the center of the largest desert in the world, a tiny, hidden oasis where temperatures are not as uncomfortable as elsewhere in the region. A copse of magical orpheus trees enhance the powers of recuperation among those who rest beneath them. Their round, fist-sized fruits each function as a full day's rations. The beautiful waterfall there heals wounds and cures diseases. Those who swim in the crystalline pond will find that Fharlanghn himself will answer up to five simple questions they might ask.

Fharlanghn insists that everyone travel in order to discover and learn new things. He urges people to look to the horizon for inspiration.

Fharlanghn is the patron of all those who travel long distances, whether on the surface or in the depths of the Underdark. His symbol is often seen in inns and stables across the continent of Oerik. His followers include adventurers, merchants, and itinerants of all sorts.

The Guardians of the Road are fanatical worshippers of Fharlanghn who give away all their belongings and take to traveling full-time. They also seek to protect the secret of Journey's End.

The Striders of Fharlanghn are a neutrally-aligned organization dedicated to the destruction of the Cagewrights.

Clerics of the Dweller on the Horizon travel to exotic lands, bless caravans, scout for armies, and record their experiences for others to learn from. They act as translators and diplomats, and help in the construction of roads, bridges, and hard-wearing shoes. They usually wear simple clothing of brown or faded green. They wander frequently, and seldom it is that one would encounter the same group of priests ministering at the same shrine. Fharlanghn's favored weapon is the quarterstaff.

Because the road is the best teacher, initiates are trained in the ways of Fharlanghn by being taken on long trips. They are dismissed if they ask when the journey will be over, because to the faithful of Fharlanghn, the journey never really ends.

Clerics of Fharlanghn are found throughout the world on various journeys, but are most active in the Central and Southwestern Flanaess. There are two kinds of priests: urban and pastoral. Urban priests wear brown robes and maintain small chapels in cities and towns. Pastoral priests wear green and spend all their time wandering.

Roadside shrines to Fharlanghn can be found throughout the Flanaess. Many cities, villages, and towns, including Greyhawk, have churches to the Dweller on the Horizon. Every road and trail is sacred to him, and instead of traveling to specific destinations, wandering itself is a sacrament for Fharlanghn's pilgrims.

After spending an entire year preparing themselves by walking outdoors for 8 hours a day, a worshipper of Fharlanghn may elect to undergo the Eternal Pilgrimage. The Eternal Pilgrimage has no set time limit, direction, or length. It lasts as long as the pilgrim feels is appropriate. The pilgrim must only travel by walking, and may not visit the same location more than once a day. They offer company to lonely travelers and always share their fires with strangers. Those bandits who would take advantage of the pilgrims' friendly reputation to pose as one of them usually vanish, only bloodstained robes hanging from nooses by the side of the road remaining as evidence of the vengeance of the faithful.

Prayers to Fharlanghn are anecdotes intended to teach a lesson. Many of them involve a wise old man and a foolish young man, often crossing a river. His rituals, apart from the Eternal Pilgrimage, are short and to the point. His services are usually held outdoors, preferably beneath a sunny sky, with the horizon in view. The faithful of Fharlanghn rely on other deities to bless their births, marriages, or dead.

Script:

Toruk moves into the room - dropping his staff as he goes. He attempts to stomp on the spider.

[dice=Attack]1d20+6[/dice]
[dice=Damage]1d6+6[/dice]

Full Round attack:

[dice=Attack]1d20+6[/dice]
[dice=Damage]1d6+4[/dice]

[dice=Attack]1d20+4[/dice]
[dice=Damage]1d6+4[/dice]

Level Progression:

T1: Reactionary
T2: Indomitable Faith
T3: Life of Toil\
SF: Liberator
1. Improved Unarmed Strike, Two Weapon Fighting, Double Slice
2.
3. Power Attack, Furious Focus
4.
5. Weapon Specialization
6. Dragon Style
7. Dodge
8.
9. Two Weapon Defense, Improved Weapon Focus
10.
11. Stunning Fist
12. Dragon Ferocity
13. Dragon Roar
14.
15. Elemental Fist
16.
17.
18.
19.
20.

loot:

Grappling hook - Toruk
Healer's kit - Toruk
Wand of Cure Light Wounds (35/38 charges) - Toruk
Wand of Magic Weapon (17 charges) - Toruk