Psionic

Tosk Saladin's page

28 posts. Alias of Stratos.


Full Name

Tosk Saladin

Race

Half-Orc

Classes/Levels

Cleric / 1st

Gender

Male

Size

Medium

Age

23

Special Abilities

Channel Energy (4/day)

Alignment

CN

Deity

Gorum

Location

Above the well

Languages

Common, Orcish

Occupation

Glory-seeker

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

About Tosk Saladin

Statistics:
Male Half-orc Cleric (Destruction[/url([url=http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/destruction-domain/rage]Rage), [url=http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/glory-domain]Glory Domains) 1
CG Medium Humanoid (Human, Orc)
Initiative +1; Senses Perception +1; Darkvision 60’.

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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 dex)
HP: 28 (1d10+2/lvl = 12 + 8 + 8)
Fort +9, Ref +5, Will +8 (+1 progression resistance (all), +2 luck (all), +4 endurance (fort))
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OFFENSE
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Speed 30 ft. (20 in armor)

Smite Evil (1/day)

Greatsword w/ Power Attack: 1d20 + 7, 2d6 + 9 @ 19-20x2
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STATISTICS
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Str 18, Dex 12, Con 14, Int 12, Wis 12, Cha 16
Base Atk +3; CMB +7; CMD 18
Traits Fate's Favored, Brute, Armor Expert
Drawback: Pride
Feats Power Attack, Shield of swings
Skills (3 points/lvl; 2 Cleric, 1 favored class)

ACP: 4
(0) Craft(Armorsmithing) +0
(0) Craft(Weaponsmithing) +0
(0) Heal +7
(0) Intimidate +2
(1) Know(Religion) +4
(0) Ride +0
(1) Sense Motive +8
(1) Spellcraft +4
(0) Use Magic Device +2

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RACIAL ADJUSTMENTS
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[list]

  • Darkvision: Half-orcs can see in the dark up to 60 feet.
  • 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.
  • 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.

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    SPECIAL ABILITIES
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    [spoiler=Destructive Smite (Su)]You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

  • Physical Enhancement (Su):
    At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

    Smite Evil (Su):
    Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

    In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

    The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 7th level, and at every six levels thereafter, the paladin may smite evil one additional time per day.

    Divine Grace (Su):
    A paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

    Lay on Hands (Su):
    A paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

    Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. 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.

    Aura of Courage (Su):
    A paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

    Divine Health (Ex):
    A paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

    Mercy (Su):
    At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

    At 3rd level, the paladin can select from the following initial mercies: Sickened

    Oath Against Fiends:
    Never suffer an evil outsider to live if it is in your power to destroy it. Banish fiends you cannot kill. Purge the evil from those possessed by fiends.

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    GEAR/POSSESSIONS
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    Carrying Capacity
    Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
    Current Load Carried 30 lb.

    Money 0 PP 2150 GP 0 SP 0 CP (~5 pounds)

    Background:

    Appearance:

    Personality:

    Character Relations:

    Previous:
    Tosk’s life has been outlined by prejudice from as soon as he could remember. As a child, his Orcish “mother” would only take him into the Southern part of town on occasion dressed in long clothing, attempting to conceal his race. She covered herself up as best she could, her head covered, face downcast, but most sellers of produce and meats suspected her race, shunning the pair upon discovery. The woman, Gara, kept him concealed not out of kindness but out of efficiency. If less people would sell her what she needed, the trip would be a waste. Many times, Tosk discovered the importance of the deceit by beatings from Gara when they returned to their shack in Old Korvosa. Then it was back to work with cleaning the shack, running nearby errands, and whatever other task Gara had for him to do. There was no warmth, no care – just labor.

    As an adolescent, she revealed to him she was not actually his mother. The real mother and father were unknown, assumed dead in the Shoanti conflicts with the Belkzen. Tosk was “nothing but a runt” left for dead near a razed camp in the zone, and the guards had offloaded him to her with a few coins. He didn’t stay to hear the rest of her insults – Tosk ran away crying.

    He arrived at the docks, though he had no destination in particular. His crying had mostly stopped, and his mind raced with anger and confusion. A half-Orc’s face stricken with tears, being the rarity it was, caught the attention of many dockworkers, but most turned back to their tasks, rushing to finish before the sun finally set. When a young man of similar heritage squatted next to him and offered to hear his story, the teen, anxious to vent, recounted it.

    “I’m an orphan too,” said the young dockworker with sadness on his face. “My name’s Edrick – I took a human name to fit in a bit better.” He flashed a toothy grin. “It doesn’t make much of a difference though. Care to stay at my place until you get on your feet?”

    Without thinking, Tosk nodded. A few seconds later, he realized he truly would’ve had nowhere to go if Edrick weren’t so generous. When they reached his shack – not too far from Gara, and certainly not much different in terms of quality, Tosk noted a huge double-bladed axe on the wall. He froze in fear. Edrick laughed. “I bought that from a dealer at a good price some time ago – can’t stay too safe around this city.” He took it off the wall and gave it a few swipes through the air. It looked skilled to Tosk. “With someone else staying here, I won’t have to worry about thieves though.”

    They spoke over a modest dinner about their backgrounds. It turned out they were only three years apart from each other, and the difference puberty made in Orcs was clear: Edrick was MUCH stronger than Tosk and easily a foot taller. He’d also time to gain muscle at his more intense labors. Edrick rarely ventured South of the Narrows, but when he was new to the city, he frequented the Pantheon.

    “You don’t look religious to me,” said Tosk.

    “I’m not. But the priests of the Pantheon fed me until I could feed myself. If I made more coin than I needed to live, you’d bet I’d be returning them the favor.”

    The disposition stuck with Tosk. When Edrick went to work the following day, the teen walked South through the town. He didn’t know exactly where the Pantheon was, just that it was to the South – and that it was big. After some wandering, he came to it in the early afternoon. Walking inside with unknown confidence, he asked the first robed person he saw how he could help the church. She looked at him a bit bewildered.

    “There are many different branches of the church here. I’m not sure which …”

    “The one that helped Edrick.”

    She continued to look perplexed. “I don’t know who…”

    “The orphaned Orc who works as a dockworker. He’s big and strong.”

    A bearded man walking past stopped at the comment and looked at Tosk. “We of Iomedae aided one of his sort of while ago, but he was called Krelt.”

    Tosk nodded. “He’s called Edrick now.” The youth had no way of knowing if the two were the same, but he wanted to believe. “I want to repay you by helping you guard the Pantheon.”

    The old man laughed. “You’re too young for that, my boy. If you really want to help though, we can always use a hand to clean and sort.”

    And clean and sort he did. Tosk was the best cleaner and sorter they had after a short while. Tarlon, the priest, took note of this and praised Tosk for his service, rewarding him with sustenance and confidence. Edrick thought he was ridiculous for doing it, having no reason to, but he did confirm Iomedae’s branch helped him – though that particular case may have been another person. Tosk didn’t care – that meant they only deserved the service moreso. The two young men became very close, and though they were both quite active and shared jokes and complaints, there seemed to be something … unique about Edrick – in a good way. Tosk couldn’t quite place it.

    The half-breed got quite the name for himself at the Pantheon, but he was still cold-shouldered as he went through the town as he travelled to and from his work. One day, a thin, aging man called Tosk out from a sidestreet on his way back to Edrick’s place. Offering the now-young adult a mystery substance, the man said it would make things seem better than they were in the world. Tosk took the amount, and he used it with the man’s instructions later that night. He’d thought it was a gift, but he had nightmares which seemed to last an eternity. Gara back and beating him, a fantasy figure of his real mother dying over and over…. until he awoke. His vision was very poor, and Tosk was shaking uncontrollably. Standing over him were the Taldor and Edrick. The priest looked relieved and smiled quickly. “I’m glad you made it … others have not been so lucky this morning. I must tend to them.” The priest was gone.

    The words came to Tosk slower than he said them – his senses weren’t working just right. However, he could be certain he heard Edrick crying, an oddly haunting sound to him. His senses fading from him as Tosk drifted back into sleep once more, he felt himself being hugged. For the first time in his life, he felt … loved? As soon as he was asleep, he awoke again the following night. Edrick was collapsed right next to him in a deep slumber. Still shaking with a throbbing headache and dizziness, Tosk sat up and thought about what he’d done with himself. He stupidly consumed a substance a stranger gave him and worried Edrick – who’d probably not worked the day just to make sure Tosk would survive, losing much-needed coin. The priest had to take time from tended to others – with the same ailment? – to see to Tosk’s health. It had all been his fault. “It-t-t was my fault,” he said to himself, his voice interrupted by the shivering.

    “No.” said Edrick’s voice next to him. “Gaedran Lamm tempted you.”

    “Gaedran Lamm?”

    Edrick nodded. “They’ve nailed him down as offering Shiver.” Edrick put a hand to Tosk’s forehead, dripping with sweat.

    “I’m glad they caught-t-t him,” said Tosk with a sigh.

    Taking a breath, Edrick responded: “They didn’t catch him… they just have a few descriptions with fit with him. And he has a reputation. But with no evidence, there will be no trial.”

    The sweat on Tosk’s forehead was cold, but his temper could have surged enough to boil it. “They aren’t-t-t doing anything?!”

    “Relax. You’re lucky to be alive. Shiver is deadly on overdose.” He gently pushed Tosk’s torso back to the floor.

    The teen breathed heavily, the revelation alone enough to make his heart race – though the Shiver had that covered. The last thing he remembered before drifting back to sleep was the warm look in Edrick’s eyes on him in the darkness; their race’s eyes left nothing but color concealed in the night. However, even in Edrick’s pupils, Tosk could feel the caring nature radiating from within him.

    A few hours later, Edrick woke up again, this time feeling dizzy and still shivering, but able to stand. He did so almost immediately to Edrick’s surprised as he dressed for work.

    “You should stay here today. The walk to the Pantheon is far.”

    “No. I need to thank them.” Despite Edrick’s protests, the stubborn teen had it his way. Tosk had to stop multiple times on his way there to catch his breath, but he made it. The guards in front who recognized him looked at him for a little longer than usual. As he entered, Tosk thought he could hear them saying something to each other.

    It took little time to find Taldor – he was in the worship hall. Leaning against the entryway, Tosk called a thanks out to him. The man turned around in surprise, his eyes wide as he rushed up to help Tosk to a seat. Despite Taldor’s admonishments of the journey while sick, he was clearly astounded the young man made it at all. In a bit of cleverness, Tosk proposed:

    “Do you think I can handle being a guard now?”

    Taldor, surprised by the question, smiled after a moment. “I think so, my boy.”

    Tosk’s training wasn’t like most other guards’ though; he spent part of his day learning martial aspects and part of it focused on spiritual and moral betterment. Taldor himself devoted part of his afternoons to honing the wise young man’s spirit. There was an innate sense of good about Tosk, something sorely lacking in the city.

    “And people don’t have the respect the law they should because the laws don’t have the moral foundation,” said the priest in one of his instructions.

    That statement formed the bedrock of Tosk’s beliefs in the coming months. Edrick didn’t buy into the philosophy out of reason, but he supported his companion in his aspirations. The two’s relationship had grown deep, and they were very happy with each other. It made the long days and hard labors bearable, unlike the bottomless pit of futile tasks Tosk performed for the mysteriously-vanished Gara years ago.

    It wasn’t until his first day on the job Tosk learned what he’d trained to be.

    “You’ve made a fine paladin, my boy,” said Taldor as he handed the half-Orc his own longsword.

    “A paladin?”

    “Yes. You are more than just a guard. You’re a bastion of righteous grace to those around you. They will not see it through your heritage, but you will make them know it through your actions.”

    Tosk was so honored to hear him say that, he almost cried on the steps to the Pantheon. But he must be strong! As he turned to the street, he realized that was the first person of a different race who’d taken a notable liking to him. That made two people in total. But he would change them…

    Returning home that night, Edrick was surprised to see him in his protective gear. “Look at you! A real knight.” They ate well that night, but the conversation was lacking. Tosk could tell something was on Edrick’s mind.

    “Edrick – what’s bothering you?”

    He sighed. “Lamm has struck again, rumors say. This time, they point to him as a killer.”

    Tosk became incensed. “I will see to it more than rumors are pointing to him this time.”

    Edrick didn’t seem to like the dangerous course Tosk alluded to, but he left his statement be. He knew the stubborn young man would do as he wished anyway. Indeed, bringing Lamm to justice was the burning goal in Edrick’s head from that night onward.

    Characteristics:Large, tall (will roll if character is selected), black hair (mid-length), black eyes.

    Vices: Stubborn, emotional, blunt
    Virtues: Caring, honest, open-minded, decisive

    Favorites: Color: Gold
    Food: Roast with carrots
    Time of day: Night

    Frustrations: Loud noise, heat, wasted time

    Mechanics Breakdown:

    ATTRIBUTES:
    Given: 8, 10, 12, 12, 14, 15 (+1 floater point). Let 15+1 = 16.

    STR = 14 + 2 [Racial] = 16
    DEX = 12
    CON = 12
    INT = 8 - 2 [Racial] = 6
    WIS = 10 + 2 [Racial] = 12
    CHA = 16

    DEFENSE AND OFFENSE:

    HP: 1d10/level [Paladin] + [CON] = 10 + 1 = 11

    AC: 10 + [DEX] + [Armor] + [Shield] = 10 + 1 + 4 + 4 = 19

    Movement: 30' - 10' [Armor] = 20'

    Initiative: 1 [DEX]

    For: 2 [Paladin] + 1 [CON] + 1 [Trait] = 4
    Ref: 0 [Paladin] + 1 [DEX] = 1
    Wil: 0 [Paladin] + 1 [WIS] = 1

    ATTACK:

    Longsword: 1 [BAB] + 3 [STR] = 4, 1d8 + 3 [STR] Damage

    SKILL RANKS:

    Skill ranks per level = 2 [Paladin] - 2 [INT] =/= 0 [Minimum +1 rule] --> 1

    Diplomacy: 1

    FEATS:

    Tower Shield Proficiency

    TRAITS:

    Drug Addicted (self): +1 to Fortitude saves

    Unsure of the specifics of point determination you will be doing, but a general outline is this:
    Tosk is more of a defensive paladin than a smiter. I intend for him to be using a tower shield and a one-handed weapon, not running around with a greataxe. He will focus on Diplomacy for a skill, and he will become more of a character who tries to talk to prevent drawing blades. His spell set (when he gets them) will be focused on healing and helping, not harming for the most part. Tosk’s bond will be with a steed, not the weapon variant. Tosk will assume the drug addict trait.
    Possessions:

    Gold: 175 GP minus the following costs

    Longsword: 15 GP
    Tower shield:30 GP
    Scale mail: 50 GP

    Foodstuffs, peasant clothes, clothes resembling a follower of Iomedae.

    So a little less than 60 GP remaining

    Other things:The characters I introduced in his story – Gara, Taldor, Edrick – are yours to use in the campaign as you will. They could certainly make some interesting twists to situations!

    One of the issues I anticipate Tosk facing is the clashes which sometimes occur between Law and Good. Korvosa is not unfamiliar with such dissynchrony, and it will be an excellent testing ground of Tosk's moral mettle.