Halgrak

Tull Shadde-Quah's page

161 posts. Organized Play character for Abraham Z..


Full Name

King Tull Shadde-Quah

Race

| Init +1 | Perc +10 SM +8 | Speed 40' |Fervor 9/9 |Bloodrage 16/16 | Blessings 7/7 | Sacred Weapon 9/9 | Sacred Armor 9/9 |

Classes/Levels

Active Conditions: Haste, Delay Poison, Defending Bone (45/45) |

Gender

Male Chaotic Good Half-Orc Warpriest 9/Bloodrager 1 | HP 85/85 (rage: 100/115; 7 non-lethal) | AC 21 T 11 FF 20 (rage: -2) | CMB +13, CMD 24 | F +16(19), R +9, W +14(18) |

About Tull Shadde-Quah

11 King Tull 10.0
Male half-orc bloodrager 1/warpriest of Desna 9 (Pathfinder Player Companion: Occult Origins 23, Pathfinder RPG Advanced Class Guide 15, 60)
CG Medium humanoid (human, orc)
Init +1; Senses Perception +10
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Defense
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AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex; +2 deflection vs. evil)
hp 85 (10 HD; 9d8+1d10+30)
Fort +16, Ref +9, Will +14; Ch. 5: Elemental Conquest, Ch. 5: Elemental Conquest, +2 racial bonus vs. emotion and fear effects; +2 resistance vs. evil
Defensive Abilities sacred armor (+1, 9 minutes/day), sacred tattoo[APG]; Resist acid 3, cold 2, electricity 3, fire 1
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee +1 dragon-bane furious butchering axe +15/+10 (3d6+10/×3) or
. . +1 nodachi +14/+9 (1d10+10/18-20) or
. . cold iron nodachi +13/+8 (1d10+9/18-20) or
. . gauntlet (from armor) +13/+8 (1d3+6) or
. . mwk starknife +14/+9 (1d8+6/×3) or
. . starknife +13/+8 (1d8+6/×3) or
. . unarmed strike +13/+8 (1d3+6 nonlethal)
Special Attacks blessings 7/day (Liberation: liberation, Luck: lucky presence), bloodrage (16 rounds/day), channel positive energy 3/day (DC 17, 3d6), fervor 9/day (3d6), sacred weapon (1d8, +2, 9 rounds/day)
Warpriest Spells Prepared (CL 9th; concentration +12)
. . 3rd—communal delay poison[UC], invisibility purge, protection from energy, communal resist energy[UC]
. . 2nd—defending bone, grace[APG], inheritor's smite, resist energy, silence (DC 15)
. . 1st—divine favor (2), liberating command[UC], protection from evil, shield of faith (2)
. . 0 (at will)—detect magic, enhanced diplomacy, grasp, guidance, mending
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Statistics
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Str 22, Dex 13, Con 16, Int 7, Wis 16, Cha 7
Base Atk +7; CMB +13; CMD 24 (25 vs. disarm, 25 vs. sunder)
Feats Cornugon Smash, Exotic Weapon Proficiency (butchering axe), Extra Rage, Lunge, Mad Magic, Power Attack, Raging Vitality[APG], Skill Focus (Sense Motive), Totem Spirit (shadde-quah)[ISWG], Vital Strike, Weapon Focus (butchering axe)
Traits fate's favored, mock gladiator
Skills Acrobatics +4, Bluff -4 (-3 on CHA checks to influence crusaders of Mendev), Climb +7, Diplomacy -4 (-3 on CHA checks to influence crusaders of Mendev), Disguise -2 (-1 on CHA checks to influence crusaders of Mendev), Intimidate +17 (+19 competence if I've cast Enhanced Diplomacy cantrip as a prebuff, +18 circumstance vs orcs, +18 on CHA checks to influence crusaders of Mendev, Immediate action demoralize after scoring a critical hit with the chosen weapon), Perception +10, Profession (gladiator) +7, Sense Motive +8, Stealth -2 (ONE TIME USE - Ch. 11), Swim +7; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ atavistic avatar, fast movement, orc blood, pariah
Combat Gear oil of daylight, oil of sanctify corpse, pearl of power (1st level), potion of enlarge person (2), potion of fly, scroll of dispel magic (CL 11th), scroll of lesser (x5) restoration, wand of bless (50 charges), wand of cure light wounds, wand of lesser restoration (10 charges), wayfinder, shining, acid, alchemical grease[APG] (4), alchemist's fire (2), antiplague[APG], antitoxin, barbarian chew, blood-boiling pill (2), gravelly tonic[ACG], rager's aid[ACG] (2), reagent, myrrh (4), vermin repellent[UE] (3); Other Gear +1 mithral full plate, +1 dragon-bane furious butchering axe, +1 nodachi[UC], cold iron nodachi[UC], mwk starknife, starknife, belt of giant strength +2, cloak of resistance +3, headband of inspired wisdom +2, vestments of war, backpack, cleats[APG], cold weather outfit, earplugs[APG], hemp rope (50 ft.), hot weather outfit[APG], masterwork tool, smoked goggles[APG], snowshoes[APG], tattoo holy symbol of Desna[UE], wrist sheath, spring loaded, wrist sheath, spring loaded, diamond dust, 1,719 gp, 9 sp, 7 cp
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Tracked Resources
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Acid - 0/1
Aid (1/year) (Sp) - 0/1
Alchemical grease - 0/4
Alchemist's fire - 0/2
Antiplague - 0/1
Antitoxin - 0/1
Barbarian chew - 0/1
Bear's Endurance (2/year) (Sp) - 0/2
Blessings (7/day) (Su) - 0/7
Blistering Invective (2/year) (Sp) - 0/2
Blood-boiling pill - 0/2
Bloodrage (16 rounds/day) (Su) - 0/16
Burning Gaze (2/year) (Sp) - 0/2
Burning Hands (1/year) (Sp) - 0/1
Cat's Grace (2/year) (Sp) - 0/2
Cure Serious Wounds (2/year) (Sp) - 0/2
Detect Evil (At will) - 0/0
Detect Thoughts (1/year) (Sp) - 0/1
Feather Fall (2/year) (Sp) - 0/2
Fervor (3d6, 9/day) (Su) - 0/9
Fly (1/year) (Sp) - 0/1
Fly (2/year) (Sp) - 0/2
GM Reroll (1/scenario, 1/month) - 0/1
Gravelly tonic - 0/1
Lay on Hands 3d6 (Faction Card: Miracle Worker, 1/month) - 0/1
Light (At will) - 0/0
Lightning Bolt (2/year) (Sp) - 0/2
Masterwork starknife - 0/1
Mock Gladiator (Nodachi, 1/day) - 0/1
Oil of daylight - 0/1
Oil of sanctify corpse - 0/1
Pearl of power (1st level, 1/day) - 0/1
Potion of enlarge person - 0/2
Potion of fly - 0/1
Protection from Evil (1/day) - 0/1
Rager's aid - 0/2
Reagent, myrrh - 0/4
Restoration, Lesser (1/year) (Sp) - 0/1
Restoration, Lesser (2/year) (Sp) - 0/2
Sacred Armor +1 (9 minutes/day) (Su) - 0/9
Sacred Weapon +2 (9 rounds/day) (Su) - 0/9
See Invisibility (1/year) (Sp) - 0/1
Shocking Grasp (2/year) (Sp) - 0/2
Starknife - 0/1
Stone Shape (1/year) (Sp) - 0/1
Stone Shield (1/year) (Sp) - 0/1
Touch of the Sea (1/year) (Sp) - 0/1
Vermin repellent - 0/3
Wand of bless (50 charges) - 7/50
Wand of cure light wounds - 18/50
Wand of lesser restoration (10 charges) - 0/10
Warpriest Channel Positive Energy 3d6 (3/day, DC 17) (Su) - 0/3
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Special Abilities
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Aid (1/year) (Sp)
Atavistic Avatar (Su) When raging, you count as both a spiritualist and a phantom.
Bear's Endurance (2/year) (Sp)
Blessings (7/day) (Su) Pool of power used to activate Blessing abilities.
Blistering Invective (2/year) (Sp)
Bloodrage (16 rounds/day) (Su) +4 Str, +6 Con, +2 to Will saves, -2 to AC when enraged.
Burning Gaze (2/year) (Sp)
Burning Hands (1/year) (Sp)
Cat's Grace (2/year) (Sp)
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Cure Serious Wounds (2/year) (Sp)
Detect Thoughts (1/year) (Sp)
Energy Resistance, Acid (3) You have the specified Energy Resistance against Acid under specific conditions.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold under specific conditions.
Energy Resistance, Electricity (3) You have the specified Energy Resistance against Electricity under specific conditions.
Energy Resistance, Fire (1) You have the specified Energy Resistance against Fire under specific conditions.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Feather Fall (2/year) (Sp)
Fervor (3d6, 9/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Fly (1/year) (Sp)
Fly (2/year) (Sp)
Lightning Bolt (2/year) (Sp)
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mad Magic Can cast spells and keep benefits of moment of clarity when in a rage.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Pariah +2 racial bonus on saving throws against emotion and fear effects.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Restoration, Lesser (1/year) (Sp)
Restoration, Lesser (2/year) (Sp)
Sacred Armor +1 (9 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Tattoo +1 to all saves.
Sacred Weapon +2 (9 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
See Invisibility (1/year) (Sp)
Shocking Grasp (2/year) (Sp)
Stone Shape (1/year) (Sp)
Stone Shield (1/year) (Sp)
Totem Spirit (Shadde-Quah) Rage lasts 1r longer +2 Intimidate
Touch of the Sea (1/year) (Sp)
Vital Strike Standard action: x2 weapon damage dice.
Warpriest Channel Positive Energy 3d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
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Killed a Linnorm and now prefers to be called “King Tull”

At start of scenario, tell GM:

Notes to self:
* What are our light sources? I don’t have darkvision (traded away), so probably need to prep light cantrip, unless multiple other people have it.
* Does anyone else have Read Magic? No need for me to prep it if someone else has it.

Combat Boons:

* Silver Crusade Miracle Worker: ONCE/ADVENTURE: use lay on hands as if I were a Paladin 7 (i.e. 3d6 healing, swift on myself).
* Ch. 1: Pathfinder's Excellence (Combat): TWO TIME USE: Roll attack twice and take better result. Vs Aspis double the crit range.
* Ch. 1: Pathfinder's Excellence (Resilience): TWO TIME USE: Swift to gain temp hp = 1d8 + (2*CL) & Vs Aspis DR2/-. OR: Heal 1d2 ability damage (standard action).
* Ch. 5: Elemental Conquest - ONE TIME USE: Swift action to give weapon Flaming ability for 1 minute.
* Ch. 5: Ranginori's Debt - TWO TIMES USE: standard action to cast from a list of spells (using character level as CL): one prepared spell that I've already cast; Cat's Grace; Lesser Restoration; Shocking Grasp, Cure Serious, Fly, Lightning Bolt. Add additional spells to this list at levels 9 (Call Lightning Storm, Cure Critical), and 12 (Heal, Whirlwind, both cost 2 uses).
* Ch. 6: Gift of the Ghaele - ONE TIME USE: Cast Aid, Detect Thoughts, Lesser Restoration, See Invisibility. Character level = CL.
* Ch. 7: Battlefield Savior - TWO TIME USE: Cast Blistering Invective or Burning Gaze. Character Level = CL. Can decide to make damage divine.
* Ch. 13: Elemental Awakening (based on Affinity boons across all PCs - as of 11/12/18 tally is: Air 3, Earth 3, Fire, 1, Water 2. Gain: Resist Electricity 3, Acid 3, Fire 1, Cold 2. Can trade these resistances for ONE TIME USE spell-like abilities: Air (Feather Fall or Fly, or one more boon gets Mass Fly which is 10 minutes/level); Earth (Stone Shield or Stone Shape, or one more boon gets Stone to Flesh or Stoneskin); Fire (Burning Hands DC 16, or one more boon gets Fireball DC 18, or three more boons gets Fire Shield or Fire Snake); Water (Touch of Sea, or Quench or Water Breathing, or two more boons for Cone of Cold DC 20 or Solid Fog); Note: I have 3 more Earth Affinity boons coming from GM chronicles not yet applied, and 1 more (choose any, probably Fire) from GM chronicle for 8-25 that will be applied when Mr. P hits level 12.
* Ch. 14 Clearing the Skies: TWO TIME USE - cast feather fall.
* Ch. 14: Hurricane-Tempered: ONE TIME USE - “treat wind effects as if they were one category weaker per Air Affinity boon you possess (currently 2) for one round per Air Affinity boon (currently 2).
* Ch. 15: Guardian of the Farheavens: ONE TIME USE - standard action to use bear's endurance.
* Ch. 16: ONE TIME USE - standard action to remove fatigued, shaken, or sickened condition from target I touch, as if using Paladin’s mercy.
* Ch. 18: ONE TIME USE - swift action to gain haste for 2 rounds.
* Ch. 20: Preservationist: spells you cast that would damage unattended objects in their area such as fireball, do so only when you want them to.
* Ch. 21: ONE TIME USE gain resistance 5 to acid, cold, and electricity for 1 hour. (Note that I already have lesser resistances to these elements from Elemental Affinity, Ch. 13, but that I could also lose those resistances for using SLA, which makes this a nice option to have in my back pocket).
* Ch. 22: ONE TIME USE gain resistance 5 to acid, cold, and electricity for 1 hour & DR 5/silver for rounds = character level.

Non-Combat Boons:

* Silver Crusade Purifier Boon: When attempting a caster level check to remove a curse, disease, or other condition, increase your effective caster level by half the number of goals (7) you have completed (rounded down) [i.e. CL +3]. Also apply this benefit when others attempt caster level checks to remove such conditions from you.
* Ch. 4: Ekujae's Blessing: Permanent Endure Elements but only against heat.
* Ch. 7: Wartime Knowledge: benefit for Mass Combat rules.
* Ch. 11: Infiltrator: ONE TIME USE: Stealth check, before rolling can use one ally's result.
* Ch. 12: Thassilonian Archivist: THREE TIME USE: before rolling a Knowledge check, add 1d4 (but note I have no Knowledge skills)
* Ch. 20: Reaver of Reavers: "When staying at an inn, you can almost always secure common quality lodging, meals, and stable services for free."
* Ch. 21: Grobaras's Gloryhounding: "You now own a ribbon and a commemorative certificate for services to the city of Magnimar, both of which falsely claim that Lord-Mayor Grobaras hired you to assist the city."
* Ch. 21: Monument's Blessing - ONE TIME USE: spend 10 minutes practicing weapon play and then make a DC 20 Intimidate check. If I succeed, cross the boon off and gain +1 morale bonus on attack rolls with melee weapons for 24 hours. USED FOR GAUNTLET.

[spoiler=After Scenario Boons]
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