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About Zohreh of the BullsStat Block:
Female Half-orc Cleric 2
N medium humanoid Init +2 Senses Darkvision (60) Perception +6 4'7" 124 lbs DEFENSE
OFFENSE
Cleric Spells Prepared (CL 2nd, concentration +6):
STATISTICS
BAB 1 CMB 4 CMD 16 Feats Selective Channeling, Combat Reflexes (major drawback 1), Toughness (major drawback 2), Endurance (racial) Skills Acrobatics -2, Appraise 6, Bluff 1, Climb -1, Diplomacy 7, Disguise 0, Escape Artist -2, Fly -2, Heal 8, Intimidate 3, Knowledge (arcana) 6, Knowledge (history) 6 (background), Knowledge (nobility) 6 (background), Knowledge (religion) 6, Perception 6, Ride -2, Sense Motive 8, Stealth -4, Survival 9, Swim -1 Languages Orc, Common, Osiriani, Kelish, Ancient Osiriani Gear Glaive, Sling, Iron - Cold Dagger, Alchemical Silver Spiked Gauntlet, +1 breastplate, a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, a wooden holy symbol, 2 tindertwigs, vermin repellent (4), 12 GP, 4 SP, 7 cp Special Qualities:
Half-orc Traits
• Alternate Racial Traits: Shaman's Apprentice, Sacred Tattoo • Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. • 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. • Sacred Tattoo (APG 19): You gain a +1 luck bonus on all saving throws. • Shaman's Apprentice (ARG 52): You gain Endurance as a bonus feat. Traits • Resurrected (APMM 10): You gain a +2 trait bonus on saving throws against death effects. You do not die until your hit points drop to a negative amount equal to or lower than your Constitution score + 4. • Outcast (APG 332): You gain a +1 trait bonus on Survival skill checks, and Survival is always a class skill for you. • Fate's Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. Drawbacks • Foul Brand (minor): You have the symbol of an evil deity burned into your hand. You take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks. • Slow Runner (major): When running, you move three times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or two times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you suffer a -4 bonus on your Acrobatics check. While running, you suffer a -2 circumstance penalty to your Armor Class in addition to losing your Dex bonus. • Blatant (major): You suffer a -2 penalty to all Bluff, Disguise, and Stealth checks, as you find it difficult to conceal any aspect of your activities. Additionally, you cannot take 10 with these skills. Class Features • Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.) • Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Axe, orc double; Falchion; Glaive; Greataxe • Aura (Core 39): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment • Favored Weapon (Core 39): You gain proficiency with the favored weapon of your deity (glaive) • Channel Energy (Su): You can release a wave of positive energy that heals 1d6 of damage to living creatures or damages undead creatures (Will Save DC 13). You can use this ability 6 times a day. • Spontaneous Casting (Core 41): You can channel stored spell energy into cure spells. • Domain Powers: You gain the following domain powers:
• Resistance Bonus (Core 46): You receive a +1 resistance bonus on saving throws. • Resistant Touch (Core 46): 7 times per day, you can touch an ally to transfer your domain's Resistance Bonus to them for 1 minute. Feats
Backstory:
Zohreh was born into the nomadic orc Bulls Tribe to an orc shaman mother and human travelling merchant father (but that is a whole other story). The mark of the evil god Lanishra appeared, as if burnt, on her hand as she was born.
The mark happened to match a prophecy of the orc tribes that promised great rewards from the divine for dire deeds. She had a sickly constitution; only the prophecy and her mother's status and fierce protectiveness kept her alive when she might otherwise have been culled. Still, the tribe demanded she earn her keep and more. She assisted her mother, training in the ways of the shaman. She was pushed as hard as possible despite her frailty but it was eventually too much, taking her to death's door. Only a cleric of Shelyn accompanying her father's visiting caravan was able to bring her back - no longer a weakling, but with an unusual level of talent, as she was meant to be before Lanishra laid his mark upon her. In that moment, she knew that she had seen true power and needed to make herself worthy of it. She converted instantly. Zohreh was finally strong and healthy, and she meant to take advantage of it. She joined in the regular work of the tribe, learning her people's weapons and growing in ability every day. She might have continued on this path had she not accidentally overheard more about the prophecy. Her death and rebirth had been predicted in the prophecy; more importantly, at her full strength, she would finally be a worthy sacrifice to Lanishra, who meant to draw upon all her gifts this time. Horrified, she snuck away in the night to travel with her father. The opportunity to be a valued member of a caravan, rather than a despised tool of a tribe, did wonders for her. She became more confident, discovering her true capabilities, though it was sometimes hard to remember everything she was capable of. She learnt to speak up, even if her plain, Orcish manner of speaking was not always appreciated. She found herself becoming highly protective of those close to her, much like her mother. There were not many who were, though, as the betrayal of the Bulls had struck deep, and she was slow to trust again. Her travelling companions taught her of there being more than evil in the world. She started to shape her thoughts and actions towards those that Shelyn would appreciate, although she admittedly still had difficulty. Shelyn rewarded her faith and diligence with divine boons. Soon before her caravan entered Wati, a vision from the goddess struck. Her fate lies within the ancient tombs of the city! Her time with the tribe and caravan means she does not like to be alone, so she is looking forward to joining a group and fulfilling her destiny. |