Rainkin

Graff Leogil's page

447 posts. Organized Play character for nightdeath.


Full Name

Graff Leogil

Race

| HP: 27/27| AC: 15/9/15|Init: -1| Perc: +3| Fort: +4| Ref: +1| Will: +6| CMB: +4| CMD: 14| Greataxe: +5;1d12+4| Morningstar: +5;1d8+3| Sling: +1;1d4+3| Channel 2d6 5-4/day| DS +1 Dmg 6/day| BR +1 Dmg 6/day|

Classes/Levels

Skills:
Acrobatics: -6| Appraise:-1| Bluff:+2| Climb:-2| Diplo:+6| Intimidate: +4| Kn.(Reli): +3| Sense Motive: +3| Stealth: -5| Survival: +3| Swim: -2|

Gender

PFS #76925-37 Male Half Orc Cleric 4

Size

Medium

Age

17

Special Abilities

Aura, Orisions, Channel 2d6

Alignment

Chaotic Neutral

Deity

Rovagug

Languages

Common, Orc

Strength 16
Dexterity 9
Constitution 14
Intelligence 8
Wisdom 16
Charisma 14

About Graff Leogil

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76925-37 Graff Leogil

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Character Crunch:

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Male Half Orc Cleric () 3
Chaotic Neutral Medium Humanoid
Init -1; Senses DarkVision Perception +3

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Defense
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AC 15, touch 9, flat-footed 15 (+6 armor, +0 Shield, -1 Dex, +0 natural, +0 Dodge)
hp 27 (3d8) (+3 Con Bonus) (+3 Favored)) (+3 Toughness)
Fort +4, Ref +1, Will +6
Resist

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Offense
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Offenses
Speed 30 ft.
Ranged Sling +1 (1d4+3 20/x2) (50Ft)
Melee Greataxe +5 (1d12+4 20/x3)
Melee Morningstar +5 (1d8+4 20/x2)
Special Attacks Channel Energy 2d6 5/day, Destructive Smite +1 Morale Dmg 6/day, Battle Rage +1 Dmg 6/day
Spell-Like Abilities

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Statistics
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Str 16, Dex 9, Con 13, Int 8, Wis 14, Cha 16
Base Atk +2; CMB +4; CMD 13
Languages Common, Orc
SQ

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Feats
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Toughness (Level 1 Feat)
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

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Traits
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Birthmark (Religion)
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Deft Dodger (Combat)
Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.

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Class Features
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Weapon and Armor Proficiency:
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

Aura (Ex):
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Spells:
A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Channel Energy (Su):
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Domains:
A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells.

A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action.

Destruction Domain
War Domain

Orisons:
Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.”

These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting:
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).

Chaotic, Evil, Good, and Lawful Spells:
A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages:
A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

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Skills
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Acrobatics -6 (+0 Rank, +0 trained, -1 Ability, -5 Armor)
Appraise -1 (+0 Rank, +0 trained, -1 Ability)
Bluff +2 (+0 Rank, +0 trained, +2 Ability)
Climb -2 (+0 Rank, +0 trained, +3 Ability, -5 Armor)
Craft -1 (+0 Rank, +0 trained, -1 Ability)
Diplomacy +6 (+1 Rank, +3 trained, +2 Ability)
Disable Device -7 (+0 Rank, +0 trained, -1 Ability, -6 Armor)
Disguise +3 (+0 Rank, +0 trained, +3 Ability)
Escape Artist -5 (+0 Rank, +0 trained, -1 Ability, -5 Armor)
Fly -5 (+0 Rank, +0 trained, +1 Ability, -5 Armor)
Handle Animal +2 (+0 Rank, +0 trained, +2 Ability)
Heal +2 (+0 Rank, +0 trained, +2 Ability)
Intimidate +4 (+0 Rank, +0 trained, +2 Ability +2 Racial)
Knowledge (Arcana) -1 (+0 Rank, +0 trained, -1 Ability)
Knowledge (Dungeoneering) -1 (+0 Rank, +0 trained, -1 Ability)
Knowledge (Engineering) -1 (+0 Rank, +0 trained, -1 Ability)
Knowledge (Nobility) -1 (+0 Rank, +0 trained, -1 Ability)
Knowledge (Religion) +3 (+1 Rank, +3 trained, -1 Ability)
Knowledge (Plane) -1 (+0 Rank, +0 trained, -1 Ability)
Knowledge (History) -1 (+0 Rank, +0 trained, -1 Ability)
Knowledge (local) -1 (+0 Rank, +0 trained, -1 Ability)
Linguistics +3 (+1 Rank, +3 trained, -1 Ability)
Perception +3 (+0 Rank, +0 trained, +3 Ability)
Perform +2 (+0 Rank, +0 trained, +2 Ability)
Ride -5 (+0 Rank, +0 trained, -1 Ability, -5 Armor)
Sense Motive +3 (+0 Rank, +0 trained, +3 Ability)
Spellcraft -1 (+0 Rank, +0 trained, -1 Ability)
Stealth -5 (+0 Rank, +0 trained, -1 Ability, -5 Armor)
Survival +3 (+0 Rank, +0 trained, +3 Ability)
Swim -2 (+0 Rank, +0 trained, +3 Ability, -5 Armor)
Use Magic Device +2 (+0 Rank, +0 trained, +2 Ability)

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Magic
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Bonus Spells (1st: 2, 2nd: 1, 3rd: 1, 4th: 1, 5th: 1)
Caster Level: 2
Spells Prepared (4) Level 0 DC 12
Detect Magic: Detects spells and magic items within 60 ft.
Create Water: Creates 2 gallons/level of pure water.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.

Spells Prepared (2+1) Level 1 DC 14
Bless: Allies gain +1 on attack rolls and saves against fear.
Shield of Faith: Aura grants +2 or higher deflection bonus.
True Strike: +20 on your next attack roll. (D)

Spells Prepared (1+1) Level 2 DC 15
Shatter: Sonic vibration damages objects or crystalline creatures.
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
Spiritual Weapon: Magic weapon attacks on its own. (D)

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Special Abilities
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Destruction
Granted Powers:
You revel in ruin and devastation, and can deliver particularly destructive attacks.

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.

War Domain
Granted Powers:
You are a crusader for your god, always ready and willing to fight to defend your faith.

Battle Rage (Sp):
You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.

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Equipment
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Equipment list]
Melee Weapons Greataxe Dagger Morningstar
Ranged Weapons Sling w/ 20 Bullets
Armor Chainmail, Light Wooden shield
Other Gear a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (10 days), and a waterskin.
Alchemist Fire x2
Acid Flask x2
Spell Component Pouch
Explorer's Clothes
Cold Weather Gear
Magic Item
Wand of Cure Light Wounds 45/50
Wealth 810gp

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Racial Traits
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Half Orc Racial Traits:

+2 to One Ability Score: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
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.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

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Background Story
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Graff Leogil :

"Rovagug??!! A Cleric of Rovagug??" is usually the first response one gets when they find out you worship a god of Destruction. A mighty engine of War that strives to destroy. What's wrong with that?
I lived in a rough neighbourhood and being mean, tough and strong meant to survive. I got a birthmark of an axe on my right arm just below where it meets shoulder. I tattoed one more on my left. Got to make it match you know.

'Explore, Cooperate, Report' is the pathfinder's motto. Seems fine as long they pay my meals get treated for my wounds and I got a roof over my head. That's the most important.

I go out with others smash stuff with my axe. Rovagug is pleased. Most misunderstand the big guy. He doesn't care what you smash as long as you do. See simple things. I don't need lengthy prayers long sermons or even doing other silly things the other worhippers do. I just need to go out and chop things up with my Axe and we're good.

By the way I'm Graff Leogil.
Sorry about that.

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Appearance
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Graff Leogil Appearance:

Scars crisscross over this one's face, arms, body and even his legs. Chainmail well worn yet maintained. Axe in one hand, a might instrument of death with twin wings old of killing steel arched over an intricate artwork of a single eye. Dagger in his belt along a morning star. Long cloak over his shoulder, revealing a muscular young half orc despite his youth, carries the weight of having to fight for his life too often.

The most telling are a pair of tattoos or birthmarks over his arms on both sides. An Eye crossed with a mark of an oddly shaped axe.