Barbaric Half-Orc Cleric of Kord


(Charles Fisher, Jr.)
Male, Half-Orc, Cleric of Kord 8 / Barbarian 2
NG, Medium Humanoid (Human/Orc)
Init +3; Senses Darkvision 60 ft.; Perception +14 (+15)
Languages Common, Orc

AC 22, touch 4, flat-footed 22; uncanny dodge
(+2 Dex, +1 natural [amulet], +2 Deflection [Ring of Protection +2], +7 armor [+1 Breastplate])
HP 98 (118 in Rage) (10 HD; 8d8+2; 2d12+2)
Fort +13, Ref +6, Will +12(11)

Speed 40 ft./ 30 in armor
Melee Greatsword BAH!
Melee Rage Greatsword BAH! again
Melee Cleaver +10/5-8/3 (d6+4; x3, range 10)
Melee Whip +12/7 (d3+4; 20/x2)Trip, Disarm, Reach (15), Non-Lethal
Special Attacks Channel energy 6/day (5d6, Will DC 15), Rage 14 rnds/day (+4 to Str, +4 to Con- Morale Bonus)
Atk Options Moment of clarity 1/rage
Spell-Like Abilities (CL 2; concentration +4)
Bit of luck 6/day – (touch, any time the target rolls a d20 during next round, he may roll twice and take the more favorable result for 1 round)
Strength surge 6/day – (touch, target gains an enhancement bonus equal to 1/2 your cleric level (minimum 1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks for 1 round)
Good Fortune: At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed.
Might of the Gods: At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive. Cleric Spells Prepared (CL 1; concentration +4):
Usual )
0(4) [Save 13/14]- Detect Magic, Light, Read Magic, Stabilize
1 (5+1) [Save 14/15]- Burning Disarm, Doom, Shield of Faith, Cause Fear, Remove Fear D True Strike
2 (4+1) [Save 15/16]- Align Weapon, Grace, Shield Other, Admonishing Ray, Delay Poison D-Bull’s Strength
3 (3+1) Dispel Magic, Searing Light, Searing Light -D Protection from Energy
4 (3+1) Restoration, Blessing of Fervor, Blessing of Fervor -D Freedom of Movement

D: Domain spell; Domains: Luck, Strength

Str 18, Dex 14, Con 15, Int 11, Wis 17 (19), Cha 12
Base Atk +4; CMB +8; CMD 19
Feats Scribe Scroll, Extra Rage, Extra Channel, Blind Fight, Defensive Combat Training
Skills Acrobatics +8 (4), Climb +9 (5), Heal +7 (8), Intimidate +7,Knowledge (Arcana) +6, Knowledge; Local +2, Knowledge (Religion) +11, Perception +14 (15), Profession (Butcher) +7 (7), Spellcraft +5, Survival (track) +9 (10)
SQ Uncanny dodge
Traits Anatomist (You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.) Reactionary (+2 initiative)

Gear Greatsword+2, Whip, Light Mace, 2x Cleavers, Dagger, +1 Breasplate of Light Fortification, Pearl of Power (1st)x2, Amulet of Natural Armor +1, Rod of Extend Spell (Lesser), Zosiel’s Diadem (circlet of Wisdom +2), Cloak Of Resitance (1), Ring of Protection (2) Silver Holy Symbol, Tabard with Kord’s Holy Symbol, Heward’s Handy Haversack, Ring of Spell Storing (minor), bedroll, 50’ Hemp rope, block and tackle, Crowbar, Flint/Steel, 50’ String, Chalk, candles (10), water-skin, Adventurer’s Sash, Wandermeal (10), Cooking Kit, 40pp (Hidden in Haversack)

Wands: Wand CLW (20), Wand CLW (50), Wand of CMW (23), Wand of Command(50), Wand of Siritual Weapon (26)

Scrolls: Bull’s Str, Dispel Magic, Sound Burst, Invisibility Purge, CLW (6), CMW (5)

Potions: CLW x2, Shield of Faith, Protection from Arrows, True Strike

Moment of ClarityRage Power The barbarian does not gain any benefits or take any of the penalties from rage for 1 round. Activating this power is a swift action.
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. This racial trait replaces Orc ferocity. (Tattoo of Mom)
City-Raised Half-orcs with this trait know little of their Orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and cleavers (Special: 1d6 slashing, x3, range 10 ft. -zero), and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Blood

Hero Points 2
Weapon Proficiencies all simple weapons, Whips, Cleavers and Greatswords – Clerics are also proficient with the favored weapon of their deities.
Armor Proficiencies All light armor, medium armor, and shields (except tower shields).


Born 571
Charles Fisher (Sr.) 42 Heavy, ugly, red-haired, slow witted Miner (human)
Mazoru Fisher (Deceased) Miner/amateur tattooist, Died in 589 in mining cave in

Physical description:
6’8”, 200lbs (thin-ish) Light Red Hair, black eyes, gray/green skin, and some scarring on the right side of his face (this makes him look more intimidating)

571-583 -Street kid, Familiar with other children in his age range, Picked up the name “Mom” during this time (hates being called “Junior”)
583- Works as an errand boy for the local butcher and occasionally the Deepspike mine
585- Begins work in the mines as an unskilled laborer (age 14)
589- Deepspike Mine cave-in kills Mazoru and leaves Mom with facial scarring. Leaves the mines for the butcher’s shop
593- Meets Karas Clyne while Karas is on a mission to the local temple of Heironeous, discovers Kord’s calling. Begins learning basic cleric skills from Temple

Attracts notice of Xan due to frequent trips to Heironeous’ temple for training
Frequents the Bakery for a change of diet
Occasional drinking companion to Cornelius
Sparring partner of Sam

Looking to raise funds to travel

Any comments/suggestions are welcome via email or chat


Blood Makes Noise


Worms: Apocalypse Gurtchmann