Juba

Description:

Character: Juba

Height: 6’5

Weight: 210

Age: 28

Base movement rate: 30ft

Money:
PP:
GP: 150g
SP:
CP:
Equipment=
Weapon: Spear, Short Sword
Armor: Half Plate
Shield: Tower
Inventory:
Banner
Silver Symbol of Pelor
Wood Carved Figurines
Net
Medicinal Herbs
Red Cloak
Alchemy Lab
Healers Kit (10 Uses)

Skills (skill_ability_total skill lvl_ability modifier_ranks
Alchemy……………………Int……………18……………..1……………..17
Appraise……………………Int……………1……………..1……………..0
Balance…………………….Dex…………4……………..4……………..0
Bluff………………………….Cha………….3……………..3………………0
Climb………………………..Str……………10……………9……………0
Concentrate……………..Con………….3……………6……………0
Craft………………………….Int……………2……………….1……………..0 (non specific)
Decipher Script………..Int……………2……………….1……………..0
Diplomacy……………….Cha………….3……………….3……………..0
Disable Device………..Int……………2………………1……………..0
Disguise…………………..Cha………….3………………3……………..0
Escape Artist……………Dex………….2………………4……………..0
Forgery……………………..Int……………2………………1……………..0
Gather Info……………….Cha………….3……………3……………..0
Handle Animal………..Cha………….3……………3…………….0
Heal………………………….Wis………….19……………..2………………17
Hide………………………….Dex…………2……………4……………0
Intimidate…………………Cha………….21……………3…………….0
Jump………………………….Str……………21……………9………….0
Knowledge……………….Int……………2……………1……………0……………(Architecture and engineering)
Knowledge……………….Int……………2……………1……………0……………(Dungeoneering)
Knowledge……………….Int……………2………………1…………….0……………(Arcana)
Knowledge……………….Int……………2………………1…………….0……………(Nature)
Knowledge……………….Int……………2………………1…………….0……………(History)
Knowledge……………….Int……………2………………1……………0……………(Local)
Knowledge……………….Int……………2………………1……………0……………(Geography)
Knowledge……………….Int……………2………………1……………0……………(Nobility and royalty)
Knowledge……………….Int……………2………………1……………0……………(Psionics)
Knowledge……………….Int……………18………………1……………17……………(Religion)
Knowledge……………….Int……………2………………1……………0……………(The planes)
Listen…………………………Wis…………2…………….2……………0
Move Silent……………….Dex…………2…………….4……………0
Open Lock………………..Dex………….2………………4……………0
Perform………………………Cha………….21………………3……………17
Profession………………….Wis………….2……………2……………0
Ride…………………………..Dex………….2……………..4………….0
Search………………………..Int……………1……………..1……………0
Sense Motive…………….Wis………….3……………..2……………1
Sleight of Hand…………Dex…………2……………..4……………0
Speak Language………..X……………..0…………….0……………0
Spellcraft……………………Int……………2…………….1……………0
Spot……………………………Wis………….2…………..2……………0
Survival………………………Wis………….19…………..2……………0
Swim…………………………..Str……………9…………..9……………0
Tumble……………………….Dex……………2…………4……………0
Use Magic device……..Cha……………3…………..3……………0
Use Rope……………………Dex……………2…………..4……………0

Stats-

Strength: 28 (9)

— Carry weight: light= /medium= /heavy=

Dexterity: 19 (4)

Constitution: 22 (6)

Intelligence: 13 (1)

Wisdom: 14 (2)

Charisma: 17 (3)

HP: 266

AC: 21

Fortitude: 11

Reflex: 6

Will: 11

Grapple: ___

Base attack Bonus: 14/9/+4
Deity: Pelor
Alignment: Lawful Good
Portfolio: Sun, Light, Strength, and Healing.
Clergy Alignments: Any Good
Domains: Strength, Protection, Good, Destruction

Skills (skill_ability_total skill lvl_ability modifier_ranks

Racial/size mods: +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma.
Darkvision out to 60 feet.
Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
Automatic Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.

Feats= ( feats that can be taken multiple times look like "toughness (number of times taken) " )

Strength of Blood

Tower Shield Proficiency

Improved Shield Bash

Brute: When calculating damage inflicted, consider your Strength to be two points higher than it actually is.
Brawn: When calculating damage inflicted, consider your Strength to be two points higher than it actually is.

Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Campaigner: You can sleep in any kind of armor for any amount of time without suffering fatigue penalties or discomfort. Other conditions that are uncomfortable but not dangerous, such as temperature, noise, sleeping on a hard surface, or with bed bugs, will likewise not prevent you from a good nights sleep. You get to make listen rolls normally while asleep. On any successful roll, you instantly wake up. You fall asleep easily, so you still get your rest even if you wake up several times.
Divine Leadership: You attract followers and a cohort as if you had taken the Leadership feat. Your leadership score is treated as 2 higher than it otherwise would be for the purposes of attracting cleric, paladin or favoured soul followers and treated as 4 lower than it otherwise would be for the purposes of attracting other followers.

Go Team: By utilizing one of your turn or rebuke undead you may cast a touch range healing spell (any of the ‘cure’ spells, restoration spells, etc.) onto as many people as can stick their hands into the center of a circle. This takes a full round action. The caster must also add the verbal component “Go team ___X___”, where ‘X’ is either the actual name of the team or the casters name.
Turn Undead: Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).

Languages= A cleric’s bonus language options include Celestial, Abyssal, and Infernal

Common

Orc

(Bonus: Celestial, Abyssal, and Infernal)

Spells=
Detect Magic: Detects spells and magic items within 60 ft.
Mending: Makes minor repairs on an object.
Resistance: Subject gains +1 on saving throws.
Guidance: +1 on one attack roll, saving throw, or skill check.
Bane: Enemies take -1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water M: Makes holy water.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Magic Weapon: Weapon gains +1 bonus.
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Consecrate M: Fills area with positive energy, making undead weaker.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Zone of Truth: Subjects within range cannot lie.
Blindness/Deafness: Makes subject blinded or deafened.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Summon Monster IV: Calls extraplanar creature to fight for you.
Discern Lies: Reveals deliberate falsehoods.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Disrupting Weapon: Melee weapon destroys undead.
Hallow M: Designates location as holy.
Raise Dead M: Restores life to subject who died as long as one day/level ago.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Wind Walk: You and your allies turn vaporous and travel fast.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Restoration, Greater X: As restoration, plus restores all levels and ability scores.
Summon Monster VII: Calls extraplanar creature to fight for you.
Resurrection M: Fully restore dead subject.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Fire Storm: Deals 1d6/level fire damage.
Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Heal, Mass: As heal, but with several subjects.
Implosion: Kills one creature/round.
Miracle X: Requests a deity’s intercession.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Monster IX: Calls extraplanar creature to fight for you.
True Resurrection M: As resurrection, plus remains aren’t needed.

Bio:

Bio: Met The General in the arena where he had been a fighter, doesn’t speak of his past.

Juba

The War masterhelvar TheChamp