Rash

Jaghut Cleric, pulled from his world by those who worship him as the new Orc Lord

Description:

Name: Rash
Player: Daniel
Race: Jaghut (Custom)
Class: Cleric
Level: 4

STR 17 MOD 3 MOD+LVL 7
CON 15 MOD 2 MOD+LVL 6
DEX 10 MOD 0 MOD+LVL 4
INT 12 MOD 1 MOD+LVL 5
WIS 19 MOD 4 MOD+LVL 8
CHA 8 MOD -1 MOD+LVL 3

Hit Points: 54
Initiative: +4
AC: 21
PD: 17
MD: 16
Recoveries: 9
Recovery Dice: 4d8+2

One Unique Thing
Pulled from his world by those who worship him as the new Orc Lord

Icon Relationships
Orc Lord: ~2
Lich King: -1

Backgrounds
Tower-Library Hermit: +5
Spec-Ops (Magical): +4
Botanist: +3

Class Features
Heal (3/battle, Quick Action, Heal self or adjacent ally, their recovery)
Ritual Magic

Domains
Lore (+4 background. Invoke: Roll d6. When Escalation die reaches it, ally can reroll with +2)
Strength (Wield Martial/large weapons without penalty. Invoke: You and nearby ally melee crits do triple damage instead of double.)
Death (You and narby allies gain +1 to death saves. Invoke: This battle, you and each of your allies can each separately add the escalation die to a single save made by that character. You and your allies die when your negative hit points equal your full hit points.)

Feats
Lore (Once/day, change a knowledge skill check to natural 20)
Strength (Once per battle deal level*d4 extra damage to target hit with melee attack)
Heal (Nearby ally targets instead of next-to)
Javelin of Faith (+1d6 against undamaged targets)

Spells
Javelin of Faith (L.3)
Hammer of Faith
Strength of the Gods
Spirits of the Righteous (L.3)
Judgment
Mighty Healing

Racial Power
Frigid Attack: Once/battle, an enemy you hit is Dazed until the end of your next turn
Environmental Resistance: Jaghut do not suffer ill effects from extreme climates such as cold or heat.

Basic Melee Attack
+7 vs. AC, Hit: 4d10+3, Miss: 4 damage

Magic Items
Haunted Staff (+1 2H weapon. Recharge 16: performs a +5 VS. AC melee attack. Quirk: Talkative.)
Armor of Scars (+1 Armor consisting of magical skin brands and scars. Cannot be removed. Quirk: Stoic in the face of pain.)
Chained Grimoire (Allows wildcard ritual spells. Quirk: Desires “dirty” rituals.)
Spirit Fetish (Earth spirit, +1 save vs. daze and stun. Quirk: Lethargic without good reason.)

Bio:

Rash is a creature unique to the realm of 13th Age: a Jaghut. Jaghut are a long lived, solitary, formidable race, with grey/grey-green hair and skin, and tusks that protrude from their lower jaw. Along with immense physical prowess, Jaghut have an affinity for the elder ice warren – Omtose Phellack – which allows them to wield deep and powerful magics.

Little is known of how Rash arrived here, other than the involvement of a sect of Orc Lord followers “searching” for their lord though ritual magic. Matching the rough physical description of an Orc, Rash was ensnared in the ritual and dragged from his native realm to this one. The process all but severed Rash’s link to Omtose Phellack and rendered him rather unremarkable, much to the disappointment of the summoners. He was cast out by his would-be followers, but through persisting rumours a number of Orcs still believe him to be their true lord.

Rash was not particularly troubled by the restricted access to his warren; for him, power was never a goal in itself. Neither was his new existence in an unfamiliar world much of a nuisance; solitary living is much the same in most places. Since his arrival, Rash has spent much of his time building a 3-story tower in a remote mountain range, filling it with books, and cultivating a garden around it.

Rash

Defenders of Autumn joefulgham dlouwe