Harsk

Atlas Healshorn's page

27 posts. Alias of CloakedInSmoke.


Full Name

Atlas Heartshorn

Race

Dwarf

Classes/Levels

Cleric of Pharasma 1 / HP 11/11, NLD 0, AC 15, Touch 10, Flat 15, F+2, R+0, W+6 / Init +2 Perc +4

Gender

M

Size

M

Age

18

Alignment

NG

Deity

Pharasma

Location

Cheliax

Languages

Common, Dwarven

Occupation

Doctor

Strength 12
Dexterity 10
Constitution 10
Intelligence 10
Wisdom 18
Charisma 14

About Atlas Healshorn

An inch from death's a mile for a Healshorn goes the saying in the dwarven quarter of the former Isgeri capital, Logas. Every firstborn son in the Healshorn family grew up to be an incredible healer, but the line was nearly ended when young Atlas lost his father, mother, and older brother in a house fire. Fate, it seemed, was insistent on the Healshorn legacy, and so the young Atlas Healshorn took up his brother's place as healer, though constantly wondering if he is living up to it.

During his spiritual struggles due to the death of his family, he came to worship Pharasma, who rewarded his prayers with clerical power. However, when the Church of Asmodeus found him and placed him in an orphanage, he quickly discovered he'd have to be more discreet in his zeal for Pharasma. He quickly learned to feign reverance to--rather than his true hatred for--Asmodeus. When the nuns found out he was a Healshorn, they put him to work as a healer in the church and told him as long as he showed due respect for the Dark Prince, Asmodeus would allow him the honor of healing his troops. The nuns--and everyone else he's served under--turn a blind eye to his holy symbol of Pharasma because of his healing, if they notice at all. Atlas is careful to tuck his holy symbol into his tunic after casting a spell or channeling energy.

Atlas is a reasonably strong youth who is both charismatic and exceptionally wise for his age. He has a gracious bedside manner and enjoys his healing work. He shares his goddess's hatred for the undead and will fight courageously in battle preferably with a dwarven weapon, casting blessings and healing the wounded as he goes. Physically, he doesn't have the iron constitution of most dwarves, though he is still tougher than most of the other races. Given the choice, he wields a warhammer, having trained in its use from a young age, though he wouldn't say no to a pick or battleaxe.

Appearance:
Height 4'4"
Weight 220 lbs
Hair Color Blonde
Eyes Gray
Skin Fair

Somewhat tall for a dwarf, Atlas is too young to have a long, luxurious beard by dwarven standards, but has so far grown a few inches of golden blonde beard. The hair on his head is long and blonde. He wears a scholar's outfit in Asmodeus's colors, black with red accents.


Stats:
HP 11 Nonlethal Dmg 0
AC15 Touch AC 10 Flat-Footed AC 15 CMD 11 ( 15 if resisting bull-rush/trip while on the ground)
Fort +2 Ref +0 Will +6
BAB 0 CMB +1 Melee Atk Mod +1 Ranged Atk Mod +0

Attacks:
Unarmed Strike 1d3+1 B / x2
. . Dagger 1d4+1 P or S / 19-20 / x2 / 10 ft
. . Warhammer 1d8+1 B / x3

Skills:

Bluff +7 (2 ability + 1 rank + 3 trained + 1 trait)
Heal +9 (4 ability + 1 rank + 3 trained + 1 trait)
Sense Motive +8 (4 ability + 1 rank + 3 trained)

Traits & Feats:

Servant in the Church of Asmodeus (campaign trait) +1 to Heal and Bluff checks, and Bluff is a class skill.
Reactionary (combat trait) +2 to Initiative Checks
Toughness (feat) Immediately gain 3 HP +1 for every HD beyond the first 3. From now on, every time you gain a HD beyond the first 3, you get 1 HP.

Race Features:

Darkvision 60 ft
Slow and Steady Dwarves have a base speed of 20 ft, but their speed is never modified by armor or encumbrance.
Defensive Training Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Hatred Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Class Features:

Channel Energy 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 channel 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.

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).


Domain Powers:

Domains Healing & Repose

Rebuke Death (Sp) (healing power): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Gentle Rest (Sp) (repose power): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.


Spells Prepared:

0th (3/day) Detect Poison, Guidance, Light
1st (2/day) Bless, Diagnose Disease
D1 Deathwatch

Equipment:

Scholar's Outfit, Holy Symbol (Pharasma, wooden), Doctor's Mask (+1 to Fort saves vs airborne toxins and scent based effects), healer's kit (10/10), hide armor (+4/max Dex +4/ACP -3), warhammer (1d8 B/x3), buckler (+1/-1 ACP), dagger (1d4 P or S/19-20/x2/10 ft)