Hazic Kel-Kalaar

Cedric Thistlewyne's page

279 posts. Alias of Leedwashere.


Race

HP 25/25 | AC 17, T 11, F 16 | F +5, R +3, W +6 | CMB +4, CMD 15 | Init +1 | C.P.E. 4/4; Enlg (5/5); C.T. (5/5) | Male Human Cleric of Erastil 3 | Active: shield other (Thorek)

Strength 14
Dexterity 12
Constitution 13
Intelligence 10
Wisdom 15
Charisma 12

About Cedric Thistlewyne

As a child, Cedric was always getting into trouble of some sort. Like his parents before him, and most of the Nirmathi around him, there was a fiercely independent spirit within him that refused to accept rules as something that could be applied to him. Despite his frustrating escapades, his family was always kind in their correction. They preferred to explain how his actions hurt others rather than simply punish the boy without instruction to back it up. As a generally good-natured boy, it went a long way toward establishing a moral foundation based on empathy rather than fear.

But then, as so often happened during the summer in the Nesmian Plains, a raiding party of Molthuni monster-soldiers attacked their tiny farming community. Unlike most years, however, this time the little villiage didn't have as much forewarning as they needed. Both of Cedric's parents fell to the enemy while they were still in the process of setting fire to their home and their crops. This was devastating enough on its own, but it also meant that young Cedric was put into the care of his father's sister.

Where Cedric's parents used kindness and understanding to guide his behavior, his aunt preferred to use a switch. Every infraction, regardless of severity, always earned the same punishment. It began to nurture a seed of resentment in his soul, and he ran away as soon as he thought he had a chance of never coming back. He never expected to get very far, but his fircely independent nature saw him through until he reached the town of Phaendar. He'd never seen a town so big!

With no money, he resorted to stealing from others to get by. He wasn't very good at it, though, and was caught the first time he tried swiping a piece of fruit from a passing cart. The farmer grabbed him by the wrist to drag him along to the town sheriff, but was stopped by Phaendar's senior cleric of Erastil who happened to be coming the opposite direction and saw the whole thing.

The cleric paid for the fruit and took Cedric back to Erastil's lodge. Unlike his Cedric's aunt, the cleric wasn't interested in retribution, but rehabilitation. He took Cedric in, treated him like a son, and, with his help over time, the sprouting seed of bitterness was uprooted and replaced with a structure of community and respect built upon the foundation of empathy laid by his parents long ago.

Now Cedric is a full-fledged member of the church that saved him from a dark path. He enjoys doing what he can to help the community of Phaendar grow in spirit, population, and prosperity. When the troubles of frontier life cause injuries, he's usually there to heal the wounds. When his community is threatened, he picks up his spear and does his best to defend it as though everyone in town is his close family. He likes to fish in the river whenever he gets some time to himself, but his fiercely independent streak has never truly gone away. He does his best to hew closely to Erastil's teachings in all ways, but still struggles with order and law. He hopes that will change eventually, but has come to accept that personal growth, like any plant, requires constant attention and an eye for the future.

Cedric Thistlewyne
Male Human Cleric of Erastil 3
NG Med Humanoid (Human)
Init +1; Senses Perception +3
------------------------------
Defense
------------------------------
AC
17, touch 11, flat 16 (+6 armor +1 dex)
HP 25 (3d8+7)
Fort +5, Ref +3, Will +6 (+1 for recurring saves)
------------------------------
Offense
------------------------------
Speed
30' (20' in armor)
Melee longspear +4 (1d8+3/x3/10' reach) or dagger +4 (1d4+2/19-20)
Ranged mwk javelin +4 (1d6+2)
Special Attacks - enlarge 5/day, channel positive energy 4/day (2d6, DC 12)
Domain Spell-Like Abilities (CL 3, concentration +5)
__5/day - calming touch
Spells Prepared (CL 3, concentration +5)
__2nd - barkskin (D), shield other, sound burst (DC 14)
__1st - bless (D), magic weapon, protection from evil, shield of faith
__0 - create water, purify food/drink, read magic, spark
Domains Community, Growth
------------------------------
Statistics
------------------------------
Str
14, Dex 12, Con 13, Int 10, Wis 15, Cha 12
BAB +2; CMB +4; CMD 15
Feats Combat Reflexes, Self-Sufficient, Toughness
Languages Common, Sign Language
Skills Diplomacy +6, Heal +11, Knowledge (Religion) +5, Linguistics +4, Sense Motive +6, Survival +7 (+8 to get along in the wild)
SQ Aura of Good/Law
Combat Gear mwk javelin, javelins (3), potion of guidance, scroll of calm animals, scroll of cure light wounds, scroll of magic stone Other Gear longspear, dagger, mwk breastplate, cloak of resistance +1, aegis of recovery, backpack (winter blanket, trail rations (5), 50' silk rope, torches (5), chalk (5), fishing kit, mess kit, soap (2), healer's kit (10/10), earplugs), spell component pouch, belt pouch, canteen, iron holy symbol of Erastil, ivory holy symbol of Erastil, 2gp, 1sp, 5cp
------------------------------
Traits
------------------------------
Frontier Healer:
You make your way in life by putting people back together after the rigors of the world take their toll—brewing herbal remedies, setting broken bones, and treating diseases. You gain a +1 trait bonus on all Heal and Knowledge (nature)* checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st.

Frontier-Forged: A hard life on the edge of civilization has made you resourceful but has also given you a streak of self-preservation bordering on paranoia. You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.