Male Human in Jungle

Cintar Tasu's page

3 posts. Alias of Set.


Full Name

Cintar Tasu

Race

Human

Classes/Levels

Cleric 3

Gender

male

Size

M

Age

45

Special Abilities

channel negative energy, lore keeper, death's kiss

Alignment

LN

Deity

Nemorga

Location

Hollowfaust

Languages

common, ancient sumaran

Occupation

legal advocate, junior priest

Strength 13
Dexterity 12
Constitution 14
Intelligence 13
Wisdom 16
Charisma 16

About Cintar Tasu

Cintar Tasu
Human male Cleric (of Nemorga) 3, LN

Attributes

Spoiler:
Str 13 (+1), Dex 12 (+1), Con 14 (+2), Int 13 (+1), Wis 16 (+3), Cha 16 (+3)
(3 + 2 + 5 + 3 + 10 + 5 = 28, +2 Cha as a Human bonus)

Combat

Spoiler:
HP: 10 +8 +8 (26), AC: 19 (+4 armor, +2 shield, +1 Dex), Spd 30 ft., Init +1, Saves: Fort +5, Ref +2, Will +6, BAB +2, CMB +3, Atk: +3 Morningstar (1d8+1B/P), +3 Dagger (1d4+1 P, 19-20/x2 crit, 10 ft. range), +5 Hand of the Acolyte (Morningstar 1d8+1 or Dagger 1d4+1, 30 ft. range)

Racial abilities

Spoiler:
+2 Charisma, Favored Class Cleric, 1 bonus feat, +1 skill point per level

Class Abilities

Spoiler:
bonus proficiency in longsword, Channel negative energy 2d6 (will DC 15 for half) 6/day, Domains (Death (sub-domain Undead, Death's Kiss, cause a creature to count as undead for negative / positive energy interactions for rounds equal to 1/2 cleric level, 5/day), Knowledge (Lore Keeper 5/day)

Feats

Spoiler:
Toughness (+3 hp + 1 hp / HD after 3), Selective Channeling, Endurance

Traits

Spoiler:
Looking for Work (+1 to Perception checks, always a class skill), Streetwise (+1 to Knowledge - local checks and to Diplomacy checks to gather information, one of these skills is always a class skill)

Languages and Skills

Spoiler:
Languages: Common, Sumaran

Skills (2 (class), +1 (human), +1 (favored class), +1 (Int):
Appraise 1 (Int, +5),
Craft (alchemy) 1 (Int, +5),
Diplomacy 3 (Cha, +9, +10 to gather information),
Heal (Wis) 1 (+7),
Knowledge (arcane) 0 (Int, -),
Knowledge (history) 1 (Int, +5),
Knowledge (local) 1 (Int, +6, includes trait bonus),
Knowledge (nobility) 0 (Int, -),
Knowledge (religion) 1 (Int, +5),
Knowledge (the planes) 0 (Int, -),
Linguistics 0 (Int, -),
Perception 1 (Wis, +8, includes trait bonus),
Profession (Wis, advocate/legal advisor) 1 (+7),
Sense Motive 3 (Wis, +9),
Spellcraft 1 (Int, +5)

Spells

Spoiler:
0 (4) – Guidance, Light, Mending, Purify Food & Drink
1st (3+1) – Cause Fear*, Cure Light Wounds x2, Magic Weapon
2nd (2+1) - Ghoul Touch*, Shield Other, Lesser Restoration)

Equipment

Spoiler:
2 Daggers (4 gp, 2 lbs), Morningstar (8 gp, 6 lbs), mithral shirt (+4 armor, 1100 gp, 10 lbs, +6 MDB, 0 ACP), darkwood shield (257 gp, +2 shield bonus, 0 ACP, 5 lbs), Masterwork Backpack (+1 Str for encumbrance, 50 gp, 4 lbs), Bedroll (1 sp, 5 lbs), Rations x5 (2.5 gp, 5 lbs), Waterskin (1 gp, 4 lbs), Flint & Steel (1 gp, -), Signal Whistle (8 sp, -), Belt Pouch (1 gp, ½ lb), coldweave Traveler's Outfit (50 gp, 5 lbs), blackened silver holy symbol of Nemorga(25 gp, 1 lb), wand of cure light wounds (50 charges, 750 gp, 1/2 lb), copper amulet with continual flame on dark red semi-precious agate inside locket (125 gp, -), mostly empty traveling spellbook (used to take notes, 10 gp, 1 lb), quill (1 sp) and glowing ink (2 vials, 10 gp).

Encumbrance and Cash spent

Spoiler:
Encumbrance: (Lt 50 lbs, Med 51-99 lbs, Hvy 100-150 lbs), 49 lbs carried (dropping backpack with rations, bedroll and book reduces combat encumbrance to >35 lbs)).
Spent: 2395 gp, 5 sp of 3000 gp.
Spent this adventure: .

Description
[spoiler]Born in Hollowfaust, Cintar was tested at an early age by the Guildsmen, when his frightened mother observed him speaking in an unfamiliar language, as if possessed. For a time, he hoped to be apprenticed to the ruling Necromancers themselves, but found himself an acolyte instead in the temple of Nemorga. The Followers concerned themselves with more spiritual matters than the bonecraft of the Guilders, and yet also pursued more worldly needs as well, tending to the health and welfare of the common folk, while the more intellectually-inclined Guildsmen where prone to dismiss such mundanities and focus on the crafting of laws or the overseeing of business practices.

Torn between this dichotomy, between red-handed crafters of abstract order, and spiritual philosophers ladling soup to the hungry, Cintar grew up with a unique perspective on the ways of Hollowfaust, working hard at chores, and studying history and lore, during the day, and listening to the whispers of his own unique ‘spiritual advisors’ during the night, as the ancient dead of Sumara shared with him of their hoarded lore. The discipline and craft learned as an acolyte served him well, and while he was meant to fully purge from himself the unsettling whispers of the ancient dead, to only invoke them when he sought their counsel, he had grown used to their constant company, and still affords the spirits a bit more leeway in their visitations than his superiors would prefer.

Speaking the ancient tongue of vanished Sumara as if born to it, Cintar has taken his understanding of the ways of the dead to influence his dealings with the living, sometimes arguing precedent from a culture that no longer exists, in his earlier work as legal advocate, taking advantage of ages-old wisdom that otherwise might have vanished from the world. No longer the strange child, rocking with fits and speaking in tongues, his connection to the Sumaran spirits is an easy, familiar thing, of some concern to his wiser superiors, who fear that something of his own individual self may have been lost to these otherworldly tutors.

And so he finds himself assigned to a detached duty, outside of the walls of the city, where the voices do not easily reach him, alone for the first time in his short life. Trinkets he has carried away, salvaged from the Ghost Quarter, an ancient weighty copper locket on a metal chain, worn as a necklace (and upon which he has cast continual flame), and a blackened silver woman’s bracelet, allow him only the barest fleeting sensation of connectedness to a pair of spirits, but no true communication, only a frustrating sense of being just out of reach.

Cintar dresses in the traditional Hollowfaust style, in a broad-brimmed hat and greatcloak of coldweave, over trousers and vest of similar make, with the vest riding like a tabard over his mithral shirt. His hair is worn long, again, in the local style, and, when not wearing his traditional hat, he prides himself on sporting a luxurious mane (otherwise keeping it tied back, and out of the way), although he remains clean-shaven, as his attempt to grow a beard proved a dismal failure.

No game effect to the spirit contact, which doesn’t occur outside of Hollowfaust in any event. Just RP stuff. [spoiler]