Cleric 2, HP: 15, AC: 18, Tch: 13, FF: 16
F: +6, R: +4, W: +8, Init: +2, Per: +6
Common, Halfling, Dwarven, Gnome
About Coran Ven den Heuvel
CORAN VEN DEN HEUVEL CR 1
Male Halfling Cleric (Separatist Worships both Cayden and Abadar) 2
NG Small Humanoid (Halfling)
Init +2; Senses Perception +6
AC 18, touch 13, flat-footed 16. . (+4 armor, +1 shield, +2 Dex, +1 size)
hp 15 (2d8+2)
Fort +6, Ref +4, Will +8
Resist Resistant Touch (6/day)
Spd 20 ft.
Melee Dagger +2 (1d3/19-20/x2) and
. . Dagger +2 (1d3/19-20/x2) and
. . Rapier +2 (1d4/18-20/x2) and
. . Unarmed Strike +2 (1d2/20/x2)
Ranged Crossbow, Light +4 (1d6/19-20/x2)
Special Attacks Agile Feet (6/day)
Spell-Like Abilities Resistant Touch (6/day)
Cleric (Separatist) Spells Known (CL 2, 2 melee touch, 4 ranged touch):
1 (3/day) Divine Favor (DC 14), Shield of Faith (DC 14), Longstrider (DC 14), Burning Disarm (DC 14)
0 (at will) Read Magic (DC 13), Detect Magic, Mending, Guidance (DC 13)
Str 10, Dex 14, Con 13, Int 10, Wis 16, Cha 15
Base Atk +1; CMB +0; CMD 12
Feats Selective Channeling
Traits Shadow Child, Successful Shirker
Skills Acrobatics +1, Climb -1, Escape Artist -1, Fly +1, Heal +7, Knowledge (Local) +1, Knowledge (Religion) +4, Linguistics +4, Perception +6, Ride -1, Spellcraft +4, Stealth +3, Swim -3
Languages Common, Dwarven, Halfling
SQ Aura (Ex), Channel Positive Energy 1d6 (5/day) (DC 13) (Su), Cleric (Separatist) Domain: Protection, Cleric (Separatist) Domain: Travel, Fearless, Spontaneous Casting
Combat Gear Armored Coat, Bolts, Crossbow (20), Buckler, Masterwork Light Crossbow, Dagger, Dagger, Rapier; Other Gear Backpack (8 @ 4.5 lbs), Case, map or scroll (9 @ 0 lbs), Charcoal Stick (3), Courtier's outfit, Ink (1 oz. vial, black), Inkpen, Parchment (sheet) (9), Pouch, belt (empty), Pouch, belt (empty), Shaving Kit, Soap, Bar (50 uses), Waterskin, Whetstone, Wrist sheath (1 @ 0.5 lbs), Wrist sheath (1 @ 0.5 lbs), Pipe, Tobacco
Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (5/day) (DC 13) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric (Separatist) Domain: Protection Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Cleric (Separatist) Domain: Travel Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Fearless +2 morale bonus vs Fear saves.
Resistant Touch (6/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute.
Selective Channeling Exclude targets from the area of your Channel Energy.
Shadow Child No 20% miss chance for attacks in dim lighting.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Successful Shirker You gain a +1 trait bonus on Stealth checks and a +3 trait bonus on Bluff and Diplomacy checks to avoid punishment by lawful authority.
Coran was born in Westcrown as a slave as was his family before him and theirs before him. They have been house slaves to one of the houses beholden to The Dioso Family. He grew up in the coin sector but that is not where he stayed once he was old enough to sneak out of the house and wander the city. For the most part he worked for this house, when he wasn't trying to hide from the overseer, so he could go exploring.
Coran was always sure to be back before nightfall for he knew if he was out late the shadow beasts would get him. His parents and the other house slaves hated covering for him they if he was caught there would be consequences for all. Their worry was for not before he was caught the family they worked for mysteriously disappeared none of the city guards knew what had happened and The Dioso House took this opportunity to claim all of the minor house had for themselves including the slaves. This was not what was meant for Coran he took this chance to get his freedom.
Coran used his knowledge of Westcrown to hide and earn some money as a guide learning the city and making the whole city his home. One night he decided to stay out beyond the curfew and see the shadow beasts this was not something he was looking forward to but if this city was going to be his home, he must. This proved to be a good and bad thing. Coran used his small size to hide in the shadows so he could observe the happening of the night. The creatures he saw drove chills down his spine. Then came the moment that changed Coran’s path from just city explorer to needed hunter. A group of 3 drunks had wandered from a local bar without Halorans this proved to be a huge mistake the Shadow beast tore the 3 men apart leaving nothing but stain on the streets. Coran decided that he needed to do something he grab a board and charged. As he charged he felt his body being pulled back and a hand on his shoulder.
“Come on Boy, let’s get you somewhere safe.” when Coran turned around to see a bald dwarf with a braided beard “Let’s get you to my Adel, you can stay there til morning.” the dwarf led him to his small barge which seemed to be loaded with wares from all over Westcrown and a sign on the outside “The Floating Chest”. The dwarf’s name was Gauner he used his Adel to travel all around Westcrown selling his wares. Gauner sold Coran his first suit of armor and sword and also help him figure out how to use it. As for Coran surviving in the city it was now up to him.