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Friendly Fighter

Ethan Sower's page

458 posts. Alias of Cuchulainn.

Full Name

Ethan Sower




Cleric of Erastil 3 l AC 17 T 12 FF 15 l HP 19/21 l F +3 R +3 W +6 l Init +2 l Perc +8




Medium, (6' 3", 175 lbs.)



Special Abilities

See below


Lawful Good




Common, Sylvan



Strength 12
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 16
Charisma 14

About Ethan Sower

AC: 17 (15 flat-footed, 12 touch)

HP: 21 (8 base, 10 levels, +0 con, +3 favored class)
current hp: 19

Initiative: +2 (Dex)

Speed: 20 ft. (30' without armored coat)

Base Attack Bonus (BAB): +2

Combat Maneuver Bonus (CMB): +3
Combat Maneuver Defense (CMD): 14

Fort: +3 (+3 base, +0 Con)
Ref: +3 (+1 base, +2 Dex)
Will: +6 (+3 base, +3 Wis)

Description: Ethan is a tall, handsome man, with shoulder-length brown hair and a closely-trimmed beard (just a bit more than stubble). His eyes are chestnut brown, and his skin has a light olive complexion. His warm, gentle smile is his most commonly worn expression, and he carries himself with a confidence devoid of arrogant swagger.


It was tradition in Ethan's community that at the age of fourteen, a boy was given the opportunity to apprentince with a master craftsman. When he came of age, Ethan was one of the cleverest and most nimble of his age. The blacksmith, the cooper, the bowyer, and the butcher; all of them wanted Ethan for an apprentice. Unfortunately Ethan, despite his many gifts and talents, was also one of the laziest of his age.

Perhaps lazy wasn't exactly the right word. Ethan was a hopeless daydreamer. He would spend most of his days shirking his chores in favor of imagined adventures to far-away lands. On the day apprentices from his age were to be selected, Ethan was not at the gathering. Instead, he was wandering in the nearby wood, shouting battle cries and thumping ogrish trees and gobliny shrubs. It was about that time that he ran into a disheveled old man with a longbow.

The Old Man berated him about making so much noise and scaring off all the game. He then asked Ethan his name, where he was from, and what he was doing wandering around the woods making such a ruckus. Ethan answered the Old Man, and before he knew it, he was drawn into a deep, philosophical discussion about life, death, good, evil, sin and virtue. Ethan found the discussion engrossing, and he spent the rest of the day asking questions, arguing answers and sharing insights with the man.

It happened that the Old Man was Delbyr Roan, a priest of Erastil. He found Ethan to be possessed of a sharp mind, and decided as they walked back to Ethan's home to offer the boy an apprenticeship as a priest. Ethan was unsure. He told Delbyr he would try it for a while, but he wasn't sure that the life of a priest was for him.

The apprenticeship went on for ten years. In that time, Ethan learned philosophy, theology, the power of prayer, and the power of the longbow.

As his apprenticeship came to its conclusion, Ethan realized that the knowledge he had gained was only useful if it was shared with others. He decided that he needed to spread Erastil's message to as many people and places as had need of it. He reasoned that his first test should be somewhere where sin and virtue frequently collided.


Missionary: +1 trait bonus to Knowledge (religion), and it is always a class skill. Choose 3 spells from your list. These are cast at +1 CL.

Patient Optimist: +2 diplomacy checks vs. Hostile and Unfriendly targets. A failed check my be retried once.


Armored Coat (+4 AC, +3 Max Dex, -2 ACP, 20 feet, 20 lbs.) 50 gp.

Buckler (+1 AC, -1 ACP) 5 gp, 5 lbs.


Longbow, 3 lbs. (Attack: +4 (or +5 if 30' or less), Damage: 1d8, (or 1d8+1 if 30' or less), Crit: x3, Range: 100 ft., Type: P. *no penalty for firing into melee*) 75 gp

Quiver of arrows, 3 lbs.: 13 1 gp

Darkwood Club, 1.5 lbs. (Attack: +3, Damage: 1d6+1, Crit: x2, Range: 10 ft., Type: B) 30 gp

Dagger, 1 lb. attack: +2, Damage: 1d4+1, Crit: 19-20 x2, Range: 10 ft., Type: P or S)


Wooden Holy Symbol of Erastil, 1 gp
Traveler's outfit, 5 lbs.
Backpack, 2 gp, 2 lbs.
Cleric's Vestments (in pack), 5 gp, 6 lbs.
Parables of Erastil, 1 lb.
Bedroll, 5 lbs.
Belt pouch, .5 lb.
Flint and Steel
2 days' trail rations, 2 lbs.
Waterskin, 4 lbs.
Manacles, 2 lbs.
Wand of cure light wounds (42 charges)

Money: Gold: 18 Silver: 2 Copper: 5

Weight carried: 68 lbs.
(Light Load: <44 lbs., Medium load: 44-86 lbs., Heavy Load: 87-130 lbs.)

Spells per Day: 0-level: 4 1st level: 3 (+1 domain) 2nd level: 2 (+1 domain)

Domains: Community and Good

Spells Prepared:

Create Water
Detect Magic

1st level:
Magic Weapon
Bless (+1 trait bonus to CL).
Sanctuary (+1 trait bonus to CL)

1st level Domain Spell:
Protection from Evil (+1 trait bonus to CL)

2nd level:
Zone of Truth
Resist Energy

2nd level Domain Spell:
align weapon

Class Abilities:

Channel Energy (su): 30' radius burst of positive energy. May be used to harm undead, or heal living creatures. 2d6 (damage or healing), 5/day. DC 13 Will save for half damage.

Spontaneous Casting: Ethan may convert a prepared spell into a healing spell of the same level.

Alignment Casting: Ethan cannot cast a spell with a "Chaotic" or "Evil" descriptor.

Domain Powers:

Community Domain: Calming Touch: Ethan can touch a creature as a standard action and heal it of (1d6 +1 pt./level) points of non-lethal damage. The touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions) - 5/day.

Good Domain: Touch of Good: Ethan can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half his cleric level (minimum 1) for 1 round - 5/day.


Point Blank Shot: +1 to attack and damage on targets within 30'.

Precise Shot: no penalty for firing into melee

Selective Channeling: You can choose whom to affect when you channel energy.
Prerequisite: Cha 13, channel energy class feature.
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.


Diplomacy (cha): +8 / +10 (3 ranks, +3 class skill, +2 Charisma, +2 trait -if unfriendly or hostile-)

Knowledge: Religion (int): +6 (2 ranks, +3 class skill, +1 Intelligence, +1 trait

Sense Motive (wis): +8 (2 ranks, +3 class skill, +3 Wisdom)

Perception (wis): +8 (2 ranks, +3 class skill, +3 Wisdom)

Party Treasure

EXPERIENCE POINTS: / for 4th level

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