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Res Thannq's page

663 posts. Alias of Tordek Rumnaheim.




Cleric/6 {HP:49/49, AC 16 (11 touch)



About Res Thannq

Res Thannq
Male human cleric of Gorum 6
CG Medium humanoid (human)
Init +0; Senses Perception +5
AC 16, touch 11, flat-footed 16 (+5 armor, +1 deflection)
hp 49 (6d8+21)
Fort +7, Ref +2, Will +8
Speed 30 ft. (20 ft. in armor)
Melee +1 greatsword +5 (2d6+10/19-20) or
. . battle aspergillum +4 (1d6+6) or
. . dagger +4 (1d4+6/19-20) or
. . mwk greatsword +5 (2d6+9/19-20) or
. . silver greatsword +4 (2d6+8/19-20)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks channel positive energy 6/day (DC 17 [19 to damage undead], 3d6)
Domain Spell-Like Abilities (CL 6th; concentration +9)
. . 6/day—battle rage (+3), touch of glory (+6)
Cleric Spells Prepared (CL 6th; concentration +9)
. . 3rd—daylight, dispel magic, prayer, searing light[D]
. . 2nd—bless weapon[D], communal protection from evil[UC], lesser restoration, silence (DC 15), weapon of awe[APG] (DC 15)
. . 1st—bless, hide from undead (2, DC 14), protection from evil, shield of faith[D]
. . 0 (at will)—detect magic, detect poison, guidance, resistance
. . D Domain spell; Domains War (Blood subdomain), Glory
Str 14, Dex 10, Con 14, Int 12, Wis 16, Cha 16
Base Atk +4; CMB +4; CMD 17
Feats Furious Focus[APG], Power Attack, Selective Channeling, Toughness
Traits sacred conduit, suspicious
Skills Acrobatics -4 (-8 to jump), Appraise +5, Diplomacy +8, Heal +7, Intimidate +5, Knowledge (local) +2, Knowledge (planes) +5, Knowledge (religion) +10, Linguistics +5, Perception +5, Sense Motive +13, Spellcraft +7, Survival +4
Languages Common, Dwarven, Orc
Combat Gear scroll of calm emotions, scroll of delay poison, scroll of lesser restoration, scroll of remove blindness/deafness, scroll of remove disease, scroll of remove fear, scroll of speak with dead, scroll of speak with dead, wand of divine favor (23 charges); Other Gear scale mail, +1 greatsword, battle aspergillum[APG], crossbow bolts (20), dagger, light crossbow, mwk greatsword, silver greatsword, headband of alluring charisma +2, ring of protection +1, backpack, bedroll, belt pouch, chalk (2), crowbar, hemp rope (50 ft.), mirror, silver holy symbol of Gorum, sunrod (2), trail rations (5), whetstone, 66 gp, 6 sp, 9 cp
Tracked Resources
Battle Rage +3 (6/day) (Sp) - 0/6
Cleric Channel Positive Energy 3d6 (6/day, DC 17) (Su) - 0/6
Crossbow bolts - 0/20
Dagger - 0/1
Sunrod - 0/2
Touch of Glory +6 (6/day) (Sp) - 0/6
Trail rations - 0/5
Wand of divine favor (23 charges) - 0/23
Special Abilities
Battle Rage +3 (6/day) (Sp) Touch ally to grant +3 to a melee dam for 1 rd.
Cleric Channel Positive Energy 3d6 (6/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Blood)
Cleric Domain (Glory) Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Selective Channeling Exclude targets from the area of your Channel Energy.
Touch of Glory +6 (6/day) (Sp) Grant +6 to a CHA-based skill or ability check.
Born in Lastwall, Res Thannq is the son of a crusader from Nirmathas and a mother from Varisia. Unfortunately, His mother died during his birth and it took the healing energy from an attending Gorum cleric to help Res survive his birth. Res grew up under the tutelage of his father and the Gorum cleric and was destined to continue his family's tradition of protecting Lastwall from the return of the Whispering Tyrant. However, when he turned 18, he learned that the cleric had selectively channeled his healing energy to save Res, but not his mother, in order to raise a hardened battle cleric untouched by a mother's influence. Unknown to Res's father or the cleric, a spark of his mother's goodness infused itself within Res and thus he instinctly prefers to help good people against evil.

At the discovery, of the treachery that occurred during his birth, Res became disillusioned with his father's plans, and left Lastwall to pursue his own destiny.

Given, Res's skill with the greatsword, and the bloody trail of defeated evil beings left in his wake, Gorum has chosen to overlook the bouts of goodness that Res often manifests.

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