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Armistril

Thalas Lebarath's page

358 posts. Alias of Macharius.


Race

Per +5, Low-Light Vision | HP 33/33 | AC 20, Touch 11, Flat 19 | F +4, R +2, W +10

Age

Male Wood Elf Cleric 5

Alignment

NG

Deity

Labelas Enorath

Languages

Common, Elven

Strength 14
Dexterity 12
Constitution 10
Intelligence 7
Wisdom 17
Charisma 14

About Thalas Lebarath

Combat Info:

Init +1; Senses Low-Light Vision; Perception +5

Defense

hp 33 (5d8+Favored Class)
CMD 16
AC 20, touch 11, flat-footed 19 (+7 armor, +2 shield, +1 Dex)
Fort +4, Ref +2, Will +10; +2 vs. enchantments
Immune sleep; Resist Elven Immunities

Offense

Speed 20 ft.
Base Atk +3; CMB +5;
Melee

  • Heavy Shield Bash +1 (1d4+2/x2)
  • Masterwork Cold Iron Bastard sword +6 (1d10+2/19-20/x2)
  • Masterwork Silver Heavy mace +6 (1d8+2/x2)

    Ranged

  • Masterwork Composite shortbow (Str +1) +5 (1d6+1/x3)

    Special Attacks

  • Battle Rage (6/day)

    Spell-Like Abilities

  • Battle Rage (6/day)
  • Channel Positive Energy (3d6) (5/day) DC 14
  • Lore Keeper (At will)

    Cleric Spells Prepared (CL 5, 5 melee touch, 4 ranged touch):
    3 (3/day) D-Speak with Dead, Dispel Magic
    2 (4/day) D-Spiritual Weapons, Bull's Strength, Bull's Strength
    1 (5/day) D-Magic Weapon, Bless, Divine Favor, Protection From Evil, Protection From Evil
    0 (at will) Create Water, Detect Magic, Guidance, Light

    Wand of Summon Monster II, 25 charges

  • Feats:

    1-Elven Caster
    3-Selective Channeling
    B-Touched by Labelas Enorath
    5-Improved Initiative

    Elven Caster: You receive +1 to DC of all spells you cast (arcane and divine) and +1 to all rolls to overcome magic resistance. This feat may only be taken at level one.

    Selective Channeling: Exclude targets from the area of your Channel Energy.

    Touched by Labelas Enoreth: Your exisitence is the result of intervention by the Elven god of time. You have an occasional indication of Labelas' feelings about a particular situation or person as if he were there. You gain +3 to all Will Saves.

    Improved Initiative: You gain a +4 feat bonus to Initiative checks.

    Skills:
    • Acrobatics -3 (+1 Dex, -4 ACP)
    • *Appraise -2 (-2 Int)
    • Bluff +2 (+2 Cha)
    • Climb -2 (+2 Str, -4 ACP)
    • *Diplomacy +2 (+2 Cha)
    • Disguise +2 (+2 Cha)
    • Escape Artist -3 (+1 Dex, -4 ACP)
    • Fly -3 (+1 Dex, -4 ACP)
    • *Heal +3 (+3 Wis)
    • Intimidate +2 (+2 Cha)
    • *Knowledge (history) +6 (5 ranks, -2 Int, +3 CS)
    • Perception +3 (+3 Wis)
    • Perform +2 (+2 Cha)
    • Ride -3 (+1 Dex, -4 ACP)
    • *Sense Motive +3 (+3 Wis)
    • *Spellcraft (untrained) -2 (-2 Int)
    • Stealth -3 (+1 Dex, -4 ACP)
    • Survival +3 (+3 Wis)
    • Swim -2 (+2 Str, -4 ACP)
      *Class Skill

    Equipment:

    Combat Gear
    • +1 Breastplate (ACP -3)
    • Masterwork Cold Iron Sword, Bastard
    • Masterwork Shield, Heavy Wooden (ACP -1)
    • Masterwork Shortbow, Composite (Str +1)
    • Masterwork Silver Mace, Heavy

    Other Gear

    • Backpack
    • Bedroll
    • Flint and steel
    • Holy symbol, silver: Labelas Enoreth
    • Pouch, belt
    • Soap (1 lb)
    • Spell component pouch
    • Waterskin
    • Whetstone

    GP: 528gp 9sp 14cp

    Tracked Resources:

    Battle Rage (6/day) (Sp) - 0/6
    Cleric Channel Positive Energy 2d6 (5/day) (DC 13) (Su) - 0/5
    Potion of Cure Light Wounds - 0/1 Consumable!
    Potion of Cure Light Wounds - 0/1 Consumable!
    Potion of Delay Poison - 0/1 Consumable!
    Scroll: Bless - 0/1 Consumable! (D)
    Scroll: Bull's Strength - 0/1 Consumable! (AD)
    Scroll: Cat's Grace - 0/1 Consumable! (AD)
    Scroll: Cause Fear - 0/1 Consumable! (AD)
    Scroll: Darkness - 0/1 Consumable! (AD)
    Scroll: Darkvision - 0/1 Consumable! (AD)

    Class Features:

    Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

    Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

    Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.

    To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

    Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

    Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

    Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

    A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

    Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

    Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

    Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

    In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.

    Knowledge Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

    War Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.

    Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

    Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

    Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

    Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

    Racial Traits:

    –2 Constitution, +2 Dexterity, +2 Strength: Wood Elves are nimble and strong, but their form is frail.

    Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

    Normal Speed: Elves have a base speed of 30 feet.

    Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.

    Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

    Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

    Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

    Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

    Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

    Background:
    Thalas, being a follower of Labelas Enorath, was meditating in an isolated mountain glade in the time of Elven dominion. Labelas, foreseeing the coming tragedy of the Elven people, turned him into a statue to await the time when he would be needed to aid and guide his people out of the nadir to which they had fallen.

    When Thalas was restored to life, he was visited by Labelas himself and informed of his purpose: to await the coming of a group of his people and, with them, bring Elven-kind to a new age of prosperity.

    Seeking out the last home of the Elves, he spoke long with Lady Ciedrel before departing again. In the several years since, he has made his home among the poor and down-trodden of humankind, training and practicing with arms and armor for the day he would be called upon to take them up in restoration of Elven honor.

    Personality-wise, he's just "a guy" who felt called to Labelas. He's more of a quiet faithfulness than a public evangelist, and wise in the (former) ways of his people.


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