Verrin Tieruk

Theron the Absolver's page

110 posts. Alias of BinkyBo.


Race

Male Human healer NPC

About Theron the Absolver

theron aster
Male human (Taldan) cleric (varisian pilgrim) of Erastil 2 (Pathfinder Campaign Setting: Inner Sea Magic)
NG Medium humanoid (human)
Init +2; Senses Perception +3
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
hp 17 (2d8+4)
Fort +4, Ref +2, Will +6
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Offense
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Speed 30 ft.
Ranged longbow +3 (1d8/x3)
Special Attacks caravan bond, channel positive energy 4/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 2nd; concentration +5)
. . 6/day‚ calming touch (1d6+2)
Cleric (Varisian Pilgrim) Spells Prepared (CL 2nd; concentration +5)
. . 1st‚abundant ammunition[UC], bless[D], sanctuary (DC 14), unbreakable heart[ISWG]
. . 0 (at will)‚ create water, light, mending, stabilize
. . D Domain spell; Domains Community, Illumination inquisition
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Statistics
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Str 10, Dex 14, Con 12, Int 11, Wis 16, Cha 12
Base Atk +1; CMB +1; CMD 14
Feats Dodge, Point-blank Shot
Skills Craft (bows) +3, Heal +8, Knowledge (nature) +1, Sense Motive +7
Languages Common
SQ illuminating touch
Combat Gear wand of cure light wounds; Other Gear leaf armor, longbow, 75 gp
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Special Abilities
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Calming Touch (1d6+2 nonlethal damage, 6/day) (Sp) Heal 1d6+2 nonlethal damage and cure conditions by touch.
Caravan Bond (5 companions) (Su) After a minute of group prayer, may use a domain-granted power on up to 5 travelling companions within 30 feet.
Cleric (Varisian Pilgrim) Domain (Community) Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Cleric (Varisian Pilgrim) Domain (Illumination Inquisition) Deities: Desna, Erastil, Irori, Sarenrae.

Cleric Channel Positive Energy 1d6 (4/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Illuminating Touch +1 (6/day) (Sp) Touch gives bon on 1 will save/know (religion)/perception/sense motive check.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Gear Leather Armor, Masterwork Longbow, 20 arrows, Holy Symbol,
Adventurer's sash
- soap
- razor
- wineskin
Backpack
- tinderbox
- trail rations (4)
- Healer's kit (8 uses)
- Fletching kit

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Topper the Red Minstrel
Male human (Taldan) adept 1/bard (demagogue) 4/rogue 1 (Pathfinder RPG Ultimate Magic 26)
CN Medium humanoid (human)
Init +2; Senses Perception +6
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 39 (6 HD; 1d6+5d8+10)
Fort +2, Ref +8, Will +7; +4 vs. bardic performance, language-dependent, and sonic, +2 morale bonus vs. mind-affecting effects
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Offense
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Speed 30 ft.
Melee +1 scorpion whip (aa) +5 (1d4+2) or
. . mwk punching dagger +5 (1d4+1/√ó3)
Special Attacks bardic performance 13 rounds/day (countersong, distraction, fascinate [DC 15], inspire competence +2), sneak attack +1d6
Bard (Demagogue) Spells Known (CL 4th; concentration +7)
. . 2nd (2/day)—heroism, tactical acumen[UC]
. . 1st (4/day)—alarm, chord of shards[UM] (DC 14), cure light wounds, feather step[APG] (DC 14)
. . 0 (at will)—dancing lights, detect magic, know direction, lullaby (DC 13), spark[APG] (DC 13), summon instrument
Adept Spells Prepared (CL 1st; concentration +2)
. . 1st—comprehend languages, cure light wounds
. . 0 (at will)—mending, purify food and drink (DC 11), touch of fatigue (DC 11)
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Statistics
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Str 12, Dex 15, Con 12, Int 12, Wis 12, Cha 16
Base Atk +3; CMB +5; CMD 16 (16 vs. grapple)
Feats Agile Maneuvers, Catch Off-guard, Free Spirit[ISWG], Spellsong[UM]
Traits dirty fighter, stage magic
Skills Acrobatics +6, Appraise +8, Climb +5, Craft (alchemy) +6, Diplomacy +7, Disable Device +4, Disguise +8, Escape Artist +5 (+7 to escape a grapple or bonds), Handle Animal +7, Heal +5, Knowledge () +7, Knowledge (arcana) +7, Knowledge (local) +10, Linguistics +5, Perception +6, Perform (comedy) +10, Perform (oratory) +8, Perform (string instruments) +7, Ride +2, Sense Motive +6, Sleight of Hand +5, Spellcraft +6, Stealth +6, Survival +6, Swim +5, Use Magic Device +7
Languages Auran, Common, Sylvan
SQ bardic knowledge +2, famous, trapfinding +1, versatile performance (comedy)
Other Gear mwk lamellar (leather) armor, +1 scorpion whip (aa), mwk punching dagger, 150 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action, 13 rounds/day) Your performances can create magical effects.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Dirty Fighter +1 damage when flanking.
Famous +1 (Greenbelt) With natives of selected region gain bonus to Bluff & Intimidate.
Free Spirit +2 bonus on saves vs. mind-affecting and on escape attempts
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spellsong Combine spellcasting and bardic performance
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Versatile Performance (Comedy) +10 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks

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NG Inquisitor of Korada
Init: +6; Senses: Perception +8
Age:52, Height/Weight:5'10"/165 lbs

Str 11
Dex 16
Con 12
Int 12
Wis 16
Cha 10

AC :16, touch 13, flat-footed 13. . (+3 armor, +3 Dex)
hp:14
BAB:+1, CMB:+1, CMD: 14
Fort:+4, Ref:+3, Will:+6
Spd: 30 ft.

languages: Common, Celestial
Current Wealth:gp sp cp

Melee
>Unarmed Strike +1 (1d3+1/20/x2)
Ranged
>Mwk Light Crossbow +5 (1d8/19-20/x2)
[5'-30'(+6/+1dam) / 35'-80'(+5) / 85'-160'(+3))

Feats Point Blank Shot: +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Reload: Crossbow, Light: Reload as free action.

Traits Caretaker: +1 on Heal checks
Stoic Optimism: You receive a +2 trait bonus on saving throws vs fear effects.

SKILLS:

+2 Acrobatics (+3/-1ACP)
+3 Climb 1 rank(+3/-1ACP)
+4 Diplomacy 1 rank(+3)
+2 Escape Artist (+3/-1ACP)
+9 Heal 2 rank(+3/+3/+1)
+6 Intimidate 2 rank(+3/+1)
+5 Knowledge (planes) 1 rank(+3/+1)
+5 Knowledge (religion) 1 rank(+3/+1)
+8 Perception 2 rank(+3/+3)
+2 Ride (+3/-1ACP)
+8 Sense Motive 1 rank(+3/+3/+1)
+4 Stealth 1 rank(+3/-1ACP)
+8 Survival 2 rank(+3/+3)
+4 Swim 1 rank(+3/-1ACP)

Magic(CL 2, +1 melee touch, +4 ranged touch):
1 (3/day) Command (DC 14), Cure Light Wounds (DC 14), Persuasive Goad (DC 14) (3/3 1st level remaining)
0 (at will) Stabilize, Detect Magic, Guidance, Light, Create Water, Detect Poison, Sift

SPECIAL ABILITIES:

Track +1 +1 to survival checks to track.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Eat Sin 1d8+1 (Sp) 1 min, eat sins of adjacent corpse to heal self. Rush as full rd for half benefit.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.
Judgment (1/day) (Su)
  • Judgment of Sacred Destruction +1 (Su) Weapon Damage bonus.
  • Judgment of Sacred Healing 1 (Su) Fast Healing
  • Judgment of Sacred Justice +1 (Su) Attack bonus
  • Judgment of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
  • Judgment of Sacred Protection +1 (Su) AC bonus
  • Judgment of Sacred Purity +1 (Su) Save bonus
  • Judgment of Sacred Resiliency 1: Magic (Su) DR/magic
  • Judgment of Sacred Resistance 2: Cold (Su) Energy Resistances
  • Judgment of Sacred Smiting (Magic) (Su) DR bypass


Gear:
combat gear(41Lbs.)
Quiver - 16 bolts
Symbol of Korada
Masterwork Light Crossbow
Rosewood plated leather armor
>(wooden armor+3AC/+3MaxDex/–1ACPenalty/25 lbs.)

Adventurer's sash(17Lbs.) move action to release
- tinderbox
- soap
- trail rations (4)
- razor
- wineskin
- leeching kit+2 circumstance bonus on Heal checks to treat poison

BACKGROUND:

Theron's calling drove his family apart years ago .. they did not understand and therefore did not support him. The gods he followed were not the gods they grew up on - or their neighbors. Theron became increasingly .. eccentric, and his faith did not waiver when his wife and children left. He felt weightless, his spirit soared to the heavens.
For years he lived the life of a wandering ascetic until he found his gift. He found he was able to heal by sheer force of will. This will rose from his faith in the gifts he had unlocked in himself - through the guidance of Korada.
He decided he needed to share the exciting news with his family. They needed to know it was all worth it.

After months of searching he tracked them down to Korvosa. His jubilance was dampened with the news of his wife's Lillia's death .. and he discovered his daughter Jincy was barely hanging on .. her mind and body ravaged by drugs. He felt the yoke of guilt try to pull him down. Had his actions led them to this .. He was determined to take control. He would not let Jincy out of his sight, physically held her down at times. He was certain, if she is my daughter she will beat this.

First he discovered the limits of his power. He needed to rest in order to replenish, but he could not risk his daughter slipping away. She was in agony and too weak to fight. He had underestimated the toll withdrawal would take on her. As he held his dying daughter he could feel her pain rush into him .. and tranquility to her. The turmoil absorbed was difficult to control .. the rage - an intangible chaos of life force.
Shutting out the voice in his head telling him what the rush meant, he combed the streets from shack to alley. With every lowlife he compelled to speak, he came closer to the center of the operation. Although he ended the life of the crimelord he saw as ultimately responsible, evil grew faster than he could end it.

Theron has been in Korvosa now for a little less than six months. His wife and daughter had been living here 3 years of his decade long vision quest. He got knocked around pretty good early in the naive beginnings of his investigation. Since then he has been more cautious.
He had a retired watch member advising him for a while, but he was scared off. He has heard of others crossing paths with informants, and he has considered approaching them. However, reluctance to come out of the shadows has kept him reaching out.

APPEARANCE:

Theron looks a bit old and weathered for his age. White willful locks keep him from being completely nondescript, as does his constant pained expression - his palette of moods all contain at least a touch of maudlin martyr.
He wears an off-white cotton cloak clasped over a bizarre outfit of fired and lacquered rosewood plates fitted onto leather straps. He wears a slim backpack in which he stows his crossbow and bolts... slung over one shoulder is a sash-like satchel. Words in celestial are burned into the wood over his chest that read "I will carry no pride .. I will carry no shame"

[ooc][b]Round #[/b]
AC 16, touch 13, flat-footed 13
HP 14/14
Fort +4 Ref +3 Will +6
Effects:*
* action:[/ooc]