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Cayden Cailean

Thomdril's page

170 posts. Alias of Eben al'Jol.


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Full Name

Thomdril "Thom"

Race

Human

Classes/Levels

Avenger 1

Gender

Male

Age

19

Alignment

CG

Deity

Gorum

Languages

Common, Draconic

Occupation

Farmboy

Strength 14
Dexterity 16
Constitution 13
Intelligence 10
Wisdom 16
Charisma 8

About Thomdril

Avenger's Censure: Censure of Pursuit
Background: Occupation - Farmer (+2 to Endurance), Occupation - Scholar

XP673

Pathfinder Stats (for Limbo) - Human Inquisitor 2:
STATISTICS
hp 21/21
Str 18, Dex 14, Con 14, Int 10, Wis 14, Cha 8
Init +8
Speed 20

DEFENSE
AC 18, touch 12, flat-footed 16
CMD 16
Fort +5, Ref +2, Will +5
Defensive Abilities Immune

OFFENSE
Base Atk +1; CMB +5
Melee
mw Greatsword +6 (2d6 + 6 19-20/x20)
Ranged
Special Attacks

Feats Improved Initiative, Toughness

Skills (armor check penalty = -4)
Climb +8*, Heal +7, Knowledge (religion +4), Perception +7, Sense Motive +8, Stealth +7*, Survival +7 (track +8), Swim +8*

SQ
Destruction Domain
Judgement 1/1
Monster Lore - Add Wisdom Modifier to all Monster check rolls.
Stern Gaze - morale bonus equal to 1/2 level (min. 1) to all Intimidate & Sense Motive.
Cunning Initiative - Add Wisdom Modifier to all Initiative rolls.
Detect Alignment - At will
Track

Combat Gear Breastplate, mw Greatsword of Gorum, dagger x2, Holy Symbol of Gorum, Dusty work clothes

Spells
Orisons DC 12
Acid Splash
Detect Poison
Disrupt Undead
Light
Read Magic

Level 1 DC 13 - (2/3)
Divine Favor
Cure Light Wounds
Protection from Evil

Physical Description & Mannerisms
Thom is a tall, lean, plain looking young man. His gray eyes are set in a undistinguished face topped by a shock of unruly black hair. An ugly, crooked line of a scar mars the right side of his face, beginning an inch above his dark scalp line and continuing to the edge of his jaw, just missing the corner of both his eye and mouth... making it difficult for many people to look at him directly. His step is quick, and he moves with a natural ease that speaks of inborn athleticism.

Generally a quiet individual, he tends to avoid the limelight and believes that actions are what defines a person. Despite his quiet nature, he can be quite passionate when it comes to certain topics… mostly those touching on standing for what's right in the world.

Background & Motivation:

Thom grew up in a rural Temple of Iomedae near the border between Rostland and the Galt. His only memories of his family are dim memories from early childhood, before his family lost their lives to a feud between two rival criminal outfits. Though the priesthood at the temple did a good job of raising Thom, he grew up a child unable to control his often violent anger, like so many children who witness loss and violence at an early age. He tended to be quiet and reserved to outsiders, but he had a thirst for knowledge - a thirst the priests sought to use to bring him into the priesthood. As he grew, however, he could not shake his rage at the world. And the more he grew to learn about the intended roles of the different religions and deities, the more he came to lose faith in Iomedae's ability to make the necessary difference in such a violent and broken world. Their strictly regimented and diplomatic approach to peace and world improvement was incapable of saving the lives of the innocent who were in immediate, dire danger. Meanwhile, he was brought face to face on a regular basis with the ravages and pain inflicted in the lands to the south of him, as refugees constantly fled from both the Stolen Lands and Galt. He sought to motivate the priesthood to move to take stronger acts, but after constantly being rebuffed for his radical ideas, he decided the Church of Iomedae and their strict tenets would never be the agent of change that people needed, and he struck a deal with Gorum. He would be Gorum's hand in the world if Gorum would give him the strength to strike down those who preyed upon others, and he took up the great sword of the Iron Deity. It is more than coincidence in Thom's mind that Brevoy wants to send a team in to tame the wilds in the Stolen Lands at the precise time that he made this deal with Gorum.

Willing (and often eager) to use bullies' own tactics against them, Thom is excited to create a society where common people can feel safe and free to live their lives without fear.

=========================

HP 27/27 Surges: 8/8 Surge Value: 6

Action Points 1/1

DEFENSESAC: 18 Fort: 14 Reflex: 15 Will: 15

SKILLS
Acrobatics +3
Arcana
Athletics +7
Bluff -1
Diplomacy -1
Dungeoneering +3
Endurance +3
Heal +8
History
Insight +3
Intimidate -1
Nature +3
Perception +8
Religion +5
Stealth +8
Streetwise -1
Thievery +3

FEATS:
Human: Unarmored Agility
Level 1: Initiate of the Faith

At Will:

Radiant Vengeance
Keywords: Divine, Implement, Radiant
ACtion: Standard
Range: Range 10
Target: One Creature
Attack: Wis (+3) vs. Reflex
Hit: 1d8 + Wisdom Modifier (+3) radiant damage, and you gain temporary hit points equal to your Wisdom modifier (+3).
Level 21: 2d8 + Wisdom Modifier (+3) damage.

Unarmed: +3 attack, 1d8 + 3 damage

Bond of Pursuit
Keywords: Divine, Weapon
ACtion: Standard
Range: Melee Weapon
Target: One Creature
Attack: Wis (+6) vs. AC
Hit: 1(W) + Wisdom Modifier (+3) damage. If the target doesn't end its next turn adjacent to you, you can shift a number of squares equal to 1 + your Dexterity modifier (+3) as a free action, and you must end that shift closer to the target.
Level 21: 2(W) + Wisdom modifier (+3) damage.

Greatsword: +6 attack, 1d10 + 3 damage

Overwhelming Strike
Keywords: Divine, Weapon
ACtion: Standard
Range: Melee Weapon
Target: One Creature
Attack: Wis (+6) vs. AC
Hit: 1(W) + Wisdom Modifier (+3) damage. You shift 1 square and slide the target 1 square into the space you occupied.
Level 21: 2(W) + Wisdom Modifier (+3) damage.

Greatsword: +6 attack, 1d10 + 3 damage

Encounter:

Oath of Enmity
Keywords: Divine
ACtion: Minor
Range: Close Burst 10
Target: One enemy you can see in burst
Effect: When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point you regain the use of this power. If another effect lets you roll twice and use the higher result when making an attack roll, this power has no effect on that attack. If an effect forces you to roll twice and use the lower result when making an attack roll, this power has no effect on that attack, either. If an effect lets you reroll an attack roll and you rolled twice because of this power, you reroll both dice.

Abjure Undead
Keywords: Divine, Implement, Radiant
ACtion: Standard
Range: Close burst 5
Target: One undead creature in burst
Attack: Wis (+3) vs. Will
Channel Divinity: You can use only one channel divinity power per encounter
Hit: 3d10 + Wisdom Modifier (+3) radiant damage, and you pull the target a number of squares equal to 1 + your Wisdom modifier (+4). The target is also immobilized until the end of your next turn.
Lvl 5: 4d10 + Wisdom Modifier (+3) damage
Lvl 11: 5d10 + Wisdom Modifier (+3) damage
Lvl 15: 6d10 + Wisdom Modifier (+3) damage
Lvl 21: 7d10 + Wisdom Modifier (+3) damage
Lvl 25: 8d10 + Wisdom Modifier (+3) damage
Miss: Half damage and you pull the target 1 square.

Unarmed: +3 attack, 3d10+3 damage.

Divine Guidance
Keywords: Divine
ACtion: Immediate Interrupt
Range: Close burst 10
Target: The triggering ally
Channel Divinity: You can use only one channel divinity power per encounter.
Trigger: An ally within 10 squares of you makes an attack roll against your oath of enmity target.
Effect: The target makes a second attack roll and usees either result.

Whirlwind Charge
Keywords: Divine, Weapon
ACtion: Standard
Range: Melee Weapon
Target: One Creature
Attack: Wis (+6) vs. AC
Hit: 2(W) + Wisdom Modifier (+3) damage.
Special: When charging, you can use this power in place of a melee basic attack.If you charge, you gain a +4 bonus to AC against opportunity attacks you provoke while moving to the target.

Greatsword: +6 attack, 2d10 + 3 damage

Second Wind
ACtion: Standard
Target: Personal
Effect: You spend a healing surge and regain 6 hit points. You gain a +2 to all defensese until the start of your next turn.

Daily:

Aspect of Might
Keywords: Divine, Weapon
ACtion: Standard
Range: Melee Weapon
Target: One Creature
Attack: Wis (+6) vs. AC
Hit: 3(W) + Wisdom Modifier (+3) damage.
Miss: Half damage
Effect: Until the end of the encounter, you gain a +5 power bonus to Athletics checks, a +2 power bonus to speed, and a +2 power bonus to all the damage rolls of melee attacks.

Greatsword: +6 attack, 3d10 + 3 damage

Healing Word
Keywords: Divine, Weapon
ACtion: Minor
Range: See below (?)
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6 hit points. Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.

===========
ITEMS - 17g
Simple Farmer's Clothing
Greatsword
Adventurer's Kit

contents:
Backpack (worn)
Bedroll (pack)
Belt pouch (worn)
Flint and steel (pouch)
Hemp rope (50 ft; pack)
Sunrods (2; pouch)
Trail rations (10 days; pack)
Waterskin (pouch)



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