Jakardros Sovark

Tohall of Erastil's page

161 posts. Alias of Songdragon.


Race

AC: 23 (19 Flat-footed / 12 Touch) w/ shield +2 defensive fighting

Classes/Levels

Fort +5 , Ref +3, Will +9

Gender

HP 36 of 38

About Tohall of Erastil

Tohall of Erastil

Human, Cleric of Erastil 5
Neutral Good, Medium Humanoid (human)
Initiative +2; Senses Perception +5
Languages: Common, Sylvan

Hit Points: 38 (8(1st) +7(2nd) +8(3rd) +4(4th) +6 (5th) +5 con)

Armor Class: 19(21) = 10 +2 dex +7 armor (+2 shield)
Armor Class Touch: 12 = +10 +2 dex
Armor Class Flatfooted: 17 (19) = +10 +6 armor (+2 shield)

Fortitude: +5 = +4 class +1 con
Reflex: +3 = +1 class +2 dex
Will: +9 = +4 class +5 wis

Damage Reduction: none
Spell Resistance: none

----------------------- Ability Score -----------------------
Strength 12 (+1) 2 points
Dexterity 14 (+2) 5 points
Constitution 13 (+1) 3 points
Intelligence 10 (+2) 0 points
Wisdom 18 (+4) 10 points +2 racial +1 level 4 +2 headband
Charisma 14 (+2) 5 points

----------------------- Combat -----------------------
Speed 20 ft (30 ft base, medium load)

BAB: +3 = +3 class
CMB: +4 = +3 BAB +1 str
CMD: 16 = 10 +4 BAB +1 str +2 dex

Melee
Light mace (silver) +4 (1d6+1, bludgeoning, silver, /x2)
Sickle (cold iron) +4 (1d6+1, slashing, cold iron, /x2)

Ranged
Darkwood Composite Long Bow (Str +1) +6 (1d8+1, piercing, /x3)

Other Abilities

Channel Positive Energy (2d6, 7 times per day)

Predator’s Grace (+10 ft movement, low-light vision, 7 times per day)

Touch of Good (+1 bonus, 7 times per day)

Spells (Animal and Good Domains)
0-level (4; DC 15):
1st-level (3+1+1; DC 16)
2nd level (2+1+1; DC 17)
3rd level (1+1+1; Dc 18)

----------------------- Skills -----------------------
Skill points 20 = (+2 class +1 racial +1 favored class)

Skills Total Rank CS Ability ACP Misc

Appraise +2 = +0 rank +2 ability
Bluff +2 = +0 rank +2 ability
Climb -3 = +0 rank +1 ability -4 acp
Diplomacy +6 = +1 rank +3 cs +2 ability
Disguise +2 = +0 rank +2 ability
Escape Artist -2 = +0 rank +2 ability -4 acp
Fly -2 = +0 rank +2 ability -4 acp
Handle Animal +10 = +4 ranks +3 cs +2 ability +1 trait
Heal +12 = +4 ranks +3 cs +5 ability (+2 healing kit)
Intimidate +2 = +0 rank +2 ability
Knowledge (Nature) +6 = +3 rank +3 cs +0 ability
Knowledge (Religion) +6 = +3 rank +3 cs +0 ability
Linguistics +4 = +1 rank +3 cs +0 ability
Perception +5 = +0 rank +5 ability
Ride -2 = +0 rank +2 ability +4 acp
Sense Motive +5 = +0 rank +5 ability
Spellcraft +7 = +4 rank +0 ability +3 cs
Stealth -2 = +0 rank +2 ability -4 acp
Survival +10 = +1 rank +3 cs +5 ability +1 trait
Swim -3 = +0 rank +1 ability -4 acp

----------------------- Feats -----------------------
Selective Channeling: 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.

Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Extra Channel: Channel 2 more times per day

----------------------- Traits -----------------------
Savanna Child: You were born and raised among rolling plains or savannas. You spent much of your youth exploring these vast reaches and know many of the savanna's secrets. Handle Animal, you gain a +1 trait bonus on that skill, and it is always a class skill for you.

Poverty-Stricken: You grew up in the wild lands of the world. While not always having the luxuries of life, you and yours were able to get by with some basic farming and hunting game. You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.

----------------------- Racial Abilities -----------------------
• +2 to One Ability Score
• Medium
• Speed: Base 30 feet.
• Bonus feat at 1st level.
• Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
• Languages: Humans begin play speaking Common.

----------------------- Class Abilities -----------------------

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 deities.

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).
(Good: Moderate aura)

Spells:
0-level (DC 14) 4
1st-level (DC 15) 3 +1 +1
2nd level (DC 16) 2 +1 +1
3rd level (DC 17) 1 +1 +1

Channel Energy (Su): 3d6 (DC 14) 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. (7 times/day)

Domains:

~ [b Animal (Fur)[/b]: You treat Knowledge (nature) as a class skill.

Predator’s Grace (Su): You can, as a swift action, grant yourself a +10-foot bonus to your base speed for 1 round. This bonus increases by 5 feet for every 5 cleric levels you possess. In addition, you gain low-light vision for 1 round. If you already possess low-light vision, the range of your sight becomes three times that of a human in dim light for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Domain Spells: 1st- magic fang, 2nd - hold animal, 3rd - beast shape 1 (animals only), 4th - summon nature's ally IV (animals only), 5th - beast shape III (animals only), 6th - antilife shell, 7th - animal shapes, 8th - summon nature's ally VIII (animals only), 9th - shapechange.

~ Good: You have pledged your life and soul to goodness and purity.

Touch of Good (Sp): You 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 your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st – protection from evil, 2nd – align weapon (good only), 3rd - magic circle against evil, 4th - holy smite, 5th - dispel evil, 6th—blade barrier, 7th - holy word, 8th - holy aura, 9th - summon monster IX (good spell only).

----------------------- Equipment -----------------------
Starting gold 3000 gp

Coins 272 gp, 9 sp

darkwood composite longbow (Str +1) 1.5 - 530g
- - 40 arrows 6.0 - 1g
- - 20 blunt arrows 3.0 - 2g

light mace (silver) 4.0 - 25g
sickle (cold iron) 2.0 - 12g

breastplate (agile) 25.0 - 400g
darkwood heavy shield 5.0 - 257g

backpack 2.0 - 2g
belt pouch (2) 1.0 - 2g
spell component pouch 2.0 - 5g

explorer's outfit 0.0 - 0g
holy symbol (wooden) 0.0 - 1g
healer's kit (10 uses) 1.0 - 50g
- - anti-toxin (2) 0.0 - 100g
- - anti-plague (2) 0.0 - 100g
ioun torch 0.0 - 75g
waterskin 4.0 - 1g
rope (silk) 50ft 5.0 - 10g
chalk (10) 0.0 - 1 sp
flint and steel 0.0 - 1 gp
rations (4 days) 4.0 - 2 gp
holy water (4 vials) 4.0 - 100g

wand of cure light wounds (50 charges) 750g

scroll of ant haul (level 3) 75g
scroll of delay poison (level 3) 150g

chain mail +1
headband of wisdom +2

Current load: Medium (80.5)
Encumbrance:
50 lbs. or less/ 51–100 lbs. / 101–150 lbs.

----------------------- Description -----------------------

Race: Human
Gender: Male
Age: 24
Height: 5'9"
Weight: 156 lbs
Hair Color: short black hair
Eye Color: blue
Skin Color: well tanned complexion from being in the outdoors
Personality:

----------------------- Background -----------------------

Tohall grew up with his father Duren on a simple farm in a small village of Coppertree, some 10 miles from both the Sanos Forest and the Yondabakari River. Tohall’s mother passed a year or so after his birth to a wasting disease that passed through the villages. Farm life was simple and while not an especially good one, the young boy took the animals right away. He seemed to have a way with them that seemed to make both the animal and boy happy.

It was into young Tohall’s early years of puberty that Father Huss, a cleric and providing priest for some five villages in the area, started to take an interest in the boy. He seemed to sense something about Tohall, and was one t follow his instincts. Father Huss would often take the boy into the neighboring woods and surrounding hills and grasslands, showing the boy of nature. Teaching the boy to hunt and care for others.

It was deep into the winter when there was a knock at the Tohall’s home. It was a boy, not much older than him and a person he knew well from Coppertree. He had come seeking Tohall, his Father had an accident and needed help and Father Huss was too far away. Tohall grabbed up his meager supplies and left into the snowing darkness. Arriving at the home he was rushed before the great hearth, not only to warm him but where the injured man lay. He appeared to have troubles breathing and his chest area was covered with one large bruise. Tohall knew the situation was not good, and what little supplies and training he had would not help. Tohall had some roots and herbs boiled and had the injured father drink it to ease the pain unable to do little else. As the house settled in the long night Tohall prayed over while he slept knowing he would not make the morning. It was near the man’s end as Tohall placed a hand upon the man’s chest that there was a glow and feeling of power flowing through Tohall. Knowing little else he could do he continued his prayers. It was not long before the man seemed to be breathing a more normal pace and as the glowed died he looked to see that while not fully healed, something magical had happened that stopped the bleeding within. Come morning the family gathered and could see their father and husband alive still. Tohall was showed with praise and thanks. He went on to explain that much more healing would have to happen before he could return to his ways. Later in the week at the return of Father Huss the whole of Coppertree was talking of the young’s skill. Tohall told Father Huss what had happened and the elder man smiled and explained what had happened, and told of more he could teach the boy.

It was mid winter with a break in the weather so that Tohall could travel. He came across several farm animals that had been attacked by a pack a wolves. Investigating further he found that the pack was moving on, but found a small female wolf, half-starved. While not domesticating the beast he did befriend it and was able to restore the wolf to a healthy condition. He also managed to teach the beast a few tricks.

Years later found Tohall traveling with Father Huss to help those in need. He would help heal wounds, lend a hand in the fields or barns when asked and would even help hunt food for those not able to do so for themselves. Tohall had grown into a fine kindly young cleric of Erastil. As Father Huss grew older and made traveling harder for the elder cleric Tohall found himself wandering from village to village checking on those in their small communities and seeing to what needs he could provide.

It was early in the year when Tohall traveled up the small river to Swallow Brook that he came upon a strange find. Where there should be villagers and their family he found abandoned homes and farms. Animals roamed unattended. Investigating further he found only a few that had hidden themselves away from what nighttime terrors swept through the village. The story he heard from the few that remained were of dark cloaked figures coming in the night. Commanding foul creatures to capture all they could find. Those that resisted too much were killed and raised through dark magics to becoming one of the foul creatures. He gathered all he could find and took them to Coppertree and had the villagers there mount some sort of defense against what might come to them. Tohall ventured forth and found that two more villages had been attacked in the same way. Counseled by father Huss and supplied as well as he could be, he ventured forth to find those who were taken and hopefully bring back any that still lived.

----------------------- Animal Companion -----------------------

Only a Pet currently - outskirts of Diamond Point
Felan
Wolf (female)

N Medium animal
Init +2; Senses low-light vision, scent; Perception +8

Defense
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1

Offense
Speed 50 ft.
Melee bite +2 (1d6+1 plus trip)

Statistics
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent

Tricks:
Fighting: (Attack, Down, Stay)
Attack, Defend and Track