Jozan

Becton of Pelor's page

218 posts. Alias of Alex Martin.


Full Name

Becton Graylor, Servant of Pelor

Race

Human

Classes/Levels

Cleric 4

Gender

Male

Size

6' 1"

Age

22

Alignment

Neutral Good

Deity

Pelor

Location

Southern Keoland - Viscounty of Salinmoor

Languages

Common

Occupation

Healer; Itinerant Priest

Strength 14
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 16
Charisma 14

About Becton of Pelor

Melee: MW Heavy Mace +7 (1d8+2,crit 20/x2 - 4 lbs, bludgeon, 1H) or Heavy Steel Shield +4 (1d6+2, crit 20/x2 - 15 lbs, bludgeon, 1H)

Ranged: MW Crossbow, Light +5 (1d8, crit 19-20/x2 - 80 ft range, 4 lbs, piercing)

AC: 22 = +9(plate mail+1) +2 (Heavy Steel shield) +1 (Dex)
Flat-footed: 21
Touch: 11

Initiative: +1 (Dex)

Spells for the Day:

0: Create Water, Light, Resistance, Detect Magic
1st: Bless, Cure Light Wounds, Cure Light Wounds
2nd: Cure Moderate Wounds, Delay Poison
Domain: Cure Moderate Wounds, Bull's Strength

Speed and check penalty:

Spoiler:

Speed (full gear): 20 ft (medium load - 120 lbs)

Check penalty (full gear): -6

Speed (combat gear): 20 ft (armor & weapon load - 79 lbs)

Check penalty (combat gear): -6

Saves:
Fort: +6
Ref +1
Will +7

HP: 37

Racial Qualities:

Spoiler:

1 extra feat at 1st level.

4 extra skill points at 1st level and 1 extra skill point at each additional level.

Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic).

Languages: Common

Class Abilities:

Spoiler:

Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

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. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below).

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.

In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).

Clerics meditate or pray for their spells.

Deity, Domains, and Domain Spells

A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.

With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.

Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a 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).

A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Turn or Rebuke Undead (Su)
Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol

A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures.

A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Bonus Languages
A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively).

Experience:
6,000 XP
5th Level @ 10,000 XP

Skills:

Spoiler:

Bluff +4 = +2 (Cha) + 2 (Ranks) - cc
Concentration +7 = +2 (Con) + 5 (Ranks)
Diplomacy +7 = +2 (Cha) + 5 (Ranks)
Gather Information +4 = +2 (Cha) + 2 (Ranks) - cc
Handle Animal +4 = +2 (Cha) + 2(Ranks) - cc
Heal +11 = +3 (Wis) + 6 (Ranks) + 2 (Feat); {Heal +13 w/+2 Kit}
Knowledge(History) +4 (Ranks)
Knowledge(Religion)+7 (Ranks)
Listen +5 = +3 (Wis) +2 (Ranks) - cc
Ride +3 = +1 (Dex) + 2(Ranks) - cc
Spellcraft +4 (Ranks)
Spot +5 = +3 (Wis) + 2 (Ranks) - cc
Survival +7 = +3 (Wis) + 2 (Ranks) + 2 (Feat) - cc

Feats:

Spoiler:

Extra Turning (+4 more Turn/day)
Toughness: (+3 to Hit Points)
Self-Sufficient: (+2 Heal & Survival Checks)

Spells/Domains:

Spoiler:

O-Level: 5/day
1st-Level: 4/day
1 Domain
2nd-Level: 2/day
1 Domain

Healing Domain: Heal spells @ +1 to caster level
Cure Light Wounds {1st Level}
Cure Moderate Wounds {2nd Level}

Strength Domain:Strength Bonus for 1 rd - bonus equal to character level
Enlarge {1st Level}
Bull's Strength {2nd Level}

War Domain: Martial Weapon Proficiency; Weapon Focus (Mace)
Magic Weapon {1st Level}
Spiritual Weapon {2nd Level}

Turn Undead:

Spoiler:

(10) attempts per day
Turning Modifier +4 (+2 Cha, +2 Skill)
Turning Damage: 2d6+6

Equipment and encumberance:

Spoiler:

Equipment (traveling gear): Full Plate +1, Heavy steel shield, MW Heavy mace, MW Light Crossbow, Case of Crossbow Bolts (20), Backpack, Belt Pouch, Sack, Waterskin, Trail Rations (5), Bedroll, Flint and Steel, Oil (5 pints), Hooded Lantern, Sunrod (2), Holy Symbol of Pelor(silver/metal), Holy Water (7), traveler's outfit
Antitoxin (1), Healers Kit (7 uses)

Magical: Scrolls: Cure Moderate Wounds, Remove Paralysis, Silence (2), Magic Weapon (2), Remove Disease, Remove Curse
Lesser Curing Wand (50 charges - 1d8+1),
Potion - Cure Moderate Wounds, Cat's Grace

477 GP

Encumbrance from armor: 50lbs

Encumbrance from equipment and weapons (full load): 120 lbs.

Equipment (combat): Full Plate armor, Heavy steel shield, MW Heavy mace, MW Light Crossbow, Case of Crossbow Bolts (10), Holy Symbol of Pelor(silver/metal), traveler's outfit

Encumbrance from armor: 30lbs

Encumbrance from equipment and weapons (combat): 78 lbs.

Background:

Spoiler:

Becton Graylor was born into a family of cattle ranchers/farmers in northeastern Keoland. Living mostly on the border between Keoland and Sterich in the open plains that dominate the March of Mandismoor - his life was a simple one of helping his parents; mischief with his brothers; and generally working with all his kinfolk. The worst he'd ever seen was wyvern kill some of the family's herd when they wandered too near the Rushmoors. He never expected much to happen to him outside this little world.

But that was before the attacks on Sterich and Geoff - when the whole region was plunged into strife. His four older brothers all joined in the crusade to help liberate their neighbors. Their family had seen some of the destruction wrought by giants and humanoids - they worried to see it come to Keoland. But the teenage Becton was considered too young to fight; he stayed home to care for family. Until the night the vision came to him - two riders, one a man of sun-kissed flame and one of oaken wood were coming - and he realized that something was calling him to follow those riders. The next day, a company of Keoish knights stopped by their farm to water their mounts (not an uncommon sight during the crisis). The group had two holy knights among their company - Sir Eredel of Pelor and Brother Galdel, servant of St. Cuthbert.

With a conviction and clarity he'd never had, he marched right into the group and told the two men his vision. Maybe it was the nature of their dogmas, but right there Eredel looked at him and declared the lad essential to the journey ahead. While Galdel was skeptical, the company deferred to the holy knight's recommendation. With that, a young man of 16 was thrust into the war - for reasons apparently only he and one holy man thought reasonable.

What followed was a growth of faith through fire - Becton of Pelor became an acolyte and a healer. His youth and inexperience didn't make him a great fighter, but for most of the next 7 years it was about healing and helping the wounded and weak. He learned to believe in Pelor's strength by gaining his own spiritual and physical strength. While Eredel was always his spiritual guide, he was also his teacher in matters related to knowledge and tactics. Ironically, his biggest skeptic - Brother Galdel - became his combat teacher, showing the young man the hard lessons of fighting.

He was there in Istvin when Sterich was liberated - but it was a bittersweet victory; his mentor, Eredel, was killed battling some pockets of resistance. Uncertain of what to do in light of events, it Galdel who became his new guide. Despite their religious differences, he believed in Becton. Together, they mourned their friend and then moved on - to help those warriors fighting in Geoff. For a time, all went well, but as the stalemate developed in that country, they found themselves dealing with mundane needs.

While on a patrol group, they encountered a wyvern hunting the countryside. In the process of the fight, Galdel was poisoned by the creature. Lacking the time and ability to heal him, Becton was forced to watch his friend die. But in his passing, Galdel made one last request of him - perhaps to keep him from mourning - to take his Cuthbertine hat (a sign of his order) back to his family in Saltmarsh. Exactly who that is or how he can find them is still unknown to him...he hopes that Pelor will guide him fulfilling this duty to honor his friend and, by extension he thinks, their common guide, Sir Eredel.

With little need for a lower priest among the ranks in stalemated front line, he has borrowed a Keoish horse and started his journey southwest...towards Saltmarsh and whatever Pelor has fated for him.