Barzillai Thrune

Bynoth Phaelzuhr's page

126 posts. Alias of Black Dow.


Race

Human (Oeridian)

Classes/Levels

Cleric 6 | HP 56/56 | AC 19/T12/FF18 | F+9, R+4, W+9 | Perc +7 | Init +3 | Move: 20ft.

Gender

Battlescourge of Hextor - Male

Strength 15
Dexterity 13
Constitution 15
Intelligence 12
Wisdom 16
Charisma 13

About Bynoth Phaelzuhr

Quick Status for Combat

HP: 56/56 Healthy 42 (¾); Grazed 28 (½); Wounded 14 (¼); Critical (below ¼)
AC:19, Touch: 12, Flat Footed: 18
Saves: Fort: +9, Reflex: +4, Will: +9
BAB: +4
CMB +6 CMD 18
Initiative: +3

Movement: 20ft.
Current Conditions:
Spells/Buffs in Effect:

Currently wearing: MW Breastplate, Ring of Protection +1 & Cloak of Resistance +1
Items in Hand: +1 Flaming Flail & MW Buckler

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“I am holy fire. And if I have to burn the world to cleanse it, so help me, I will.” ― Victoria Schwab, This Savage Song

“When a nation forgets her skill in war, when her religion becomes a mockery, when the whole nation becomes a nation of money-grabbers, then the wild tribes, the barbarians drive in... Who will our invaders be? From whence will they come?” ― Robert E. Howard

“Men of God and men of war have strange affinities.” ― Cormac McCarthy, Blood Meridian, or the Evening Redness in the West

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Male Human (Oeridian) Cleric of Hextor 6

Lawful Neutral Medium Humanoid (Human)

Favoured Bonus Options:

+1 HP
+1 Skill Point (Selected for Levels 1-6)
+1 Hero Point

Hero Points: 5
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STATISTICS:

Ability Scores: STR 15 (+2) DEX 13 (+1) CON 15 (+2) INT 12 (+1) WIS 16 (+3) CHA 13 (+1)

Movement: 20ft. (30ft. Unarmoured)
Senses: Perception +7
Languages: Common (R/S) (C/W), Infernal (B/S) (L/W), Keolandish (L S/W), Old Oeridian (L/W), Orc (L S/W)

DEFENCE:

AC: 19, Touch 12, Flat-Footed 18 (+6 Armour, +1 Buckler, +1 DEX, +1 Ring)
DR: 1/- (Buckler)
HP: 56 Healthy 42 (¾); Grazed 28 (½); Wounded 14 (¼); Critical (below ¼)
FORT: +9, REF: +4, WILL: +9
CMD 18

OFFENSE:

Speed 20 ft. (Unarmoured 30ft.)
Init: +3 (+1 Dex; +2 Traits)
BAB: +4

Melee: +1 Flaming Flail +8 (1d8B+3/x2) (plus 1d6 Flame)
Melee: Heavy Pick +6 (1d6P+2/x4)
Melee: Scimitar +6 (1d6S+2/18-20)
Ranged: Dart +5 (1d4P+2/x2) 20ft.
CMB: +6
Special Attacks: Channel Negative Energy (3d6) 30ft Radius (DC14); Channel Smite (+3d6) Melee Only (DC14)
Spells - Clerical Magic

RACE:

Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. (WIS selected)
Military Tradition: Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. (Heavy Pick & Scimitar selected)
Piety: Humans place great trust in the gods to protect them. Humans with this trait receive a +2 racial bonus on Knowledge (religion) checks and Knowledge (religion) is always a class skill for them. In addition, once per day before attempting an attack roll, saving throw, ability check, or skill check, such a human can call out to his deity in order to receive a +2 racial bonus on that roll; he can use this ability only if he is able to speak.

CLASS:

TRAITS:

Push to Glory (Oeridian Racial Trait): Gain +2 trait bonus to damage rolls when it is a critical hit.
Crusader (Faith Trait): Gain +1 trait bonus on attack rolls against outsiders with the chaotic subtype.
Orphan (Regional Trait): You gain a +1 trait bonus on Fortitude saves.
Tactician (Combat Trait): Gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

FEATS:

Combat Casting (General) - Starting Character Feat: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Additional Traits (General) - Bonus Racial Feat: You gain two character traits of your choice.

Channel Smite (Combat) - 3rd Level Character Feat: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.

Martial Mastery (Flails) (Combat) - 5th Level Character Feat: You gain a +1 bonus on all attack rolls you make using a weapon from the selected weapon's group.

SKILLS:

Cleric Class Skills: Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). Knowledge (Military) through religion.

Ranks per Level: 7 (4 class, +1 INT, +1 Favoured Class Bonus, +1 Race) NB: Additional 2 Background Skill Ranks provided for 1st Level only - must be spent on Craft, Knowledge or Profession. - Knowledge (History & Religion chosen)

Diplomacy +6 2 Ranks; +1 CHA; +3 Class
Heal +9 3 Ranks; +3 WIS; +3 Class
Intimidate +6 5 Ranks; +1 CHA
Knowledge (History) +7: 3 Ranks; +1 INT; +3 Class
Knowledge (Military) +7: 3 Ranks; +1 INT; +3 Class
Knowledge (Nobility) +5: 1 Rank; +1 INT; +3 Class
Knowledge (Planes) +7: 3 Ranks; +1 INT; +3 Class
Knowledge (Religion) +11: 5 Ranks; +1 INT; +3 Class; +2 Race
Linguistics +7: 3 Ranks; +1 INT; +3 Class
Perception +7: 4 Ranks; +3 WIS
Sense Motive +10: 6 Ranks; +1 WIS; +3 Class
Spellcraft +9: 5 Ranks; +1 INT; +3 Class

SPECIAL ABILITIES:

Domains: Law & War

Law Domain Power - Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (currently 6/day)

War Domain Power - Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1) (currently +3). You can do so a number of times per day equal to 3 + your Wisdom modifier. (currently 6/day)

SPELLS:

Spells per Day

0 Level Orisons: 7 (CL13): Bleed, Create Water, Detect Magic, Purify Food & Water, Read Magic, Stabilise & Virtue
1st Level: 4+1 (CL14): Burning Disarm, Divine Favour, Hedging Weapons, Infernal Healing & Protection from Chaos
2nd Level: 3+1 (CL15): Align Weapon, Arrow of Law, Bloodbath & Effortless Armour
3rd Level: 2+1 (CL16): Magic Vestment, Prayer & Screaming Flames

Prayerbook Spells

0 Level Orisons: All

1st Level (5+2 Domain+2 Spontaneous+2 Acquired): Bane [spontaneous]; Burning Disarm; Divine Favour; Hedging Weapons; Infernal Healing; Inflict Light Wounds [spontaneous]; Know The Enemy; Magic Weapon [war domain]; Murderous Command & Protection from Chaos [law domain]; Touch of Bloodletting

2nd Level (4+2 Domain+1 Spontaneous +2 Acquired) Align Weapon (Law only) [law domain]; Arrow of Law; Bloodbath; Bestow Weapon Proficiency; Bull's Strength; Effortless Armour; Inflict Moderate Wounds [spontaneous]; Lesser Restoration & Spiritual Weapon [war domain]

3rd Level (4+2 Domain+1 Spontaneous): Cure Serious Wounds; Deadly Juggernaut; Inflict Serious Wounds [spontaneous]; Magic Circle Against Chaos [law domain]; Magic Vestment [war domain]; Prayer & Screaming Flames

EQUIPMENT/WEALTH:

Combat Gear: +1 Flaming Flail,

Other Gear: MW Breastplate, MW Buckler, Ring of Protection +1, Cloak of Resistance +1,

Encumbrance: 76.00lbs (Light Load - max 76.00 lbs)

Platinum Pieces:
Gold Pieces: 135
Electrum Pieces:
Silver Pieces:
Copper Pieces:
Treasure:

8865/9000

MW Breastplate - 350
+1 Flaming Flail - 4358
Ring of Protection +1 - 2000
Cloak of Resistance +1 - 1000
MW Sanctified Buckler - 305
Potion of Bull's Strength - 300
Potion of Infernal Healing (2) - 100
Heavy Pick - Free
Scimitar =Free
Warpriest's Kit - 16
Iron Holy Symbol of Hextor - 5
Gambeson - 1
Outfit, Traveller's - Free
Fire-Resistant Boots - 20
Tabard: Hextor Symbol - 5
Vestments, Clerical - 5
Bandolier - 5
Belt Pouch (2) - 2
Canteen - 2
Scroll Case - 1
MW Backpack - 50
Bedroll - 1
Blanket - 0.5
Manacles, Set - 2
Fetters, Set - 2
Horn, Signal - 1
Everburning Torch - 110
Rations, Trail (5 Days) - 2.5

Background:

Born in 545CY to a family of weavers, Bynoth Stallow was a fifth born child and a led a happy, if simple existence until his 5th year. His homeland in the Great Northern Kingdom of Northern Aerdy - (Details of home realm/town/village) His parents supplied the local Hexorian church with the black-as-pitch cloaks for the battle-clergy, and while the fearsome priests were hard taskmasters, they were honourable customers who kept the Stallow weavers in honest coin.

Appearance and Personality:

House Rule: Wound Thresholds:

Healthy: A character above her grazed threshold (3/4 of her maximum hit points) is healthy, applying no special modifiers. The character doesn't gain a condition in this state.

Grazed: A character above her wounded threshold (1/2 of her maximum hit points) but at or below 3/4 of her maximum hit points is grazed. She takes a –1 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.

Wounded: A character above her critical threshold (1/4 of her maximum hit points) but at or below 1/2 of her maximum hit points is wounded. She takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.

Critical: A character at or below 1/4 of her maximum hit points is in critical condition. She takes a –3 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.

Disabled: A character with a Constitution score of 12 or higher who is at or below 0 hit points is disabled until she falls below a number of hit points equal to the negative of her Constitution modifier. For example, a character with a Constitution score of 18 would be disabled from 0 to –4 hit points and unconscious at –5 hit points. A character with a Constitution score of 11 or lower is disabled only while she has exactly 0 hit points.

Staggered (Nonlethal): Instead of being staggered only when their amount of nonlethal damage equals their remaining hit points, characters using this system continue to be staggered from that point until their nonlethal damage exceeds their current hit points by an amount greater than their Constitution bonus, at which point they fall unconscious. A character with a Constitution score of 11 or lower is staggered only when her nonlethal damage exactly equals her current hit point total.

Set up character sheet using HP ((Healthy ##) / (Grazed ##) / (Wounded ##) / (Critical ##)

Source Materials: Dragon 356 Core Beliefs - Hextor