Full Name |
Durriken Fedias |
Race |
Human |
Classes/Levels |
Cleric/1 |
Gender |
Male |
Size |
Medium |
Age |
43 |
Alignment |
Neutral Good |
Deity |
Pharasma |
Location |
Oppara |
Languages |
Common, Celestial |
Occupation |
Cleric |
Strength |
11 |
Dexterity |
11 |
Constitution |
11 |
Intelligence |
11 |
Wisdom |
19 |
Charisma |
13 |
About Durriken Fedias
Durriken Fedias
Male Human (Taldan) Cleric 1
NG Medium humanoid (human)
Init +0; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 16 (+5 armor, +1 shield)
hp 8 (1d8)
Fort +2, Ref +0, Will +6; +2 trait bonus vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy mace +0 (1d8)
Ranged sling +0 (1d4)
Special Attacks channel positive energy 6/day (DC 11, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—bleeding touch (1 rounds), gentle rest
Cleric Spells Prepared (CL 1st; concentration +5):
1st—cause fear [D] (DC 15), doom (DC 15), obscuring mist
0 (at will)—create water, detect magic, light
[D] Domain spell; Domains Death, Death, Pharasma, Repose
--------------------
Statistics
--------------------
Str 11, Dex 11, Con 11, Int 11, Wis 19, Cha 13
Base Atk +0; CMB +0; CMD 10
Feats Extra Channel, Selective Channeling
Traits caretaker, courageous
Skills Diplomacy +5, Heal +5, Linguistics +4, Sense Motive +8, Spellcraft +4
Languages Celestial, Common
SQ aura, domains (death, pharasma, repose)
Combat Gear oil (2); Other Gear scale mail, buckler, heavy mace, sling, sling bullets (20), backpack, belt pouch, chalk (3), flint and steel, holy symbol, wooden, hooded lantern, parchment (2), piton (2), sack, sack, scroll case, silk rope, waterskin, 57 GP, 7 SP, 7 CP
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bleeding Touch (1 rds) (7/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Cleric Channel Positive Energy 1d6 (6/day) (DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Death, Pharasma) Granted Powers: You can cause the living to bleed at a touch.
Cleric Domain (Repose) Granted Powers: You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.
Courageous +2 save vs. fear.
Gentle Rest (7/day) (Sp) Melee touch attack staggers target for 1 rd.
Selective Channeling Exclude targets from the area of your Channel Energy.
--------------------
Appearance:
Durriken is a slim man but is in decent shape despite being older than most human adventurers. He wears the traditional black robes piped with silver with a cloak secured with a red thornless rose scarab. His shoulder-length brown hair is starting to grey especially around the temples and his face shows the signs of crow's feet around his eyes and mouth. Still his smile is friendly and often puts people at ease. Under his robes he wears an old suit of scalemail and carries a buckler also adorned with a thornless rose motif. A heavy mace is found hooked to his belt as well as a sling. When not in the field, he can often be found reading the holy text of Pharasma. The Bone Lands in a Spiral
Personality:
Durriken is a patient, kind, and caring individual. His years at the temple have taught him to be more contemplative in thought and to speak only have considering the choices. Though he has few friends he is fiercely loyal and will defend them even if it means sacrificing himself. Though he started out as a street child, he is rather naive at times and his years being within the company of other priests has not really improved his 'street smarts'. He is likely to take someone at their word and assumes the best in people. More likely a peace maker when a conflict arises, he would rather go without or get the worse end of a deal if it keeps the peace among his friends.
Background:
Durriken's younger days were not easy until he found the church of Pharasma. His parents were killed in goblin raids in his village while he was in the fields playing. He returned to find the village sacked and burning and his parents dead. Scrounging up what he could, he made his way to Oppara hoping to find help but soon was taken in by a group of street ruffians who used him as a distraction while they robbed shops and temples. It was one such time that the group decided to rob the temple of Pharasma that Durriken's life changed forever. While the other boys' attempt to steal from the church's coffers was thwarted; they escaped while Durriken was caught by the head priest. The priest was a kindly man who saw through Durriken's gruff exterior and treated him with kindness, feeding him and providing him with a safe place to sleep.
While Durriken's first instinct was to run when he had the chance, he found himself feeling safe inside the walls of the temple. What started as a one night boon of a hot meal and a warm bed turned into 30 years of service in the temple. While content to serve the church as a priest for most of his years, Durriken began to yearn for more. He saw the adventurers that came in for a variety of services and their lives seemed so exciting. He met clerics of Pharasma who had been in the field, fighting monsters and keeping their allies alive against immeasurable odds. Durriken decided that he, too, wished to take part in spreading the word of Pharasma in this way.
Taken under the tutelage of a battle cleric of Pharasma, Durriken trained tirelessly and after a brief training mission with the cleric, he was ready to set out on his own. Unsure of his next step, he allowed Pharasma to decide.