Valeros

Duvall of Helm's page

124 posts. Alias of hedgeknight.


Full Name

Duvall of Helm

Race

Human Cleric/2

Classes/Levels

Initiative +1; AC 22; HP 17

Gender

M

Size

Medium

Age

20

Alignment

LN

Deity

Helm

Location

Forgotten Realms

Languages

Common, Celestial

Strength 14
Dexterity 13
Constitution 14
Intelligence 12
Wisdom 17
Charisma 13

About Duvall of Helm

DESCRIPTION
Ht.5'10", Wt.175, Brown hair/eyes
Age: 20

CLASS TRAITS
Weapon/Armor Proficiency, Aura, Spells, Channel Energy 1d6, Spontaneous Casting

RACIAL TRAITS
+2 to one ability score; bonus Feat at 1st level; additional Skill rank at 1st level and every level thereafter.

ATTACK
BAB: +1; Initiative: +1
HP 17 (1d8+2)
Armor Class: 23 (Base 10, Full Plate 9, Shield 2+1, Dex 1); Speed: 20
Saves: Fort +6, Ref +2, Will +9
MW Heavy Mace +1: +4(d6/d8 x2), Warhammer: +2(d8+2 x3), Light Crossbow: +1(d8 x2, '80), or Quarterstaff: +2 (d6 x2)

Special Attacks:
CMB: 2
CMD: 13

DOMAINS, POWERS, & SPELLS
1/ Glory Domain/Honor
Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Honor Bound (Su): With a touch, you can remind a creature of its duties and responsibilities, granting it a new saving throw against each enchantment (charm) or enchantment (compulsion) effect that currently affects it. If the saving throw is successful, the enchantment effect is ended. This power only affects effects that allow a save. If you fail a save against such an effect, you can use this ability as an immediate action to grant yourself an additional save. Once the target (either you or a touched creature) has made one additional save per effect, this ability has no further effect on that particular enchantment effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st > Shield of Faith

2/ Protection Domain/Defense
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Deflection Aura (Su): Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

Domain Spells: 1st > Shield

Spells:
Orisons (3): Create Water, Guidance, Light, Resistance
1st (2+1): CLW, Dancing Lantern, Hide From Undead, Shield of Faith

SKILLS (3+1)
Appraise
Craft
Diplomacy [1 Rank +2CHA, +3Bonus = +6]
Heal [2 Rank, +3WIS, +3Bonus = +8]
Knowledge: Arcana
Knowledge: History [+1INT]
Knowledge: Nobility
Knowledge: Planes
Knowledge: Religion [1 Rank, +1INT, +3Bonus = +5]
Lingquistics:
Perception: [2 Rank, +3Wis, +2Feat, +1Trait = +8]
Profession:
Sense Motive [2 Rank, +3WIS, +2Feat, +3Bonus = +10]
Spellcraft

FEATS
Alertness
Iron Will

TRAITS
[u]Eyes and Ears of the City[/u] (LN): Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

[u]Sacred Touch[/u]: You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.

Starting gold: 240
Current coin: 39 gold, 4 silver, 3 copper

EQUIPMENT
MW Backpack, Bedroll, Candles (5), Chalk (2), Flint/Steel, Sack, Belt Pouches (2), Waterskin, Holy Water (1 flask), Thunderstone (1), Sunrod (6), Tindertwigs (10), Fishing gear (former profession), Rations (6 days).

Armor/Weapons
Full Plate Mail
Heavy Steel Shield
MW Adamantine Heavy Mace
Warhammer
Light Crossbow
Quarterstaff

Magic Items
Potion of CLW
Oil of Everbright
Prayerbook

CHARACTER ADVANCEMENT NOTES
Experience Points: 3055

Background:

Duvall was born and raised in the small community of Helm’s Hold. His father, Justin, served in the local militia, while his mother, Miriam, served as a low-ranking priestess in the temple.
His father is a trapper by trade, and Duvall worked the nets and lines with his father all his life, plying their livelihood along the banks of the Neverwinter River.
An only child, Duvall was protected by his parents and watched closely, especially out in the wilds. Feeling stifled, Duvall always longed to explore Faerun on his own, to get out from under the “thumbs” of his parents.
At 17, Duvall left home, following his heart and using his wits, in pursuit of his dreams. He followed the river to Neverwinter, spending a year in the city where he worked at odd jobs, making barely enough to eat.
Again he felt smothered and again he took his meager belongings and returned to the river, following its winding course into the depths of Neverwinter Woods. Duvall spent several months combing its outskirts, and eventually ended up in the isolated town of Thundertree where he and his father had spent many a night while working the lines. While wintering there, Duvall became more and more attune to the populace and more and more concerned by the crime and injustice he saw among the good folk of the town. His mother’s prayers and teachings came back to him often and with a clarity that shocked him at times.
Late one evening as he huddled along the side of the river fishing, he began pondering the strange dreams he’d been having. This spiritual tug made him uncomfortable and he didn’t know what to do about it until…the sun broke over the mountains and startled him awake. Not remembering when he had fallen asleep, the startled young man was blinded for several seconds and confused. Suddenly, he thought he heard a voice, his mother’s voice, praying for him, for his safety and well-being. He could even almost picture her kneeling by her bedside, her face lifted toward the ceiling, eyes closed.
A few seconds later his vision cleared, and so did the jumbled thoughts in his mind. Taking the light for a vision, he returned to his small room, packed his belongings, and left town.
It was long walk back to Helm’s Hold, but Duvall managed it, the vision of his praying mother leading him onward. When he arrived back home, he offered himself in service to the church of Helm. He trained his mind and his body and took up the mantle of his church with pride. His life’s mission became the dogma of Helm: “Be vigilant. Stand, wait, and watch carefully.”