Mathezic

Ethan Sower's page

724 posts. Alias of Cuchulainn.


Full Name

Ethan Sower

Race

Human

Classes/Levels

Cleric of Erastil (Stoic Caregiver) 4 l AC 18 T 12 FF 16 l HP 31/31 l F +6 R +4 W +8 l Init +2 l Perc +3 I CMB +3 I CMD 15 I Hero Points: 3/3 I Channel Positive Energy: 7/day, 2d6, DC15

Gender

Male

Size

Medium, (6' 3", 175 lbs.)

Age

25

Special Abilities

Channel Energy, Calming Touch, Spells

Alignment

Lawful Good

Deity

Erastil

Location

Sandpoint

Languages

Common, Sylvan

Occupation

Missionary and Midwife

Strength 10
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 16
Charisma 15

About Ethan Sower

AC: 18 (16 flat-footed, 12 touch)

HP: 31/31 (8 base, 15 levels, +4 con, +4 favored class)

Hero Points: 3/3

Initiative: +2 (Dex)

Speed: 20 ft. (30 ft without gear)

Base Attack Bonus (BAB): +3

Combat Maneuver Bonus (CMB): +3
Combat Maneuver Defense (CMD): 15

Fort: +6
Ref: +4
Will: +8

Description: Ethan is a tall, handsome man, with shoulder-length brown hair and a closely-trimmed beard (just a bit more than stubble). His eyes are chestnut brown, and his skin has a light olive complexion. His warm, gentle smile is his most commonly worn expression, and he carries himself with a confidence devoid of arrogant swagger.

Background:

It was tradition in Ethan's community that at the age of fourteen, a boy was given the opportunity to apprentice with a master craftsman. When he came of age, Ethan was one of the cleverest and most nimble of his age. The blacksmith, the cooper, the bowyer, and the butcher; all of them wanted Ethan for an apprentice. Unfortunately Ethan, despite his many gifts and talents, was also one of the laziest of his age.

Perhaps lazy wasn't exactly the right word. Ethan was a hopeless daydreamer. He would spend most of his days shirking his chores in favor of imagined adventures to far-away lands. On the day apprentices from his age were to be selected, Ethan was not at the gathering. Instead, he was wandering in the nearby wood, shouting battle cries and thumping ogrish trees and gobliny shrubs. It was about that time that he ran into a disheveled old man with a longbow.

The Old Man berated him about making so much noise and scaring off all the game. He then asked Ethan his name, where he was from, and what he was doing wandering around the woods making such a ruckus. Ethan answered the Old Man, and before he knew it, he was drawn into a deep, philosophical discussion about life, death, good, evil, sin and virtue. Ethan found the discussion engrossing, and he spent the rest of the day asking questions, arguing answers and sharing insights with the man.

It happened that the Old Man was Delbyr Roan, a priest of Erastil. He found Ethan to be possessed of a sharp mind, and decided as they walked back to Ethan's home to offer the boy an apprenticeship as a priest. Ethan was unsure. He told Delbyr he would try it for a while, but he wasn't sure that the life of a priest was for him.

The apprenticeship went on for ten years. In that time, Ethan learned philosophy of strong community, the theology of hard work and sacrifice for one's family, and the miraculous beauty in creating and sustaining both. He had also become quite competent at hunting, archery, and, of all things, midwifery.

As his apprenticeship came to its conclusion, Ethan realized that the knowledge he had gained was only useful if it was shared with others. He decided that he needed to spread Erastil's message to as many people and places as had need of it. He spent the next year traveling around Varisia, visiting villages and caravan campfires, treating wounds, birthing babies, and preaching the precepts of the Erastilian faith.

One day, he heard that a Cathedral to six gods of good, including Erastil, was being dedicated in the seaside town of Sandpoint. Ethan decided to go an witness this unprecedented act of mutual cooperation between faiths. It spoke of the sense of community Erastilians held so central to their beliefs. He hoped to arrive before the day of dedication, but unfortunately he missed it by a few days. When he arrived in Sandpoint, he found matters were in disarray. Ethan decided to remain in town and help for as long as he was needed.

Traits:

Student of the Faith (Campaign): You cast all cure spells at +1 caster level, and whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Patient Optimist (Erastil): You know that all things pass in time, and are used to having to repeat arguments multiple times to convince stubborn believers. You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt, you may retry it once.

Poverty-Stricken (Social): You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.

Armor:

+1 amulet of natural armor, 2,000 gp

+1 mithril shirt (AC +5, Max Dex +6, ASF 10%, 0 ACP), 2,100 gp, 10 lbs.

Weapons:

Masterwork Longbow (Attack: +6, Damage: 1d8, Crit: x3, Range: 100 ft., Type: P) 375 gp, 3 lbs.

Quiver of arrows: 20/20 1 gp, 3.0 lbs.

Darkwood Hanbo (Attack: +4, Damage: 1d6, Crit: x2, Type: B) 20 gp, 1 lbs.

Masterwork Cold Iron Dagger (Attack: +4 (+6 ranged), Damage: 1d4, Crit: 19-20 x2, Range: 10 ft., Type: S or P), 304 gp, 1 lb.

Equipment:

+1 Cloak of Resistance, 1,000 gp

Traveler's Outfit, 5 lbs.

Holy Symbol (carved antler), 1 gp

Spell component pouch, 5 gp, 2 lbs.

Bandolier, 5 sp
-Alchemist's Fire, 20 gp, 1 lb.
-Flint and Steel, 1 gp
-Holy Water, 25 gp, 1 lb.
-Signal Whistle, 8 sp
-Vermin Repellent, 5 gp

Canteen, 2 gp, 1 lb.

Masterwork Backpack, 50 gp, 4 lbs.
-Artisan's Tools (bowyer/fletcher), 5 gp, 5 lbs.
-Cleric's vestments, 5 gp, 6 lbs.
-Bedroll, 1 sp, 5 lbs.
-Healer's Kit, 50 gp, 1 lb.
-Mess Kit, 2 sp, 1 lb
-Midwife's Kit, 10 gp, 2 lbs.
-Parables of Erastil, 1 gp, 1 lb.
-Small Tent, 10 gp, 20 lbs.
-Soap, 1 cp, .5 lb.

Money: Gold: 8 Silver: 3 Copper: 9

Weight carried: 73.5 lbs. (Light Load: <39 lbs., Medium load: 39-76 lbs., Heavy Load: 77-115 lbs.)

Spells per Day: 0-level: 4 1st level: 4 (+1 domain), 2nd level: 3 (+1 domain)

Domain (one only, per archetype): Community

Spells Prepared:

0-level:

Stabilize
Create Water
Light
Purify Food and Drink

1st level:

Magic Weapon
Sanctuary
Shield of Faith
Weapons Against Evil

Domain Spell: Bless

2nd level:

Burst of Radiance
Protection from Evil, Communal
Restoration, Lesser

Domain Spell: Shield Other

Class Abilities:

Channel Energy (su): 30' radius burst of positive energy. May be used to harm undead, or heal living creatures. 2d6 (damage or healing), 7/day. DC 15 Will save for half damage.

Positive Channeler (Su): A stoic caregiver must choose to channel positive energy, even if she worships a deity who is neutral or if she is not devoted to a particular deity. A stoic caregiver cannot worship a deity who is evil.

Spontaneous Casting: Ethan may convert a prepared spell into a healing spell of the same level.

Alignment Casting: Ethan cannot cast a spell with a "Chaotic" or "Evil" descriptor.

Domain Power (Community): Calming Touch: Ethan can touch a creature as a standard action and heal it of (1d6+1 pt./level) points of non-lethal damage. The touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions) - 6/day.

Midwife Training (Su): A stoic caregiver is an expert at caring for lives that are in the process of being formed as well as the bodies of those who expect to usher new life into the world. The stoic caregiver gains a +2 bonus on Heal checks to treat expectant mothers and children. Any Heal check by the stoic caregiver that deals damage to the patient always deals the minimum amount of damage.

Whenever a stoic caregiver stops bleeding with the Heal skill or magical healing, or restores hit points with a healing spell or channeled positive energy, the healed creature gains partial resistance to bleed damage and negative energy for a number of minutes equal to 1/2 the stoic caregiver’s cleric level. Any bleed damage a target takes during that time is halved. Additionally, when protected creatures take negative energy damage (such as from an evil cleric’s or an antipaladin’s negative channeled energy, or spells such as inflict light wounds), the amount of that damage is reduced by 5.

Fated Cures (Su): Creatures must roll twice and take the lower result when they make any saving throws against a stoic caregiver’s spells of the healing subschool.

Three-Aspect Channel (Su): At 6th level, a stoic caregiver can channel positive energy to heal and harm simultaneously. When she does so, she restores only 1/2 the usual amount of hit points and deals only 1/2 the usual number of points of damage (or 1/4 on a successful saving throw).

Feats:

Extra Channel: Channel Energy 2 extra times per day.

Fast Learner: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

Precise Shot: Fire into melee without penalty.

Skills:

Adventuring Skills:

(2 points + 1 Favored Class + 1 Racial (human) +1 Int = 5 points/level)

Diplomacy (cha): +9/+11 (4 rank, +3 class skill, +2 Charisma, (*+2 if unfriendly or hostile*)

Heal (wis): +10 (4 rank, +3 class skill, +3 Wisdom)

Knowledge, Religion (int): +8 (4 rank, +3 class skill, +1 Intelligence)

Sense Motive (wis): +10 (4 rank, +3 class skill, +3 Wisdom)

Survival (wis): +11 (4 rank, +3 class, +3 wis, +1 trait)

Background Skills:

Craft, Bows and Arrows (wis): +10 (4 rank, +3 class skill, +3 Wisdom)

Profession, Midwife (wis): +10 (4 rank, +3 class skill, +3 Wisdom)

EXPERIENCE POINTS: