Mathezic

Ethan Sower's page

677 posts. Alias of Cuchulainn.


Full Name

Ethan Sower

Race

Human

Classes/Levels

Cleric of Erastil 2 l AC 17 T 13 FF 14 l HP 15/15 l F +4 R +2 W +6 l Init +2 l Perc +3 I CMB +0 I CMD 12

Gender

Male

Size

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

Age

25

Special Abilities

See below

Alignment

Lawful Good

Deity

Erastil

Languages

Common, Sylvan

Occupation

Missionary and Midwife

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

About Ethan Sower

AC: 17 (14 flat-footed, 13 touch)

HP: 15 (8 base, +1 con)
current hp: 15

Initiative: +2 (Dex)

Speed: 20 ft. (30' without extra gear)

Base Attack Bonus (BAB): +1

Combat Maneuver Bonus (CMB): +1
Combat Maneuver Defense (CMD): 12

Fort: +4 (+3 base, +1 Con)
Ref: +2 (+0 base, +2 Dex)
Will: +6 (+3 base, +3 Wis)

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.

Life as an Erastilian Missionary was more challenging than Ethan anticipated. Most of the hamlets, villages and towns already venerated Old Dead-Eye, and many already had a resident priest. If he was going to be of any use, he would have to move into less enlightened territory.

Eventually, his travels lead him to Nirmathas, an area still recovering from its recent fight for independence from Molthune. Guided through prayer, and earning his welcomes through his training and work as a midwife, Ethan moved through the smaller communities, sharing his god's message of strong communal ties and tradition. The long, often rough roads eventually ended at Phaender, a village on the fringes of civilization itself.

Traits:

Unbreakable Survivor (Campaign): Once per day as a full round action, you may shrug off some of your injuries and immediately heal a number of hit points equal to your Constitution modifier + 1 per Hit Die. Your reputation for tenacity inspires your neighbors, and you gain a +1 trait bonus whenever you attempt to influence residents of Phaendar with Diplomacy or Intimidate checks. At 6th level, your reputation spreads further across the nation, and you may apply your trait bonus on Diplomacy and Intimidate checks to influence all humanoids in Nirmathas.

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:

Chain Shirt (+4 AC, Max Dex +4, -2 ACP), 15 gp, 25 lbs.

Masterwork Buckler (+1 AC, 0 ACP), 5 lbs.

Weapons:

Longbow [ooc](Attack: +3 (or +4 if 30' or less), Damage: 1d8, (or 1d8+1 if 30' or less), Crit: x3, Range: 100 ft., Type: P) 75 gp, 3 lbs.

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

Club (Attack: +1/+3 (+4*), Damage: 1d6 (+1*), Crit: x2, Range: 10 ft., Type: B) 0 gp, 3 lbs.

Dagger (Attack: +1/+3 (+4*), Damage: 1d4 (+1*), Crit: 19-20 x2, Range: 10 ft., Type: S or P), 2 gp, 1 lb.

Equipment:

Traveler's Outfit, 5 lbs.
Wooden Holy Symbol, 1 gp
Spell component pouch, 2 lbs. 5 gp

Belt pouch, .5 lb. 1 gp
-Flint and steel, 1 gp
-Parables of Erastil, 1 lb., 1 gp
-Trail Rations, 1 lb., 5 sp
-Potion of cure light wounds
-Antitoxin
-Antiplague
-Bloodblock

Waterskin, 4 lbs., 1 gp

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

Money: Gold: 4 Silver: 1 Copper: 7

Weight carried: 95.5 lbs.
(Light Load: <34 lbs., Medium load: 34-66 lbs., Heavy Load: 67-100 lbs.)

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

Domains: Community and Good

Spells Prepared:

0-level:
Stabilize
Create Water
Light
Purify Food and Drink

1st level:
Bless
Endure Elements
Sanctuary

1st level Domain Spell:
Protection from Evil

Class Abilities:

Channel Energy (su): 30' radius burst of positive energy. May be used to harm undead, or heal living creatures. 1d6 (damage or healing), 5/day. DC 14 Will save for half damage.

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 Powers:

Community Domain: 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) - 5/day.

Good Domain: Touch of Good: Ethan can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half his cleric level (minimum 1) for 1 round - 5/day.

Feats:

Point Blank Shot: +1 to attack and damage on targets within 30'.

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): +7/+9 (2 rank, +3 class skill, +2 Charisma, (*+2 if unfriendly or hostile*)

Heal (wis): +8 (2 rank, +3 class skill, +3 Wisdom)

Knowledge, Religion (int): +6 (2 rank, +3 class skill, +1 Intelligence)

Sense Motive (wis): +8 (2 rank, +3 class skill, +3 Wisdom)

Survival (wis): +9 (2 rank, +3 class, +3 wis, +1 trait)

Background Skills:

Craft, Bows and Arrows (wis): +8 (2 rank, +3 class skill, +3 Wisdom)

Profession, Midwife (wis): +8 (2 rank, +3 class skill, +3 Wisdom)

EXPERIENCE POINTS: