Arnistolientar Popswicker

Farumph Iusltine's page

47 posts. Alias of PixelsAreGod.


Full Name

Farumph Iusltine

Race

Gnome

Classes/Levels

Cleric (Ecclesitheurge) 1 | HP 13/13 | AC 13 T 13 FF 11 | Fort + 4 Ref +3 Will +6 (+2 against fear and despair effects) | Init +2 Perc +6(-2 on sight-based checks)

Gender

Male

Size

Small

Age

49

Alignment

NG

Deity

Nethys

Languages

Comman, Gnome, Sylvan, Elven

Strength 8
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 17
Charisma 12

About Farumph Iusltine

Statistics:
Male Gnome Cleric(Ecclesitheurge) 1
NG Small Humanoid (Gnome)
Init +2; Senses low-light vision, Perception +6(-2 on sight-based checks)
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DEFENSE
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AC 13, touch 13, flat-footed 11 (+2 dex, +1 size)
hp 13 (1d8 + 1 + 3 +1)
Fort +4, Ref +3, Will +6 (+2 against fear and despair effects)
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OFFENSE
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Speed 20 ft.

Melee Quarterstaff +0 (1d4-1) or Dagger +0 (1d3 -1/19-20)

Ranged Light Crossbow +3 (1d6/19-20)
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STATISTICS
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Str 8, Dex 14, Con 12, Int 12, Wis 17, Cha 12
Base Atk +0; CMB -2; CMD 10
Traits Student of Faith, Grim Optimism
Drawbacks Oblivious (-2 on Sense Motive and Sight-Based Perception checks)
Feats Toughness
Skills (3 points; 2 class, 1 INT) Knowledge(religion) +7, Perception +6, Spellcraft +5
ACP -0

Languages Common, Gnomish, Sylvan, Elven

Special Abilities:

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SPECIAL ABILITIES
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Racial Gnome Magic, Illusion Resistance, Academician, Eternal Hope, Keen Senses
Cleric Aura, Ecclesitheurge’s Vow, Blessing of the Faithful, Channel Positive Energy 1d6 4/day
Domain Powers

Primary: Protection

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.

Secondary: Knowledge

Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

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Spells
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0th (at will) Create Water, Detect Magic, Read Magic

1st (3/day)Magic Weapon, Forbid Action, Shield

Gear/Possessions:

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GEAR/POSSESSIONS
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Quarterstaff, Dagger, Light Crossbow, 40 crossbow bolts, a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol of Nethys.
Carrying Capacity
Light 0-19 lb. Medium 20-39 lb. Heavy 40-60 lb.
Current Load Carried 17 lb.

Money 103 GP 0 SP 0 CP

Background:

Farumph was born the son of an illusionist, who made paltry amounts of money performing his magic on the street corner. Farumph’s mother was desperate for him to get a form of education, and citing his father’s own potential in magic, was introduced to the Church of Nethys. The priests of the church were especially stern towards Farumph, who at the age was quite the prankster. The last punishment they gave to the young gnome was being locked into the library, instructed that he may do nothing but read. While Farumph initially resisted and merely lazed around, eventually his boredom caught up with him, and he decided to pick a book off the wall and give it a look. When the priests finally returned for him, they found him surrounded by books he had picked from the walls. Farumph frequented the library nearly every day onwards, always keen to find new knowledge. He specialized in the faiths, and while he knew his devotion would only go to Nethys, he found interest in the methods of worship for the other gods. When he was not in his study, he would help heal the wounded, and whatever small funds he would get he would send to his family.

Thus Farumph was quite tempted to go visit the new cathedral in Sandpoint, and after struggling for some time with the head priest, was eventually allowed to go and visit it, if only to learn of the magic in other worships. After saying goodbye to his family, Farumph bought the supplies he needed and headed off along the trail.

Appearance and Personality:

Farumph has reddish hair similar to those of Autumn, with a bookish look upon him. At 3 ft. 7 in, he is happy to say he is taller than most other gnomes, but as he is usually in the company of other races, this tends to prompt more laughter than awe. Farumph prefers to wear comfortable, yet fine clothes, but does not seem to mind much when they are worn improperly or become dirty.

Farumph is an optimistic and fun-loving gnome, usually preferring the more entertaining option when faced with troubles. Somewhat sheltered, he believes that everything will turn out well in the end, but is still prepared to go through a fight, or several hundred, to get there. Farumph prefers not to handle such messy things as weapons, usually only going as far as firing a crossbow from a distance. He feels more inclined to assist his allies, providing moral or divine support. His depth in religious affairs makes such talks his favorite pastime, usually throwing in some wit into the conversation as well. Farumph’s humor tends to overtake him, however, making light of a too serious situation.