Darl Quethos

Francis_Thrannel's page

60 posts. Alias of AGM Lemming.


About Francis_Thrannel

Character Name: Francis Thrannel
Character Race: Human
Character Class(es) / Level: Cleric (Archetype - Theologian) 7
Alignment: Neutral
Deity: Pharasma (Lady of the Graves, Goddess of Birth, Death, Fate and Prophecy)

Gender: Male
Age: 23
Height: 6’ 0”
Weight: 175 lb.
Eyes: Brown
Hair: Black

Known Languages: Common, Celestial

-------------------------------------------------------

Strength: 12 (+1)
Dexterity: 12 (+1)
Constitution: 12 (+1)
Intelligence: 12 (+1)
Wisdom: 18 (+4)
Charisma: 16 (+3)

-------------------------------------------------------

Hit Points: 53

-------------------------------------------------------

Armor Class: 19 [BASE (10) + DEX (1) + ARMOR (7) + SHIELD (1)]

Flatfooted AC: 18
Touch AC: 11
AC Penalty: -3 [-4 with shield]
Maximum DEX bonus: +3

Armor Type/Weight: Magical Breastplate +1 [30.0 lb.]; Light Wooden Shield [5.0 lb.]

Special Armor Class Notes: None

-------------------------------------------------------

Total Encumbrance: Medium Load

Overall AC Penalty: -3 [-4 with shield] (Armor)
Overall Maximum DEX bonus: +3 (Armor)

Base Movement: 30’/round
Encumbered Move: 20’/round (Armor)

-------------------------------------------------------

Save vs. Fortitude: +7 [BASE (5) + CON (1) + RESISTANCE (1)]
Save vs. Reflex: +5 [BASE (2) + DEX (1) + TRAIT (1) + RESISTANCE (1)]
Save vs. Will: +12 [BASE (5) + WIS (4) + FEAT (2) RESISTANCE (1)]

Special Saving Throw Notes: Gain a +1 trait bonus to Reflex saves (Deft Dodger trait); +2 to Will saves (Iron Will feat)

-------------------------------------------------------

Initiative Modifier: +1 [DEX (1)]

Melee Attack Bonus: +6 [BAB (5) + STR (1)]

Ranged Attack Bonus: +6 [BAB (5) + DEX (1)]

CMB: +6 [BAB (5) + STR (1)]

CMD: 17 [BASE (10) + BAB (5) + STR (1) + DEX (1)]

Special Combat Notes: +1 to attack rolls when wielding a dagger (Weapon Focus feat); +1 to damage rolls when wielding a dagger (River Rat trait)

-------------------------------------------------------

Attacks:

Masterwork Dagger (M) / +8 melee attack / 1d4 +2 damage / 19-20 [x2] critical / 10’ range / piercing or slashing damage

Light Crossbow (M) / +6 ranged attack / 1d8 damage / 19-20 [x2] critical / 80’ range / piercing damage
10 standard bolts, 1 Magical Bolt of Screaming +2

Club (M) / +6 melee attack / +6 ranged attack / 1d6 +1 damage / [x2] critical / 10’ range / bludgeoning damage

Total Weapon Weight: 9.0 lb.

-------------------------------------------------------

Skills:

Total Skill Points Earned = 28 (+14 Background Points)

Skill Name - Skill Modifier Total, Number of Ranks, Modifiers

Acrobatics: = +1* (DEX)
Appraise: = +8 (INT) 4 Ranks +3 [Class Skill]
Bluff: = +3 (CHA)
Climb: = +1* (STR)
Diplomacy: = +12 (CHA) 6 Ranks +3 [Class Skill]
Disguise: = +3 (CHA)
Escape Artist: = +1* (DEX)
Fly: = +1* (DEX)
Heal: = +8 (WIS) 1 Rank +3 [Class Skill]
Intimidate: = +3 (CHA)
Knowledge [Engineering]: = +6 (INT) 2 Ranks +3 [Class Skill]
Knowledge [Geography]: = +6 (INT) 2 Ranks +3 [Class Skill]
Knowledge [History]: = +7 (INT) 3 Ranks +3 [Class Skill]
Knowledge [Local]: = +5 (INT) 1 Rank +3 [Class Skill]
Knowledge [Nobility]: = +7 (INT) 3 Ranks +3 [Class Skill]
Knowledge [Planes]: = +6 (INT) 2 Ranks +3 [Class Skill]
Knowledge [Religion]: = +9 (INT) 5 Ranks +3 [Class Skill]
Perception: = +4 (WIS)
Ride: = +1* (DEX)
Sense Motive: = +9 (WIS) 2 Ranks +3 [Class Skill]
Spellcraft: = +10 (INT) 6 Ranks +3 [Class Skill]
Stealth: = +1* (DEX)
Survival: = +4 (WIS)
Swim: = +6* (STR) 1 Rank +3 [Class Skill] +1 [River Rat Trait]
Use Magic Device: = +11 (CHA) 4 Ranks +3 [Class Skill] +1 [Dangerously Curious Trait]

* Armor Check Penalty Applies

-------------------------------------------------------

Feats:

Feats = 5

Feat Name & Description:

Selective Channeling [3 Targets]: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. (1st Level Feat)

Additional Traits: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. (Racial Feat - Human)

Weapon Focus [Dagger]: You gain a +1 bonus on all attack rolls you make using the selected weapon. (3rd Level Feat)

Craft Wand: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges. See the magic item creation rules in Magic Items for more information. (5th Level Feat)

Iron Will: You get a +2 bonus on all Will saving throws. (7th Level Feat)

-------------------------------------------------------

Racial and Class Skills & Abilities:

Favored Class (Theologian): Receive an additional skill rank or hit point. (Level 1 - Extra hit point); (Level 2 - Extra hit point); (Level 3 - Extra hit point); (Level 4 - Extra hit point) (Level 5 - Extra hit point); (Level 6 - Extra hit point); (Level 7 - Extra hit point).

Skilled & Bonus Feat: Humans gain one additional skill rank at 1st level and one additional rank whenever they gain a level. They also gain a bonus feat at 1st level.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment [Neutral].

Spells: A cleric casts divine spells which are drawn from the cleric spell list. His alignment, however, may restrict him from casting certain spells opposed to his moral or ethical beliefs. A cleric must choose and prepare his spells in advance. To prepare or cast a spell, a cleric must have a WIS score equal to at least 10 + the spell’s level. The saving throw DC against a cleric’s spell is 10 + the spell’s level + the cleric’s WIS modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day, plus bonus spells for a high WIS score. Clerics mediate or pray for their spells. Each cleric must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during her daily meditation.

Channel Energy [4d6 | 7x/day, DC 17] (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to cause or heal damage in either undead or living creatures, depending on the type of energy channeled and the creatures targeted. A cleric can channel either positive (damage undead or heal living creatures) or negative (heal undead or damage living creatures) energy, depending on the alignment of the cleric’s deity. Neutral clerics that worship a neutral deity may choose one or the other type of energy, though once the choice is made it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Spontaneous Casting [Cure]: A cleric can channel stored spell energy into cure spells or inflict spells, depending on the alignment of the cleric’s deity. Neutral clerics that worship a neutral deity may choose one or the other type of spontaneous casting, though once the choice is made it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy.

Focused Domain [Memory]: A theologian chooses only one domain from his deity’s portfolio, rather than the normal two domains. All level-dependent effects of the granted powers function as if the theologian were two cleric levels higher than his actual cleric level – though this does not allow the theologian to gain powers earlier than normal. A theologian can prepare domain spells using his non-domain spell slots, though he cannot use his spontaneous casting ability on domain spells even if they are in extra spell slots.

Domain Secret [Memory Lapse - Disruptive] (Ex): At 5th level, the theologian chooses one domain spell. That spell becomes permanently modified with one of the following metamagic feats: Bouncing Spell, Disruptive Spell, Ectoplasmic Spell, Enlarge Spell, Extend Spell, Focused Spell, Intensified Spell, Silent Spell, Still Spell. This metamagic feat does not increase the level of the spell. Once chosen, this modification cannot be changed. The domain specialist need not have the metamagic feat to apply it to a spell using this ability. At every 5 levels after 5th, the domain specialist may choose an additional domain spell to modify in this way. She cannot modify the same spell more than once.

Proficiencies: Proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity (dagger).

-------------------------------------------------------

Traits:

Exalted of the Society: The vaults of the great city contain many secrets of the divine powers of the gods, and you have studied your god extensively.
Effect: You may channel energy 1 additional time per day.

Dangerously Curious: You have always been intrigued by magic, learning under the guidance of the priesthood at the local temple of Pharasma.
Effect: You gain a +1 bonus on Use Magic Device checks and Use Magic Device is always a class skill for you.

River Rat: You learned to swim while hanging around the docks in Sothis as a youth and how to fight with the dagger due to your association with the local toughs.
Effect: You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.

Deft Dodger: Growing up in the rough neighborhood around the docks in Sothis honed your senses.
Effect: You gain a +1 trait bonus on Reflex saves.

-------------------------------------------------------

Spells:

Domain (as 9th level caster - Focused Domain ability)

Memory You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Recall (Su): With a touch, you can cause a creature to recall some bit of forgotten lore or information. The creature can retry any Knowledge skill check it has made within the past minute, gaining an insight bonus of +4 (WIS modifier) on the check. You can use this ability 7x/day (3 + 4 [WIS modifier] times per day).
Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Spells: 1st Level – Comprehend Languages, 2nd Level – Memory Lapse, 3rd Level – Speak with Dead, 4th Level – Divination

Spell Save DC

0 Level Spells: DC = 14
1st Level Spells: DC = 15
2nd Level Spells: DC = 16
3rd Level Spells: DC = 17
4th Level Spells: DC = 18

Spells per day

0 Level Spells: 4x per day
1st Level Spells: 4x per day + 1 bonus spell (WIS) + 1 Domain spell
2nd Level Spells: 3x per day + 1 bonus spell (WIS) + 1 Domain spell
3rd Level Spells: 2x per day + 1 bonus spell (WIS) + 1 Domain spell
4th Level Spells: 1x per day + 1 bonus spell (WIS) + 1 Domain spell

Cleric Spells (Domain Spells as 9th Level Caster) Memorized / Cast:
0 Level - Detect Magic, Stabilize, Light, Guidance
1st Level - Bless, Hide from Undead, Protection from Evil, Weapons Against Evil, Fallback Strategy; (Domain Spell - Comprehend Languages)
2nd Level - Spiritual Weapon, Spiritual Weapon, Bull's Strength, Shield Other; (Domain Spell - Memory Lapse [w/ Disruptive Metamagic feat])
3rd Level - Prayer, Align Weapon, Communal, Chain of Perdition; (Domain Spell - Speak With Dead)
4th Level - Blessing of Fervor, Spiritual Ally; (Domain Spell - Divination)

-------------------------------------------------------

Equipment & Gear

Explorer’s Outfit [0.0 lb.]

Silver holy symbol of Pharasma [0.0 lb.]

Magical Cloak of Resistance +1 [1.0 lb.]

Magical Ring of Sustenance [0.0 lb.]

Wand belt [1.0 lb.] (move action to ready wand) holds:
Magical Wand of Bless (45 charges) [0.0 lb.]
Magical Wand of Cure Light Wounds (16 charges) [0.0 lb.]
Magical Wand of Cure Light Wounds (50 charges) [0.0 lb.]
Magical Wand of Greater Hide from Undead [CL5] (25 charges) [0.0 lb.]
Magical Wand of Lesser Restoration (29 charges) [0.0 lb.]
Magical Wand of Cause Fear (38 charges) [0.0 lb.]

Belt Pouch [0.5 lb.] holds:
Sunrod [1.0 lb.]
Flask of alchemist’s fire [1.0 lb.]
Flask of holy water [1.0 lb.]
Vial of antitoxin [0.0 lb.]
Magical Feather Token (Bird) [0.0 lb.]

Masterwork Backpack [4.0 lb.] (Grants +1 STR for encumbrance purposes only) holds:
Bedroll [5.0 lb.]
4 Days of trail rations [4.0 lb.]
Waterskin [4.0 lb.]
Flask of alchemist’s fire [1.0 lb.]
2 Vials of antitoxin [0.0 lb.]
5 Sunrods [5.0 lb.]
Scrollcase [0.5 lb.] holds:
- Magical Divine Scroll of Bless
- Magical Divine Scroll of Magic Weapon
- Magical Divine Scroll of Sound Burst
- Magical Divine Scroll of Align Weapon
- Magical Divine Scroll of Remove Paralysis
- Magical Divine Scroll of Speak with Dead
Coin Pouch [12.0 lb.]

Equipment Weight: 41.0 lb.

Total Weight Carried / Encumbrance Load: 85.0 lb. / Medium Load [Max = 100 lb.]

Money: 500pp, 106gp, 9sp, 0cp

-------------------------------------------------------

Character History:

How does one become a theologian of Pharasma? Why would one even desire such a calling? I think the second question answers the first. It is a calling. Pharasma is a very misunderstood Deity. Most fear her as they fear death, as even the deaths of other gods has been proven to be inevitable. If a creature such as Aroden could fall and be processed through her realm, how will a mere mortal fare?

Actually, my calling was a pretty simple thing. I had already decided to be a priest of the Lady of Graves. My decision wasn't a morbid thing, but was a concern to my parents. Karl and Sayleen Thrannel were simple workers in Sothis. Karl worked the docks and Sayleen did various household cleaning and occasional babysitting type work. Our home was simple but comfortable. I grew up understanding about hard work and learned to fight with the toughs that hung around the docks, but as I grew up I felt called to the temple areas of Sothis. Perhaps it was curiosity about things eternal, but I became more than curious at age 8 when my aunt and uncle died on a trip to come and visit us for a holiday. They were wealthy and had been on vacation, a sightseeing trip across Osirion. They were with a caravan coming from the Gardens of Shepeska, planning to ride past the Ruins of Tumen before stopping to stay with us for a few days. Supposedly nobody knows what really happened. Nobody but Pharasma. I started my formal studies in the local temple the following spring.

I was doing well with my studies, having passed all of the basic tests and even being taught some of the basic magics of the priesthood when the next "tragic" event of my life happened. My friend, Harlan Mackey, died. As a priest of Pharasma I shouldn't have been upset by a death, but he was my friend. Somehow his family was able to get him raised, but it still happened.... I focused my training on the aspect of Pharasma's powers dealing with knowledge and memory, curious about what happens to the experiences and memories of a person when they end their earthly existence.

When I finished my training in Sothis I started my life as a professional cleric. I went along with several small groups, handling the healing of various ills that they encountered. The temple then contacted me and directed that I join a group headed to Wati. The government of Wati was opening the city of the dead to professional tomb raiders and they wanted at least a few teams to have proper respect for the dead. I contacted my friend Harlan and joined the group headed there. Our first mission was a great success. We mapped and cataloged a collapsed home from the ancient times. The family had a crypt below the home that was still in great shape and there were a number of historical treasures that we brought back to the temple for their historical significance. We also returned a number of family treasures to them, gaining their goodwill as well as a little bit of payment. Our second task was less favorable. There was dissension in our ranks as our strongest warrior wanted to raid the structure that we had been assigned, even to the extent of peeling the plating from the sarcophagus that we found and prying gemstones from the artwork before returning to the city. At the completion of that task we disbanded our group and I reported the issue to the Priestess of the temple. Harlan and I have been waiting to see what we can do next.

-------------------------------------------------------

Special Abilities Used:

Used Channel Energy ability 0 (of 7) times this day.

Used Recall domain power 0 (of 7) times this day.

Used Remote Viewing domain power 0 (of 7) rounds this day.

Equipment Notes:

0 days (of 4) worth of trail rations (used up from inventory)

300gp for expensive material components (used up from inventory)