Friendly Fighter

Garran Oakthorn's page

341 posts. Alias of Waterhammer.


Will +7| Init + 1 | Perc +11| Speed 20’ |Channel 3/4 | Spells 1st: 3/4|


Active conditions: None | Special powers: Cold resistance 2, Sun's blessing +1 Touch of glory 6/6 Studied target, Track


Male LG Human (Ulfen) Cleric 2/Slayer 1 | HP 21/23|AC 18 T 11 FF 17 |CMB +3 CMD 14 | Fort +7 Ref +3



About Garran Oakthorn












Garran Oakthorn
Male human (Ulfen) cleric of Iomedae 2/slayer 1 (Pathfinder RPG Advanced Class Guide 53)
LG Medium humanoid (human)
Init +1; Senses Perception +11
AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 shield)
hp 23 (3 HD; 2d8+1d10+4)
Fort +7 (+5 circumstance bonus vs. cold weather), Ref +3, Will +6
Resist cold 2
Speed 30 ft. (20 ft. in armor)
Melee cold iron longsword +5 (1d8+3/19-20) or
. . dagger +5 (1d4+3/19-20)
Ranged shortbow +3 (1d6/×3) or
. . sling +3 (1d4+3)
Special Attacks channel positive energy 4/day (DC 14, 1d6 [+2 vs. undead]), studied target +1 (1st, move action), sun's blessing
Domain Spell-Like Abilities (CL 2nd; concentration +5)
. . 6/day—touch of glory (+2)
Cleric Spells Prepared (CL 2nd; concentration +5)
. . 1st—bless, protection from evil, remove fear, shield of faith[D]
. . 0 (at will)—create water, detect magic, light, spark[APG] (DC 13)
. . D Domain spell; Domains Sun (Day[APG] subdomain), Glory (Heroism[APG] subdomain)
Str 16, Dex 12, Con 12, Int 12, Wis 17, Cha 12
Base Atk +2; CMB +5; CMD 16
Feats Alertness, Endurance
Traits fencer, northern ancestry
Skills Acrobatics -3 (-7 to jump), Appraise +6, Bluff +5, Diplomacy +7, Heal +8, Knowledge (nobility) +5, Knowledge (religion) +6, Linguistics +7, Perception +11, Sense Motive +10, Survival +7
Languages Celestial, Common, Kelish, Skald, Sylvan, Varisian
SQ track +1
Combat Gear alchemist's fire; Other Gear mwk breastplate, light wooden shield, arrows (20), cold iron longsword, dagger, shortbow, sling, sling bullets (10), backpack, belt pouch, blanket[APG], cold weather outfit, flint and steel, ink, inkpen, paper (10), scroll case, silk rope (50 ft.), soap, spell component pouch, torch (4), trail rations (3), waterskin, wooden holy symbol of Iomedae, 656 gp, 9 sp, 7 cp
Special Abilities
Cleric Channel Positive Energy 1d6 (4/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Day)
Cleric Domain (Heroism)
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Sun's Blessing (Su) +2 to channel damage vs. undead and they don't get channel resistance.
Touch of Glory +2 (6/day) (Sp) Grant +2 to a CHA-based skill or ability check.
Track +1 Add the listed bonus to Survival checks made to track.

Bot me:
Garran will cast bless at the start of combat then move into combat with his sword. longsword: 1d20+3; 1d8+3

Garran is 6' tall and weighs a muscular 180 lbs. He is 28 years old. He has blue-green eyes and a penetrating gaze. His ash-blond hair that is typically slicked back in a pompadour that is square-cut in back. Garran's face is ruggedly handsome. His pale, Ulfen, skin has been darkened by the Southern sun and wind.
Garran wears his breastplate over his wolf fur winter coat. The armor is decorated with a white wolfs head. His large teardrop shaped shield is flat white with a gold rim. Iomedae's radiant sword is painted on the shield in gold color. Garran's leather gear (belt, gauntlets, backpack) are glossy black. His tunic and trousers are grey and white wolf fur, as are his high boots. Garran wears his holy symbol around his neck on a leather cord. The cord is long enough that the holy symbol hangs below the center of Garran's chest. For travel, Garran wears an ankle length, hooded cape of dove gray.

Garran's father, Ulrick was one of the Taldan Prince's Ulfen guards. Ulrick met Garran's mother, a Varisian dancer, while her troupe was entertaining for the prince. Her name was Velda, and Ulrick was entranced by her dark luminous eyes and flowing dark hair. Velda, for her part, found the hulking northman to be witty and dashing. Soon enough, the two were married and had children.
Garran is their third child, he has an older brother, Sigurd, and an older sister, Siglinde. Garran's younger brother, Vharkas, is doted on and spoiled by all his family, Garran included. Vharkas is the black sheep of the family, often finding himself in trouble. One escapade involved Garran. The young cleric was sent by his father and mother to pay off a gambling debt of Vharkas'. Vharkas' bookie, a slithery man called Lemnor Gurks was shaking down some street urchins, as Garran arrived. Extorting them into working as pickpockets for him, to be precise. Garran paid the man his money, then proceeded to pound Lemnor into a pulp with his fists. Garran was able to take one of the waifs to the shelter of Iomedae's temple. The rest had run off. Gurks, a footsoldier of the Graefler family, still holds a grudge against Garran. The cleric expects that Gurks would stick a knife in his back, given half a chance. So far Gurks has not had the opportunity. The Oakthorns run a fighting school, there are always too many warriors about. The temple of Iomedae is likewise well guarded.

Garran was expected to help with the family business, a fighting school called The Slash and Sting. Ulrick's axe and dagger fighting style was taught to wealthy Taldans. Garran had no objection to this, he had a natural ability for fighting. He did feel a longing for something undefined. An urge to be outside when the weather was cool. A restlessness.
One winter night, driven by this restless urge, Garran was outside the city walls, in an old abandoned cemetery. A glint caught his eye in the moonlight. Garran drew close and saw the blade of a sword, half covered in leaves and soil. Using his dagger and fingers Garran unearthed the weapon, a good solid double edged sword. The sort of blade a knight would wield. The blade was a bit rusted, but some work with stone and oil would put the polish right back on it. Garran knew he could sell it for a fair amount. On a whim, Garran took the hilt in his hand and raised the sword point to the sky. As he did this, he felt a presence surround him, washing him in a glow of gold and white. In the distance Garran beheld a lady, most beautiful, in resplendent gold armor. About her shoulders was a shimmering cloak of purest white. "Fate has placed my holy sword in your hands. Take it, and strive for justice. You are a natural warrior, and your heart is true. The life of a sell sword will never satisfy you. You know this is true."
The vision faded, and Garran sat upon the cold ground. He spent the night there,in contemplation, and in the morning, he sought out his mother and father. "I am going to pledge my life to Iomedae." He told them. "It is my true calling."
Velda, as always, was loving and supportive, telling Garran she would keep his room for him, for whenever he returned. Soon she hoped. And to visit often.
Ulrick was clearly disappointed that Garran did not want to follow the family trade. He had fostered hopes that Garran would follow his footsteps in the Prince's Guard. Still, cleric was a highly prestigious calling as well. With a clap on the back, Ulrick gave his blessing.

The clergy at the temple of Iomedae welcomed Garran, they recognized the sword he carried as one of of their order. When tested, Garran proved to have the aptitude and desired temperament. Garran was accepted as an acolyte and began his studies.
Garran's studies were nearing completion when the incident with Lemnor Gurks occurred. About this time, at an upscale party, Garran met a young, beautiful, black haired lady. Her name was Alice Thurdanhelm. In the evening of dancing, and conversation Garran found himself quite smitten with the sophisticated lady. She seemed to feel the same about him, for as they parted ways after the party, she pressed a note into his hand. A note detailing a time and place for a second meeting.
Garran was preparing for this second meeting, when Weslynn Draime, the lead Priestess of the local temple knocked at his door. Garran let her in with a bow. "How may I be of assistance, my lady?" he wondered. "I saw you with Lady Alice Thurdanhelm last night." She said. "She is married you know." Garran frowned as he digested this bit of information. Adultery was frowned on by Iomedae. "I think I love her." he confided. "Sometimes it's best to remove one's self from temptation." Weslynn replied. "You have a solid grasp of the faith. Perhaps it's time you left here to broaden your experience. Perhaps find a village that could use a priest."
Garran took the advice of the Second Sword. He met with Alice, but only to tell her he was leaving. Then he took his leave of his family, and set off down the long, dusty roads of Taldor.

Background Concepts:
1. Son of an retired Ulfen guard and Varisian sorceress.
2. Family business is a fighting school.
3. Left family to be a cleric, because he saw a vision of Iomedae.
4. Lived with his family in Zimar. Interfered with crime syndicate in city.
5. Is sent out to minister to the people of Taldor and find or found his own church.

1. To spread the teachings of Iomedae through deed and word.
2. To combat evil in the world. Garran is no fool though. He is willing to use subtle means as needed.
3. To achieve personal power, the better to carry out his first and second goals.

1. Garran is infatuated with a wealthy, married Taldan Noblewoman. She is fond of him as well, or is at least leading him on. The woman's husband is very powerful and could cause Garran a great deal of trouble (death) if he were to find out.

2. Garran has surviving relatives in Irrisen, that he does not know about. His father's sister or some such.

1. Father- Ulrick.
2. Mother- Velda.
3. Older brother- Sigurd.
4. Older sister- Siglinde.
5. Younger brother- Vharkas.

6. Weslynn Draime- Second Sword of Iomedae.
7. Lemnor Gurks- Thug of the Graefler family (crime syndicate.)
8. Lady Alice Thurdanhelm.
9. Lord Lastron Thurdanhelm

Memories, mannerisms, quirks:
1. Projects a stern demeanor. Though he is really not so gruff.
2. Goes out at night or in cold weather and stares to the north.
3. The vision from Iomedae. Otherwise, Garran has many memories from his life and childhood. Most of them happy. Garran dwells on his evening with Alice Thurdanhelm, but this is likely to fade as he moves on.