About Herok CraneCrunch:
Herok Crane Cleric (Warpriest) 4
Medium, Human, Dromaar, Humanoid Perception +12; Low-Light Vision Darkvision Languages Common, Orcish, Varisian Skills Acrobatics +4, Athletics +9, Lore: Hunting +10, Lore: Sandpoint +8, Medicine +12, Nature +10, Religion +13, Society +8, Survival +10 Str +2, Dex +4, Con +2, Int +1, Wis +3, Cha +1 Items Studded Leather, Arrows (20), Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Religious Symbol (Wooden), Silversheen, Healer's Toolkit, Shining Symbol, Vine Arrow (1), Elemental Ammunition (Lesser) (2), Shining Ammunition (2), Beacon Shot (2), Healing Potion (Lesser), Elemental Ammunition - Electricity (Lesser) (2), Elemental Ammunition - Cold (Lesser) (2) AC 22; Fort +11, Ref +11, Will +12 HP 58 Shield Block Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Speed 25 feet Melee Dagger +11 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+2 P Ranged +1 Striking Composite Longbow +12 (Deadly d10, Propulsive, Volley 30 ft., Magical), Damage 2d8+1 P Raise Symbol Requirements You are wielding a religious symbol. You present your religious symbol emphatically. You gain a +2 circumstance bonus to saving throws until the start of your next turn. While it's raised, if you roll a success at a saving throw against a vitality or void effect, you get a critical success instead. If the religious symbol you're raising is a shield, such as with Emblazon Armaments, you gain the effects of Raise a Shield when you use this action and the effects of this action when you Raise a Shield. Point Blank Stance (Stance) Requirements You are wielding a ranged weapon. You take aim to pick off nearby enemies quickly. When using a ranged volley weapon while you are in this stance, you don't take the penalty to your attack rolls from the volley trait. When using a ranged weapon that doesn't have the volley trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the weapon's first range increment. Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You're holding or wearing a healer's toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds. Shining Symbol (Divine, Invested, Light) Activate Spiritual Light (concentrate, light, revelation) Frequency once per day; Effect The light cast by the symbol becomes bright light for 10 minutes and shines through bodies to reveal hints of the spirits within. Creatures in the light receive a –1 status penalty to Deception and Stealth checks. You can Dismiss this activation. Vine Arrow (Consumable, Magical) Activate Concentrate Beacon Shot (Consumable, Magical) Activate Manipulate Divine Prepared Spells DC 20, attack +10; 3rd Heal, Heal, Heal, Heal, Heal; 2nd ; 1st ; Cantrips Divine Prepared Spells DC 20, attack +10; 3rd Heroism, Heroism; 2nd Resist Energy, Shield Other, Sound Body; 1st Sure Strike, Protection, Shielded Arm; Cantrips Guidance, Forbidding Ward, Light, Know the Way, Shield Additional Feats Additional Lore, Archer Dedication, Athletic Might, Dromaar, Emblazon Armament, Hobnobber, Orc Sight, Ward Medic Additional Specials Anathema, Cleric Spellcasting, Deity, Divine Font (Healing Font), Doctrine (Warpriest), Sanctification, Second Doctrine Erastil’s Edicts and Anathema:
Edicts care for your home and family, fulfill your duties, keep the peace, protect the community
Anathema abandon your home in its time of need, choose yourself over your community, tarnish your reputation, tell lies Backstory:
Born and raised in Sandpoint, Herok has lived all his life here as a second-generation Dromaar. His father, Tolkar, is a shipbuilder at the Sandpoint Shipyard, and his mother, Barra, was a hunter and trapper. Herok may, at one time, have desired to follow in his father’s footsteps, but when he was seven years old, the Swallowtail Festival was interrupted by a goblin attack, and these brave heroes fought them off! Then old Lonjiku was killed in his own Glassworks, and there were whispered rumors of an impending goblin attack, but those heroes stopped the attack and freed the Glassworks. Then the heroes left for a while, but came back warning of an impending attack by giants! And they were right! There were big stone giants and a fire breathing dragon and a massive battle, and the heroes saved the day again! And after that, a giant sinkhole opened up next to the Sandpoint Garrison, and the Heroes of Sandpoint stopped another threat to Sandpoint from there!
Ever since then, Herok has wanted nothing more than to be a great adventurer, the next generation of the Heroes of Sandpoint! He and his friends would play Heroes of Sandpoint together, and talk about how they were all going to be famous adventurers one day. He also often pestered his mother about going with her when she went hunting, because great heroes of course knew how to hunt. His mother eventually relented, and she began taking him with her and teaching him how to use a bow. She also taught him how important it was to show proper veneration to Erastil, god of community and the hunt, otherwise the hunt may not go as well as he would wish. Herok had, at one time, thought he might be able to get apprenticed to Shalelu, the local Elven guardian of Sandpoint, but she left with Ameiko Kaijitsu when Herok was twelve. He guessed she was some kind of important person with Ameiko, who was now the Empress of Minkai across the Crown of the World. So Herok didn’t really have anyone to teach him how to be a hero, and he’d just have to figure it out on his own. As he grew into his teenage years, he was able to go out on his own a lot more, often camping away from home for a couple days at a time. He found he enjoyed his time in nature - although he was always careful of the local goblin tribes. On one such trip, when he was eighteen, he was tracking a deer beyond the boundaries he normally worked in, he suddenly encountered a stag with a massive set of antlers. It almost seemed to glow in the sunlight of the forest clearing. He and the stag stared at each other for a moment, neither moving, he at the stag in awe, and the stag with something resembling…judgement? Suddenly, the stag broke off, jumping away through the wood as Herok watched it go. On the ground, where it had been standing, he saw a wooden disc on a lanyard. Carved into that disk was an antlered bow and arrow that his mother had taught him was the symbol of Erastil. Since then, he has dedicated himself to Erastil. His hunts are now as much patrols around Sandpoint, looking for signs of impending danger so he can warn the town. His parents are encouraging him to join the Sandpoint militia, but he isn’t entirely convinced. Shalelu was able to work with the militia without being part of it - maybe he could do the same. One thing he is sure of - his life stands at a crossroads. He still wants to be an adventurer, and the next generation of the Heroes of Sandpoint, but he takes the sign from Erastil seriously, and interprets it to mean he should stay close to home. How can he reconcile these two paths? That is the question he cannot answer. |