Cayden Cailean

Brother Henric's page

59 posts. Alias of Dorgar.


Full Name

Brother Henric Dolvia

Race

Human Taldane/Kellid

Vital Stats:
HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30'

Classes/Levels

Ranger 1 / Cleric 1 (Erastil)

Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7

Gender

Male

Size

M

Age

23

Alignment

LG

Deity

Erastil

Languages

Common, Hallit

Occupation

Traveling Friar

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

About Brother Henric

Background:
Henric grew up at the edge of the realm in a small yet homey cottage a few days journey from the nearest village. His father Gregor was a trapper and woodsman who loved the freedom that came from living in the wilds. His mother Nahri grew up amongst the people of her tribe. His father developed a good relationship with the tribe over the years and fell in love with Nahri with no small effort on his part he talked her father into allowing the marriage. Henric's youth was spent in the wood with occasional visits to the village of Clearbrook where he got to experience the ways of his fathers people in the kingdom, and occasional trips to the camps of his mothers people The Yahinni (Shadow Fox People in Hallit). He and his older brother Braddic loved growing up learning to live off the land and learning the lore of his mother's people.
One fateful day when Braddic was fourteen and Henric was ten men came to the glen, Gregor feeling something was off sent the boys into the house. The men were cultist of Rovagug and were soon making loud demands of Gregor. Nahri told Braddic to take Henric out the back way and to carefully make their way as quick as they could to Clearbrook. The boys darted out to the edge of the clearing Braddic wanted to circle around and aid their parents, but his promise to his mother to get Henric to safety kept him moving. By the time they returned to their home with aid from the village days had passed their home was burnt to ash their parents bodies desecrated bodies a sacrifice to a foul god.
Braddic blamed Henric for he was certain that had he been allowed to stay by their parents side he would have been able to make the difference. When they had buried their parents and the men from the village turned to head back to the village Braddic screamed a bloodoath in Hallit to the heavens darting into the woods. Henric hasn't seen his brother since even though he has never given up running across him and hoping he has been forgiven.
Henric went back to Clearbrook his young life turned upside down. The families took turns housing him for a few weeks or a month at a time. Some were kinder than others, but all felt sorry for the boy some just didn't know how to react to the sorrowful half wild boy of the wood. A little over a year passed this way when a wandering priest of Erastil Brother Willum came to clearbrook. The kindly old priest had spent a harsh winter at the Dolvia homestead when stumbled upon it in a blizzard when Henric was seven. Willum happily took the boy on and Henric began the slow road to recovery under Willum's tutelage.


combat:
HP 17, Init +3, speed 30', BAB +1, CMB +1
A.C.17, Touch 13, Flatfooted 14, CMD 13
Fort 6, Reflex 5, Will 5

MW Composite Longbow To Hit +5 (+6 point blank), Crit x3, Range 110,
Damage 1d8 (+1 point blank)
Ammo 40 arrows, 20 blunt arrows, 10 cold iron, 10 silver, 3 animal bane

Battle Axe To Hit +1, Crit x3, Damage 1d8

2 Daggers To Hit +1 (+5 thrown point blank), Crit 19-20 x2, Range 10',
Damage 1d4 (+1 point blank)

Feats:
Point Blank Shot: +1 to attack and damage with ranged weapons up to 30'.

Precise Shot: Shot or throw ranged weapons at an opponent in melee without taking the standard -4 penalty on your attack roll.

Background Traits:
Religious Trait: (Erastil) Patient Optimist You know 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 such an attempt you may retry it once.

Social Trait: Friend in Every Town
You have no problem making friends and learning information from them wherever you go. You gain +1 trait bonus on all Know (local) and Diplomacy checks. One of these skills (Know (Local) chosen) is always a class skill for you.

Campaign Trait: Rostlander
You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance
of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for
matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism
and honor, and so you have joined an expedition to quest southward. Your hardy nature grants you a +1 trait bonus on all Fortitude saves.


Class and Racial abilities:

Human +2 to one ability score (Dex chosen)
Bonus feat 1st level (Precise Shot chosen)
+1 Skill Point a level
Favored Class: Cleric

Ranger 1st Favored Enemy Human +2 on Bluff, Know , Perception, Sense
Motive, and Survival checks. +2 on attacks and damage.
Track +1 to Survival to follow or identify tracks.
Wild Empathy Can improve initial attitude of an animal. roll
1d20 +3 to determine Wild Empathy result.

Cleric Aura currently Faint Lawful and Good.
Channel Energy 5/Day, DC 13, 1d6 positive channel.
Domains
Community Calming Touch 6/Day may touch a creature as a standard
action to heal 1d6 nonlethal damage +1. It also
removes the fatigued, shaken, and Sickened conditions.
1st Level Spell- bless

Plant Wooden Fist 6 rds/Day Hands become as hard as wood
and covered in thorns. Deal lethal damage 1d3+1
1st Level Spell- entangle

Default Spells:
0 Lvl Create Water, Detect Magic, Light.
1st Lvl Bless, Shield of Faith, D- Entangle

Money:
Pp 0
GP 79
Sp 5
Cp 7

Magic Items:
Wand of Cure Light Wounds 50 charges
3 animal bane arrows

Mount:
Light Horse harness, bit&bridle, riding saddle, saddle
bags
Mule harness, bit&bridle, pack saddle

Gear:
backpack, bandolier, 4sq yds.canvas, campsite kit (includes a cooking kit), compass, fishing kit, grooming kit, antidote kit, healer's kit, surgeon's kit, veterinarian's kit, hammer, holy symbol iron (Erastil), adventurer's holy text (Parables of Erastil),
20 iron spikes, journal, 2 ounces ink & ink pen, 2 sacks, saw, 2 scroll cases, shovel, signal horn, 100 ft silk rope, sledge, 1lb soap, large tent, 10 torches, 4 water skins, cleric's vestments, 2 explorer's outfits, 2 traveler's outfits, furs(clothing)gallon of ale (a nice red),
gallon of applejack, Wheel of sharp cheese.

Entertainment:
Deck of Cards, Dice, Siege, Doppel, Dominos
quality wise I spent 5 gp on each item.