Alain

Jonah d'Tharashk's page

433 posts. Alias of Mokshai.


Full Name

Jonah d'Tharashk

Race

Human

Classes/Levels

Cleric 3 (Hp 24/24),(AC20, T13, FF18),(Saves F4, R2, W8), Init 2, Percept 8

Gender

Male (Channel 4/4 2d6 DC 12 will), (Liberation 3/3 rounds), (Touch of Good 8/8)

Size

M

Age

19

Special Abilities

Divine Casting

Alignment

LN

Deity

Sovereign Host

Languages

Common, Celestial, Draconic

Strength 18
Dexterity 15
Constitution 12
Intelligence 14
Wisdom 20
Charisma 13

About Jonah d'Tharashk

basic info:

Male Human Cleric 2
LN medium humanoid
Senses Low-Light Vision

background:

Jonah was born of a Yeoman family in the country of Breland, originally with the surname of lightbringer
When he was young Jonah d'Tharashk was a bit of a troublemaker, and so his parents sent him over to a local church, to try to channel his reckless energies. Soon after entering the church, Jonah found that he had a calling in the church, and took to it.
After being in the church for a while, he went to one of the priests that was there, and asked about what he thought was a birthmark, only to have the abbot, go pale at the revelation that it was a dragon mark.
When realization that his birthmark actually meant that he was important, he slowly learned exactly what it was, and how it could help him. It was during this time of discovery and practice that he was told that he was now a d`Tharashk, and that there was nothing that he could do about it. With this decree, the abbot also provided him with the identification papers that said he was a d`Tharashk.
Right after this decree from the abbot, he was ordered to go to Sharn.
Shortly after arriving in Sharn, while trying to find his way to the local church of the Sovereign host, he took a wrong turn and thus found himself deep in the fallen, seriously lost. With greater and greater trepidation, and a firm grip on what was left of his coin purse, he continued deeper and deeper, trying to find a way back to the upper levels, and was having no luck, nor was anyone willing to talk to him to give him directions.

OFFENSE:

Speed 30 ft
Space 5 Reach 5
BAB 2, CMB 6, CMD 19

Melee
Longsword +6 (1d8+4/19-20/x2)
Heavy Mace +6(1d8+4/x2)
Morning Star +6 (1d8+4/x2)
Dagger +6 (1d4+4/19-20/x2)

or
2H - Longsword +6 (1d8+6/19-20/x2)
2H - Heavy Mace +6 (1d8+6/x2)
2H - Morning Star +6 (1d8+6/x2)
Longspear +6 (1d8+6/x3)

Ranged
Sling +4 (1d4+4/x2)
Light Crossbow +4(1d8/x2)

DEFENSE:

AC 20, touch 13, flat-footed 18
hp 24
F4, R3, W8

Traits:

Blood of Dragons (low-light vision) (UCa 62): You gain low-light vision.

Killer (APG 328): You deal additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.

Feats:

Scribe Scroll
Least Dragonmark of Finding (ID1/day)
Craft Wonderous Item

Skills:

Without/With Shield

Acrobatics -3/-5, Appraise 2/2, Bluff 1/1, Climb -1/-3, Diplomacy 7/7, Disguise 1/1, Escape Artist -3/-5, Fly -3/-5, Heal 11/11, Intimidate 1/1, Knowledge (planes) 8/8, Knowledge (religion) 8/8, Perception 8/8, Ride -3/-5, Sense Motive 5/5, Spellcraft 8/8, Stealth -3/-5, Survival 5/5, Swim -1/-3

Class Features:

Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (except Tower Shields).

Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Longsword

Aura (Core 39): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment

Favored Weapon (Core 39): You gain proficiency with the favored weapon of your deity (Longsword)

Channel Energy (Su): You can release a wave of positive energy which either heals 2d6 of damage to living creatures or damages undead creatures (Will Save DC 12). You can use this ability 4 times a day.

Spontaneous Casting (Core 41): You can channel stored spell energy into cure spells.

Languages:

Common, Celestial, Draconic

Gear:

Armour:
Steel Lamallar, Quickdraw Light Steel Shield

Weapons:
Longsword, Heavy Mace, Morning Star, Sling, Sling Bullets(10), Light Crossbow, Bolts Crossbow (30), Cold Iron Bolts (20), Longspear, Dagger
10 Bolts Blanched Adamantine, 20 Bolts Blanched Silver

Adventuring Gear:
Masterwork Backpack, Bedroll, Belt Pouch, Candles (12), Average Holy Text, Flint and Steel, Iron Pot, Mess Kit, 50' Silk Rope (2), Soap, Spell Component Pouch, Trail Rations (7), Waterskin (2), Silver Holy Symbol with compartment and flask holder, Fishing Kit, Cooking Kit (AA), Chalk, Hammer, Pitons (4), Bullseye Lantern, Oil Flask (8), Sack (2), Tindertwig (4), Gear Maintenance Kit, Grooming Kit, Scrivener’s Kit, Shaving Kit, Grappling Hook, Identification Papers, Adventurers Sash (AA), Blankets (2), Candle Lamp, Canteen (2), Coffee Pot, Earplugs, Iron Spikes (8), Steel Mirror, Parchment (20), Scroll Box, Scroll Case (2), Smoked Goggles, String 50', Teapot, Surgeons Tools, Clerics Vestiments, Explorers Cloths (2), Poncho, Ground Coffee (2 lb),

Expendable Gear:

Antidote Kit (10/10 uses)
Healing Kit (10/10 uses)
4 Flasks Holy Water
2 Cure Light Wounds Potions (d8+1)
2 Flasks Alchemical Fire
2 Flasks Acid
2 Flasks Alkali
2 Flasks Bottled Lightning
2 Flasks Liquid Ice

Magic:

Ring of Protection +1
Travellers Any Tool
Sleeves of Many Garments
Boots of the Cat
Small Bag of holding
Pearl of Power Level 1

scrolls:

none

Money:

PP
Gp 3276
Sp 8
Cp 10
Gems / Jewels

Domains:

Liberation
Liberation (Su) (Core 45): For 3 rounds a day, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies.

Good
Touch of Good (Sp) (Core 44): You can touch a creature as a standard action, granting a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 8 times a day.

Spells Prepared:

Level 0
Detect Magic
Read Magic
Light
Guideance

Level 1
{d}Protection from Evil
Bless
Shield of Faith
Magic Weapon
Blank

Level 2
{d}Remove Paralysis
Aid
Blank