Harrow Bloodline

Kleth Shleth's page

60 posts. Alias of Dennis Harry.


Race

Shadow's Status | Wizard 1 (Abjurer)/Cleric 1 Azuth - HP = 19/19 | AC = 12 | CMD 12 | F +4 | R + 4 | W +6 | Ini +2 | Per + 7

About Kleth Shleth

Kleth Shleth - Human Halruaan Wizard (Abjurer) 1/Cleric of Azuth 1:

HP = 19 (1d8+2 & 1d6+2 + 1 (Favored Class Wizard))
AC = 12 – (Dexterity Bonus)

Initiative +2

Strength 8 (-1)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 17 (+2 Human) (+3)
Wisdom 14 (+2)
Charisma 10 (-)

F 2 + 2 = 4
R 0 + 2 + 2 (Lightning Reflexes) = 4
W 2 + 2 + 2 = 6

BaB +0
Melee Attack – -1
Hand of the Acolyte 5x day +2 – Weapon Damage -1
Ranged Attack +2
CMB +1
CMD 10+2 = 12

Feats: Human – Lightning Reflexes
(1) Combat Casting
(Regional Feat) Spellwise

Trait – Desparate Focus +2 Concentration checks [Source: Pathfinder Chronicles - Cheliax: Empire of Devils]

Domains: Knowledge – Magic

Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Domain Spell – Comprehend Languages

Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spell – Identify

Spells Cleric: 0th – 3 – Create Water, Purify Food & Drink, Detect Poison
1st 2 + 1D – Bless, Protection from Evil – Comprehend Languages

Aura -

Concentration – Cleric - +9 – Wizard +10

Channel Energy – 5x Day 1d6

Spells: Wizard: 0th – Read Magic, Detect Magic, Light
1st 2 + S – Magic Missile, Mage Armor, (A) Adjuring Step

Scribe Scroll

Arcane School - Abjuration – Opposition schools – Illusion & Enchantment

Spellbook: (0th) All.
(1st) Adjuring Step, Shield, Grease, Mage Armor, True Strike, Magic Missile = Ray of Enfeeblement, Expeditious Retreat, Touch of Gracelessness, Feather Fall, Shocking Grasp

Resistance Fire 5

Protective Ward (Su): As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their AC. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Skills:
Ranks Cleric 2+Int +1 Human – Ranks Wizard 2+Int +1 Human – (12 Total)

Diplomacy
Heal (1) +6
Knowledge Arcana (1) +9
Knowledge Dungeoneering (1) +7
Knowledge Local (1) +7
Knowledge Nature (1) +7
Knowledge Planes (1) +7
Knowledge Religion (1) +7
Perception (2) +7
Profession (Sage) (1) +6
Sense Motive (1) +6
Spellcraft (1) +9

Background Skills:
Appraise
Knowledge Engineering (1) +7
Knowledge Geography (1) +7
Knowledge History (1) +7
Knowledge Nobility –
Linguistics – (1) +7

Languages – Common, Draconic, Undercommon, Goblin, Abyssal

Gear:

Quarterstaff -
Crossbow Light - 35 GP
20 Bolts - 2 GP
Dagger (3) - 6 GP
Backpack - 2 GP
Parchment (25 sheets) & Quills (2) & Ink (2 - 1 oz vials) - 22 GP
Chalk (2) - 2 CP
Torches (8) - 8 CP
Flint & Steel - 1 GP
Candles (1) - 1 SP
Hooded Lantern - 7 GP
Oil (4 pints) - 4 SP
Belt Pouches 2 - 2 GP
Magic Item Components - 100 GP Misc.
Rations (5 Days) 2 GP 5 SP
Signet Ring 5 GP
Spellbook - 15 GP
Holy Symbol Silver 25 GP
Magnifying Glass - 100 GP
Antitoxin (2 Vials) 100 GP
Alchemists Fire (2 vials) 40 GP
Explorer Outfit & 2 Scholar Outfit + Boots - 22 GP

Maps of Faerun.

Magical Gear

True Strike x4 - 100 GP.
Expeditious Retreat x4 - 100 GP.
Everburning Torch 110 GP

Treasure:

155 GP

Bonded Object:
Ring.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Background:
Kleth was born to a family of Magehounds in the Year of the Morningstar 1350 DR (5209 NY). Ironically it was in that same year that the famed Wizard Elminster Aumar “retired” to become Sage of Shadowdale. The Shleths were followers devoted to Azuth and Mystra, the blood of the Gods it was said ran in their blood through a distant Aasimar relative. Every member of the Shleth family has been either a full Cleric or an Acolyte, every member until Kleth.

Kleth was bred to be a Magehound but instead of being repulsed by the thought of magic and its dangers he was enchanted by its possibilities. Instead of focusing on ways to combat practitioners of the arcane arts, Kleth studied knowledge in all of its forms. Well, with the exception of Nobility. After all, what did birth have to do with ability? Accidents of birth were of no consequence to him although sorcerers did hold his interest as their accident of birth did grant a measure of ability. Still, even that was pre-determined by family lineage.

That man (humanoids in general) had self-determination and could retain self-determination was more important to Kleth than worship of the Gods. Certainly Kleth respected Azuth and had a connection to the God, indeed, even as a teenager he had the connection to Azuth that granted him divine powers.

However, at the age of 16, Kleth shocked his family and his community in Eichul turning down training as a Magehound and as an Acolyte of Azuth moving to Maeruruhal and being accepted as an Apprentice to Councilor Dobyo Flurrig Halruaan Elder of Abjuration! Despite the grief he received for the decision, Kleth excelled as a student for his first four years. Thereafter, Kleth found the structure of Halruaan magical study to be stifling. There was too much theory and not enough real world application for him. Thus, Kleth once again left what would have been an ideal position to most Halruaans to carve his own path.

Taking a caravan north Kleth sought out the mysteries of magic that the safety of Halruaa could not provide. Ancient ruins, ancient manuscripts, perhaps even the ancient magic of the Netherese could be obtained by Kleth! His first stop in Arrabar Kleth had the opportunity to join an adventuring group! For the first time he pit his will and his powers against live foes and although he was injured he came through alive. As he was recovering at the Inn post his first adventure Kleth discovered that ancient Netherese have returned to the world, the Archwizards of the Shade Enclave. Fascinated as Kleth is at the prospect, first he must discover if he and his new allies will stay together or if he must move on yet again to seek out his goals.