Mystic Theurge

Laurel Thestia's page

269 posts. Alias of CampinCarl9127.

Full Name

Laurel Thestia




Cleric (Angelfire Apostle) 2 | AC 17, Touch 12, FF 15 | HP 18/18 (3 charisma damage) | F +5, R +2, W +6 | Init +2 | Perc +6












Common, Celestial, Orc

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

About Laurel Thestia

Male Human Cleric (Angelfire Apostle) 2
NG Medium Humanoid (Human)
Init +2; Senses Perception +6
AC 17, touch 12, flat-footed 15 (+4 armor, +1 shield, +2 dex)
hp 18
Fort +5, Ref +2, Will +6
Speed 30 ft. (20 ft. with backpack)

Melee Scimitar +4 (1d6)
Morningstar +1 (1d8)
Dagger +1 (1d4)

Ranged Light Crossbow +3 (1d8)
Str 10, Dex 14, Con 14, Int 10, Wis 16, Cha 14
Base Atk +1; CMB +1; CMD 13
Feats Deny the Reaper, Ferocious Loyalty, Extra Channel, Channel Smite, Guided Hand
Traits The Reclaimer, Cleansing Light, Envoy of Healing
Drawbacks Overprotective
Skills (12 points; 4 cleric, 2 human, 4 background, 2 campaign)
ACP -3
(1) Diplomacy +6
(1) Heal +9
(1) Knowledge (history) +4
(2) Knowledge (religion) +5
(2) Linguistics +5
(2) Perception +6
(1) Profession (healer) +7
(1) Profession (gardener) +7
(1) Sense Motive +7
*ACP applies to these skills
Non-Standard Skill Bonuses
+1 Perception (trait)
+2 Heal (feat)
Languages Common, Celestial

Special Abilities:

Bonus Feat Humans select one extra feat at 1st level.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

The Reclaimer You lost something precious in the destruction of Roslar’s Coffer 12 years ago—a home, a legacy, perhaps even family—but returned because a soul shouldn’t run from pain, but heal from it. Rebuilding your life and preventing that same hurt from dragging down others drives you to serve and protect, perhaps as a politician, charity worker, healer, or soldier, but that same loss fills you with an uncharitable anger that is often difficult to reconcile. Your wary eyes grant you a +1 trait bonus on Perception checks. You gain a +1 trait bonus on attack and damage rolls against any opponent that dealt hit point damage to one of your allies in the previous round.

Cleansing Light Your faith is pure and strong, and your positive energy purges undead. When dealing damage to undead with your channel energy ability, you can reroll any damage die roll that results in a natural 1.

Envoy of Healing You strive to spread the Dawnflower’s message of kindness and compassion throughout the land, no matter how dangerous the road may be. Whenever you use channel energy, fervor, or lay on hands to heal a living creature, you can reroll any healing die roll that results in a natural 1 (you must use the new result).

Overprotective In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Aura of Good A cleric of a good deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).

Spontaneous Casting A good cleric can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

Armor Proficiency Angelfire apostles are not proficient with medium armor.

Diminished Spellcasting An angelfire apostle is less concerned with the traditional divine magic that many religious adherents receive. The angelfire apostle receives one fewer spell slot at each spell level. When an angelfire apostle gets no spells per day at a spell level, he can cast domain spells of that level normally, but can only cast nondomain spells of that level if he gets them as bonus spells.

Extra Channel At 1st level, the angelfire apostle gains Extra Channel as a bonus feat.

Channel Positive Energy (Channel Angelfire) (1d6, 4/7) A good cleric channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

When an angelfire apostle channels positive energy, affected nongood creatures are dazzled for 1 round, with no saving throw for this effect, in addition to experiencing the normal effects of channel energy.

Sun Domain You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.

Sun's Blessing Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Domain Spells: 1st—endure elements

Healing (Restoration) Domain Your touch staves off pain and death, and your healing magic is particularly vital and potent.

Restorative Touch You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—cure light wounds


0th (at will)
Create Water
Detect Magic

1st (2/day)
Cure Light Wounds
Murderous Command
Weapons Against Evil


Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 62 lb. (33 lb. when backpack is dropped)

Money 6 GP 9 SP 0 CP
Scimitar (15gp) (3 lb.)
Leather Lamellar (60gp) (25 lb.)
Buckler (5gp) (5 lb.)
Wooden Holy Symbol of Sarenrae (1gp)
Scroll of Cure Light Wounds (25gp)
Backpack (modified cleric's kit) (12.9gp from misc gear) (29 lb.)
-morningstar (8gp)
-healer's kit (50gp)
-light crossbow (35gp)
-silk rope 100 ft. (20gp)
-dagger (2gp)
-belt pouch
-candles (10)
-cheap holy text
-flint and steel
-spell component pouch
-trail rations (5 days)

Laurel was born in the small town of Roslar's Coffer to a farming family as the second of four children. His older sister, Tilaria, was a fierce protector and leader for her siblings. His younger brother, Thras, was a hot-headed youth who yearned for adventure beyond the small town. And finally his baby brother, Alces, who would grow up to be the intellectual of the family and want to study wizardry and the world around him.

Tilaria was the oldest at eleven when the Twisted Nail orcs attacked. The farm was outside the safety of Roslar and the protection of the garrison from Lastwall, so help was slow to arrive. Their parents knew that with four children they couldn't outrun the raiding orcs, so hid them away. Their father gave his life to buy time for their mother to hide them. Their mother did not want to risk capture by the orcs, be it for torture to find her children or for other dark purposes. After she hid her children she went to the next room and took her own life. Although they couldn't see it happen, they heard every second of it happening.

Nearly a full day after being hidden away, the residents of Roslar's Coffer found them. The children were carried out past broken wood and blood splatters that tainted what was once their home. They were sheltered in a tavern for a few days while the town decided what to do with them. Eventually the monks of the nearby Sarenite monastery took in the children.

Laurel was ten when his life started in the monastery. He and Tilaria did their best to shoulder the burden of watching after their younger siblings. They both took to the faith of Sarenrae wholeheartedly, using their faith as a bastion. Alces was not as fervent, but developed a deep respect for the gods and Sarenrae in particular for aiding his family in their time of need. But as Thras grew so did his anger; at the orcs for what they did, at the town for not protecting them, and at the gods for allowing this to happen. He was inconsolable and it only got worse with time, until one day after an argument with his siblings he stormed out of the Monastery. They all assumed he would come back, but he never did. Laurel and Tilaria both developed a deep guilt, believing they were at fault for pushing him away.

Life went on, and the three remaining Thestia siblings did the best they could. Tilaria trained heavily with the warriors of the temple and was on the path to become a holy champion for Sarenrae, set on never allowing what happened to their family to happen to anyone else. Laurel focused more on his faith, and how Sarenrae could cleanse both misfortune and evil with the same tools, believing that philosophy could help Roslar's Coffer. He believed that having a ready sword was as important as tending one's garden to fend off the darkness. Alces pursued his own research interests, and the Monastery was saving donations in hopes of sending him to an academy of magic. But when Laurel was twenty, his home was torn from him once more.

The Twisted Nail orcs attacked again, and in their wake came a terrible beast who became known as the red reaver. When the attack happened he didn't know where Acles was, but he saw Tilaria rushing towards the gate to defend the Monastery. A moment later the walls crumbled down and she was buried in rubble. Laurel had to be dragged away by the monks with tears streaming down his face so he didn't throw his life away with a pointless last stand. He had lost his parents, then Thras, and now Tilaria, with Alces nowhere to be seen. His faith was strong...but it was faltering.

Laurel spent the next few years of his life going through the motions. He continued to be a member of the Sarenite Monastery and helped Roslar's Coffer to rebuild, if only out of habit and expectations. He went through a deep, spiraling depression. He was headed down a dark path of pessimism and hopelessness, everything he had learned and theorized about Sarenrae and life being for naught. His world grew dimmer and dimmer...until news of the red reaver's defeat reached his ears. It was the first time in his life he had ever really seen the forces of good prevail. With a dull spark rekindling his hope, he went to see the Pathfinders who felled the beast. He approached and began to thank them when one turned around and stopped him mid-sentence. It was Thras.

He had outgrown his older brother while he had been gone. Now he stood a full head over Laurel, and his shoulders were twice as broad. He lost the baby fat and replaced it with scars, and there was armor where his commoner's clothing once was. But one thing hadn't changed: that wild, angry look in his eyes. He faced Laurel and there was no happiness or rejoice. He looked down at the broken shadow of the man his brother had become and scowled. "Glad I didn't stay and get soft like you. I actually managed to do something." With that he turned and walked away.

The dull spark that was flickering to life quickly became a raging inferno. He felt shame, embarrassment, and anger. Anger because he knew his brother was right. He may be a hot-tempered prick with more than his fair share of flaws, but he was out making the world better while Laurel sat behind walls and tended flowers. There was no virtue in philosophizing about the state of things while those around you suffered.

At ten his life was shattered. At twenty the pieces were ground into the dirt. Now as he turns thirty, he's bound for another life change, isn't he? This time he will make sure it's for the better.

Appearance and Personality:
Laurel is a Taldan man of average height with a thin, but compact build. He has naturally bronze skin and long black hair that has streaks of grey despite his relatively young age. He has sharp cheekbones, thick brows, dark hazel eyes, and a closely trimmed beard.

Laurel is a man who feels lost in what feels like a world of darkness and pain. But his faith supports him and he has a fiery optimism for finding meaning in suffering, even if it means you have to carve it out yourself by hand.