Soulbound Doll (Bear)

Maltheus's page

64 posts. Alias of Belkregos.


Full Name

Maltheus

Race

Human

Classes/Levels

Paladin1/Cleric1 (Divine Hunter /Oath of Vengeance) init+7; AC:16; Axe/Bow

Gender

M

Size

M

Special Abilities

Smite evil, Lay on hands, detect evil

Deity

Erastil

Languages

Common, Cheliax, Shoanti

Occupation

Woodsman

Strength 16
Dexterity 16
Constitution 10
Intelligence 8
Wisdom 14
Charisma 12

About Maltheus

background:

Maltheus was born in the town of Ilsurian raised by his father who was a woodsman and like all citizens of Ilsurian was required to be able to defend the city should the time come when Korvoza try to re-annex it to their territory, a strong sense independence, when he was a boy, his father was executed by the Korvosa state, captured in the town of Biston and accused of fomenting succession for the town of Biston, he did not know the details but knew his father would not abide injustice, when this happened he fled to the Aswood forest, he was not being persecuted but being a boy and knowing what his father had taught him about the woods he thought he would be safe there and disregarding his father’s advice he went deep, further than he had ever gone, the priests of Erastin found him torn and bloodied, the fact that he survived was seen as a sign of favor from Erastil and was raised by them thought the ways and when older allowed accompany the priests patrols of the forests there he learned why his survival was seen as an omen, the forest was haunted by ghosts and werewolves and even darker creatures, the order of Erastil would patrol the edges of the forest to keep such horrors at bay protecting the travelers, farmers as they had to traverse to trade, when he was of age he left the re region keeping the orders goals at heat he moved to the Churlwood forest where it was known to sometimes serve to criminals as hideout, he has lived there for a couple of years now and spends Much of the year in a Hunting cabin deep in the forest, where he hunts and makes sure to protect the traders coming through to sale their harvest from the shady characters that make their home in his forest as well , the coming of spring marks the beginning of the season and the festival at sand point the place to go to trade the furs from last season’s hunts, it is usually good time but this trip the caravan he was accompanying was ambushed by bandits, they were able to fend them off but many were wounded, they secured the bandits as prisoners to turn in to authorities at sandpoint but the events and wounded meat they did not arrive on time to the festival, when arriving and learning of the attack on the town and the people who helped fend off the goblis he decided to try and meet them , talking to towns folk found their whereabouts and went to find them
Maltheus is a practical man, leading by example he lives his code and only interferes on others affairs when needed, as is the case when innocent are threatened or in danger he has a strong sense of fairness but understands that nature law is harsh and sometimes it may seem even cruel
thought from Chelaxian stock, his attire seems more Soathi, his demeanor and dress betray him as a hunter and woodsman, his weapons seem more tools than weapons, Axe and hunting knife well maintained but not overly ornate, his bow is of exceptional quality but practical

stats:

Maltheus Paladin1/Cleric1 LVL2
Maltheus
XP 1950
Male Human Paladin/Cleric of Erastil 1 (Divine Hunter, oath of vengeance)
N Medium humanoid (Human)
Init +5;
DEFENSE:
AC 16, touch 13, flat-footed 13 (+3 armor(hide shirt), +3 Dex)
hp 20 (+1)
Fort +4, Ref +3, Will +6
Defensive Abilities:
OFFENSE:
Speed 30 ft.
Melee: Axe (2 handed) : to hit: +5 damage 1d8+5
Melee: hand Axe : to hit: +5 damage 1d6+3
Ranged: 3 hand Axe : to hit: +6 damage 1d6+4 (range 10, point blank shot +1/+1)
Ranged: Composite Long Bow: to hit +4 (+5) damage 1d8+3 (+4) (range 110, point blank shot +1/+1)
Special: Lay on hands (1d6); Smite evil 1/day
STATISTICS
Str 16, Dex 16, Con 10, Int 8, Wis 14, Cha 12
Base Atk +1; CMB +5; CMD 15
Feats: Point blank shot, Selective Channeling, Precise shot (from divine hunter)
traits: Reactionary (+2 to initiative), Exalted of the society (+1 channel energy)
Skills(2+1+int): Climb (str) +3, *Craft (Weapon) (Int) +, *Heal (Wis) +, Knowledge (Nature)(Int)3 +, Perception (Wis) +4(eyes of the hawk), *Profession (wis), *Sense Motive +4, Stealth (Dex) +3, Suvival (Wis) +1, Swim (Str) +3
Languages: Common, Cheliax, Shoanti
SQ Detect evil , divine grace

initiative:[dice]1d20+5[/dice]

Bow to hit:[dice]1d20+4[/dice] damage:[dice]1d8+4[/dice]

thrown axe to hit:[dice]1d20+6[/dice] damage:[dice]1d6+4[/dice]

axe-2handed to hit:[dice]1d20+5[/dice] damage:[dice]1d8+5[/dice]

cleric::

Cleric of Erastil
Domains: Plant/Growth - Animal/Feather

spells for the day

Cleric Spells (1 +1 domain, +1 wis)
0th lvl 3 / 1st lvl 3

0th lvl Light, Detect Magic, Create Water
1st lvl DC:14 Enlarge person, Cause Fear, Command (approach)

Spell DC: 13+LVL Channel: 1d6 DC :11 (6/per day)

favorite spells

0th lvl Light, Detect Magic , Read Magic , Mending, Create Water
1st lvl DC:14 enlarge person, Cause Fear, Sanctuary, Shield of Faith , Divine Favor , Command (approach)

Spell DC: 13+LVL Channel: 1d6 DC :11 (5/per day)

Domain powers

Plant Domain: Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.

Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 1st—enlarge person, 5th—righteous might.

Domain Spells: 1st—entangle, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—wall of thorns, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler.

Animal Domain: Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Feather Associated Domain: Animal. Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).

Replacement Power: The following granted power replaces the speak with animals power of the Animal domain.
Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.

Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature's ally IV (animals only), 5th—beast shape III(animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange. Replacement Domain Spells: 2nd—feather fall, 3rd—fly, 6th—mass fly

Gear::

Carried:
Weapons
knife
Composite Longbow (str+3)
3 x hand axe
40 x Arrow
Axe
Worn:
Hide Shirt (+3; Max Dex: +4; Armour Check: -1)
Traveler's Outfit
Waterskin
Belt Pouch:
Flint & steel
Whetstone
Backpack
Rope silk 50’
Grappling hook
4 Iron spikes
bed roll
Sewing needle
5 torch
5 x Trail rations
Bedroll
Waterskin