Full Name |
Quantharas Tirmon |
Classes/Levels |
INACTIVE - GAME DIED |
Size |
Medium |
Age |
90 |
Alignment |
Neutral Good |
Deity |
Habbakuk |
Languages |
Ansalonian, Elven; Sylvan |
Occupation |
Forester |
Strength |
12 |
Dexterity |
16 |
Constitution |
12 |
Intelligence |
13 |
Wisdom |
15 |
Charisma |
15 |
About Quantharas Tirmon
Quantharas Tirmon
Male Qualinesti elf cleric of the holy orders of the stars 3
NG Medium humanoid (elf)
Init +3; Senses Perception +2; elfsight
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
HP 16 (8 + 4 + 1, +3 Con)
Fort +4 (+3 base, +1 Con), Ref +4 (+1 base, +3 Dex), Will +5 (+3 base, +2 Wis)
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Offense
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Speed 40 ft. (30 ft. due to encumbrance)
Ranged Longbow +5 (1d8/x3, piercing; 110 ft. range)
Melee Scimitar +3 (1d6+1/18-20/x2, slashing)
Melee Handaxe +3 (1d6+1/x2, slashing)
Melee Dagger +3 (1d4+1/19-20/x2, piercing or slashing)
Cleric Spells Prepared: (CL 3rd; concentration +5)
• 2nd (2/day + domain)—?
• 1st (3/day + domain)—bless, longstrider (d), divine favor, remove fear
• 0 (at will)—detect magic, guidance, mending, stabilize
(d) indicates a domain spell.
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Statistics
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Str 12, Dex 16, Con 12, Int 13, Wis 15, Cha 15
Base Atk +2; CMB +3; CMD 16
Languages: Ansalonian, Elven; Sylvan
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Feats
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Level 1
Point-Blank Shot (Combat): You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Level 3
Precise Shot (Combat): You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.
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Traits
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Orphaned (Social): You grew up separated from your birth parents, and had to learn to watch out for yourself. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.
Wild Stride (Race): Choose a favored terrain from those listed in the ranger favored terrain class ability. You can move through naturally occurring difficult terrain without any penalty while within your favored terrain. Terrain created or modified by magic or traps affects you normally.
Chosen terrain: Forest
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Adventuring Skills
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Total skill ranks: 12/6 (6 cleric, +3 Int, +3 favored class; 6 background skills)
Climb +2 (1 rank, +1 Str)
Heal +6 (1 rank, +2 Wis, +3 class skill)
Knowledge (nature) +7 (3 ranks, +1 Int, +3 class skill)
Knowledge (religion) +7 (3 ranks, +1 Int, +3 class skill)
Survival +9 (3 ranks, +2 Wis, +3 class skill, +1 trait)
Swim +2 (1 rank, +1 Str)
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Background Skills
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Craft (bows) +7 (3 ranks, +1 Int, +3 class skill)
Handle Animal +5 (3 ranks, +2 Wis)
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Untrained Skills
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Acrobatics +3 (+3 Dex)
Bluff +2 (+2 Cha)
Diplomacy +3 (+2 Cha, +1 Qualinesti elf)
Intimidate +2 (+2 Cha)
Knowledge (arcana) +1 (+1 Int)
Knowledge (dungeoneering) +1 (+1 Int)
Knowledge (geography) +1 (+1 Int)
Knowledge (local) +1 (+1 Int)
Knowledge (nobility) +1 (+1 Int)
Knowledge (planes) +1 (+1 Int)
Perception +2 (+2 Wis)
Sense Motive +3 (+2 Wis, +1 Qualinesti elf)
Spellcraft +1 (+1 Int)
Stealth +3 (+3 Dex)
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Gear
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Total starting wealth: 140 stl
Explorer's outfit (free starting outfit)
Medallion of faith
Longbow (75 stl, 3 lbs.)
Arrows, 20 (1 stl, 3 lbs.)
Scimitar (15 stl, 4 lbs.)
Handaxe (6 stl, 3 lbs.)
Dagger (2 stl, 1 lb.)
Backpack (2 stl, 2 lbs.)
[
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Canteens, 2 (2 stl ea., 1 lb. ea.) with 1 gal. water (8 lbs.)
• Compass (10 stl, ½ lb.)
• Flint and steel (1 stl)
• Grooming kit (1 stl, 2 lbs.)
• Mess kit (2 sp, 1 lb.)
• Soap (1 cp)
• String, 50' (1 cp, ½ lb.)
• Tent, small (10 stl, 20 lbs.)
• Trail rations, 8 days (5 sp. ea., 1 lb. ea.)
• Whetstone (2 cp, 1 lb.)
• 8 stl, 1 sp, 7 cp
]
Weight carried: 65 lbs.
Carrying capacity: 43/86/130 lbs.
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Special Abilities
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Qualinesti Elf
Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Qualinesti elves receive a +2 racial bonus to caster level checks made to overcome spell resistance. In addition, they receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Open-Minded: Qualinesti elves receive a +1 racial bonus to all Diplomacy and Sense Motive skill checks.
Weapon Familiarity: Qualinesti elves are proficient with longbows (including composite longbows), longswords, rapiers, soris, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in the name as a martial weapon.
Elfsight: Elves can see twice as far as humans in conditions of dim light. In addition, elves have darkvision with a range of 30'.
Cleric of the Holy Orders of the Stars 3
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
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 channeled 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.
Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.
Domains selected:
Animal
You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.
Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).
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.
Travel
You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Granted Powers: You have pledged your life and soul to goodness and purity.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—teleport (greater), 8th—phase door, 9th—astral projection.
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Backstory
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Description: Quantharas has a wiry build, a bit more muscular than the typical elf, but with long legs and deft fingers. He has dark hair, somewhat unusual for a Qualinesti, and a fair complexion that is tanned due to exposure to sun and wind.
Quantharas usually wears sturdy traveling clothes for outdoor survival, with a heavy dark green cloak for inclement weather and a sturdy pack full of useful gear. He also tends to carry a variety of useful tools and sometimes spare materials.
Hair: Black
Eyes: Green
Height: 5' 11"
Weight: 156 lbs.
Background: Quantharas is a relatively young elf who grew up as a forester and, after the return of the gods, as a devotee of Habbakuk. He was separated from his family during the War of Souls. As various refugee elves (and others) sought shelter during the arrival of the mighty dragons and the absence of the gods, he was forced to flee from the ruins of Qualinost, and he and a small group of other Qualinesti were forced to take up a nomadic lifestyle, living off the land and trying to stay ahead of danger and out of the war. Many were injured or traumatized. These hardships helped Quantharas to hone his survival skills; he became an excellent hunter and an expert at finding potable water, edible plants, and crude shelter.
As the War of Souls wound to a close, stability looked possible once more. The return of the gods brought back his connection to Habbakuk, though his faith was sorely tested by the fact that the gods would so cavalierly leave and return again on a whim.
Personality Traits: Quantharas is a reasonably outgoing elf, especially among other elves; he is more reserved with humans, and hostile to hobgoblins and their ilk. He has a dry wit (on rare occasions) and a strong pragmatic bent. He does enjoy art, though.
Quantharas reveres the natural world and respects animals. He will hunt for food but he always gives thanks for the bounty provided by the wild. He enjoys the company of domestic animals, even the scruffy, smelly dogs that humans often keep for company, but he especially likes birds and fishes.
Quantharas has difficulty with children, especially because of the trauma of the War of Souls: He doesn't feel like the world is in a good place to raise a family right now. He protects children when the need arises but he is unwilling to commit to a family of his own at this time.
Quantharas has the typical elvish fascination with magic, but he eschews much of the love of jewels. He instead prefers pragmatic, useful tools.
Bot Instructions
* Use bow in ranged combat as needed to support the party.
* If in melee, attempt to disengage to range.
* Use survival skills to live off the land, avoid monsters, and set ambushes for enemies.
* Use channeling as needed to heal party members.