Witch

Rast Hilden's page

85 posts. Alias of dathom.


Full Name

Rast Hilden

Race

Half-elf

Classes/Levels

Cleric/2

Gender

Male

Size

Medium

Age

32

Alignment

Lawful Neutral

Deity

Osprem

Location

Sasserine

Languages

Common, Elven, Aquan

Strength 14
Dexterity 11
Constitution 12
Intelligence 12
Wisdom 16
Charisma 14

About Rast Hilden

Height: 5’9”
Weight: 165 lbs
Hair: brown, kept short
Eyes: brown
Skin tone: tan
Max HP: 15 Current HP: 15

AC: 15 = 10 + 4 (armor) + 0 (Dex) + 1 (Shield)
Touch: 10
Flat footed: 15
Speed: 30'

Combat:
Trident +3 1d8+2 20/x2 Piercing

CMB: +3
Combat Maneuver DC: 15
Initiative: +1
Fort: +4 = +3 (Base)+1 (Con) +1 (Resist)
Reflex: +1 = +0 (Base) +0 (Dex) +1(Resist)
Will: +7 = +3 (Base) +3 (Wis) +1(Resist)

Skills:

*Appraise +1
Acrobatics +0 -3 (ACP)
Bluff +3 = +2 +1
Climb +2 -3 (ACP)
Craft () +1
*Diplomacy +2
Disable Device N/A
Disguise +2
Escape Artist +0 -3 (ACP)
Fly N/A
*Heal +7 = +3+1+3
*Knowledge (Religion) +6 = +1 +2 +3
*Knowledge (History) +1
*Knowledge (Planes) +5 = +1 +1 +3
*Linguistics
Perception = +3
Perform ( ) +2
*Profession ()+3
Ride +0 -3 (ACP)
*Sense Motive +9 = +3 +2 +3 +1
*Spellcraft + = +1 +3 (feat)
Stealth +0 = -3 (ACP)
Swim: +5 = +2 +1 +2 -3 (ACP)
Survival +3
Use Magic Device
*denotes class skill

Feats:
Warrior Priest: +1 on Initiative checks and +2 on Concentration checks to cast defensively or while grappled
Water Rat (Bonus): Most of the Azure District’s citizens learn to swim at a very early age, and take to the water as easily as land. District: Azure. Benefit: You gain a +2 bonus on Swim checks. When wearing light or no armor and not encumbered, fatigued, or exhausted, you can swim at one-half your speed as a move action or your full speed as a full-round action. While swimming, you gain a +2 bonus on Initiative checks.
Skill Focus (Spellcraft): Gain +3 on Spellcraft checks, +6 once 10 or more ranks have been invested.

Racial:
+2 Wisdom
Adaptability: Gain a Skill Focus Feat
Lowlight Vision: Half-elves can see twice as far as humans in conditions of dim light.
Wary: Half-elves receive a +1 racial bonus on Sense Motive Checks and Bluff Checks. This replaces keen senses.
Favored Class: Cleric
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Class Abilities

Channel Energy +1d6:
5xday. 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 (13). 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.

Domain Powers:
Travel Domain: 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.
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.
Protection Domain (Defense Sub domain): Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

Spells:
Orisons: Create Water, Light, Mending, Detect Magic
1st level: Air Bubble, Bless, Entropic Shield, Shield

Equipment and Valuables:

Worn or Equipped
Trident 15gp 4 lb
Dagger 2gp 1 lb
MW Armored Coat 200gp 20 lb
Light Wooden Shield 3gp 5 lb
Traveler's Outfit 5 lb
Belt pouch 1gp .5 lb
Wooden Holy Symbol 1gp
Spell component pouch 5gp 2 lbs
Scroll Case 1gp .5 lb
Winged Fetish 50gp (Source Faiths of Balance)

Backpack 2gp 2 lb
2 days of trail rations 1gp 1 lb
Waterskin 1gp 4 lb
Flint and steel 1gp
Healer’s kit (10/10) 50gp 1 lb
Potion of cat’s grace 300gp
Compass 10gp .5 lbs
Elixer of Swimming 250gp

Cost and Weight 893 gp 46 lb

Current gold: 100 gp peridot 5 gp
3772.4 gp

Capacity:

Spoiler:

Light Load: 58 lb
Medium: 116 lb
Heavy: 175 lb

Background:
A native of Sasserine, Rast grew up not knowing much of the elven side of his family. The son of a human seamstress who was wooed by an elf passing through Sasserine, Rast grew up in the poorest area of the Azure District. Facing prejudice and fear from others in that part of the district, Rast was often ridiculed and beaten by others in the neighborhood. This forced Rast to grow up quickly in order for him to out-muscle those he could and out-wit those he couldn’t. Fortunately, a chance rescue by a priest of the Azure Cathedral named Jaspar Hainel at the age of 15 started Rast down the path of the cleric.

Taking the young half-elf under his wing, Jaspar taught Rast the tenets of Osprem. As the years past, Rast quickly took to his duties as acolyte, assisting with the blessing of ships that came in to port. Drawn to Osprem’s edicts to travel the open seas, Rast worked to graduate to the status of full cleric so he could accompany ships on their voyages. After many year, Rast took his first of many trips on the merchant and whaling ships that passed through Sasserine. While away from Sasserine, he saw many incredible sights and applied the divine power granted to him through faith to protecting the ships he took passage on. However, Rast always made sure to return to Sasserine after every voyage.

Currently between voyages, Rast spents most of his time receiving requests from the townspeople. While most are simple requests for blessings or healing, the Azure Cathedral is connected with many of the goings on within the District, so the odd assignment does come along that keeps Rast on his toes and his skills sharp.

Personality:
Intuitive and possessing wisdom and common sense born from life on the streets of Azure District, Rast has developed a keen sense of a person’s true intentions and has learned to trust his instinct. Strong willed and devoted to his faith, Rast does not respect those who don’t respect the laws of the sea. While he has spent the entirety of his life near the ocean, he longs to leave his post, blessing the whaling ships as they leave port, he loves to travel the open seas and experience all of Osprem’s gifts as they are meant to be experienced, with the sea wind through ones hair.

Description:
Decked out in a fine armored coat, Rast wears clothing in blue common of clerics of his faith underneath, the layers protecting him from the chill breeze of the coastal winds that are common in the Azure District. While he has yet to accompany a ship on its voyage, he is skilled in the use of Osprem’s favored weapon and bears a trident and shield in his hands, his wooden shield etched with the image of a whale leaping out of the water. With brown hair and fair skin, Rast’s unique feature is the missing helix and upper part of the scapha of his right ear, the result of one attack that he wasn’t able to avoid as a child growing up in one of Azure District’s tough neighborhoods. His human blood has ensured that Rast does not possess the natural elven gracefulness that other half-elves enjoy. However, growing up in Azure District’s tough neighborhoods, coupled with his training with the temple, helped Rast develop a strong, and relatively sturdy physique. Because of this, Rast has a lumbering gait more attributed to dock workers than sailors.

Class bonus distribution

Spoiler:
Level 1: Add +1/3 to the amount of damage dealt or damage healed when the cleric uses channel energy.
Level 2: +1 skill point.