Abadar

Richard Trannyth's page

48 posts. Alias of TDLofCC.


Race

Human

Classes/Levels

Cleric / 7

Gender

Male

Size

6' 2"

Age

29

Alignment

Neutral Good

Deity

Thyr

Strength 14
Dexterity 8
Constitution 10
Intelligence 10
Wisdom 20
Charisma 16

About Richard Trannyth

background:
Richard was born to Jack, a priest of Thyr, and Joanna, a local herbalist. Unfortunately Richard only knows his mother from tales. Richard was born in a chapel, his mother had rushed here when she had terrible labor pains. His father was nowhere to be found, he was the in the woods, gathering herbs for his wife. The birth of Richard was not supposed to start for another week.

It took powerful magics, chanting and prayers to Thyr to have Joanna and Richard survive the first few nights. Unfortunately his mother died when he was but five days old. Jack wanted to grieve for her but his son was not out of danger yet. He meditated and treated the child for another five more days before it seemed the young baby would survive. It would constant nurturing over the coming weeks, but Jack wanted nothing more than to have this child survive. It was his only link to his beloved wife, the least he could do was ensure his survival. Thyr smiled upon both, and the child, Richard, survived.

Jack took up clerk duties in the chapel devoted to Thyr, this way he could continue to serve his god and raise his son. When Richard was old enough he wanted to help others, just like his father had done. He had tremendous respect for him and wanted badly to follow in his footsteps.

He studied hard and devoted his life to Thyr. He learned of the blight that was the desolation, the awful wars that had raged there and ofcourse heard the stories of adventurers bravely risking their lives to bring back civilization to that desolated land.

Lately he had overheard his superiors in the chapel talk about perhaps sending a party of adventurers to the desolation. To infiltrate the unplumbed ruins and discover what sinister secrets may have been kept so well for so long.

Although he loves to help people from the local chapel, it would be wonderful to actually do something for the church, for Thyr himself. Rumor had it that there was a place called Camp. A place full of adventurers and travelers from and to the desolation. If it was as wild as he had heard it was, healing would be needed on a regular basis. He could do what he was best at, heal wounds and serve Thyr.

His father ofcourse didn't agree with him going, he was their best healer, but he could not deny the gleam in his sons eye. The feel and sense of adventure. He could not bare to lose his only son, but he could also not keep him here against his will. And so ... a few weeks later Richard set out to Rappan Athuk ... Hoping to find a group of adventurers in need Thyr's guidance.

He traveled for a week and found himself in Camp ... It didn't take him long to find his healing skills to be in demand. But not the way he had intended. Unable to find a group of adventurers to take him along he set up a small chapel devoted to Thyr. Earning a few coins to heal the bruised and blackened eye or the cut of a dagger, both from scuffles on the street. Still, he frequented the local bars and taverns. Looking for Adventurers to take him along.
He had tried to find more information on the ruins, but most people were just here to prey on others. Or restock supplies as quickly as possible and be on their way.

Still, he had hope ... someday he would find a group of people willing to take him along. His day would come, he placed his faith in Thyr and went about his daily tasks just as he did home. His god would show him the way.

description:
Soon to come

Favored Class : Cleric (+1 Skillpoint)
HP : 38

[Armor]
Base : 10 -1(dex) +7(Breastplate +1) +3(Heavy Steel Shield +1) +1(Ring +1) +1(Amulet +1) = 21
Flatfooted : 10 -1(dex) +7(Breastplate +1) +3(Heavy Steel Shield +1) +1(Ring +1) +1(Amulet +1) = 21
Touch : 10 -1(dex) +1(Ring +1) = 10

[Attack]
BAB : +5
Attack Bonus : +5(BAB) +2(Str) = +7
CMB : +5(BAB) +2(Str) = +7
CMD : 10 +5(BAB) +2(Str) = 17

[Combat/Weapon Statistics]
Weapon: Heavy Mace +1
Damage: 1d8 +3
Attack Bonus: +8
Power Attack: 1d8 +7
Attack Bonus: +6

[Saves]
Fortitude : 5 +2(Protection Domain) = +7 (+9 / +2 Cloak or Resistance)
Reflex : 2 +2Protection Domain) -1(Dex) = +3 (+5 / +2 Cloak or Resistance)
Will : 5 +2(Protection Domain) +5(Wis) = +11 (+13 / +2 Cloak or Resistance)

[Traits]
Sacred Conduit
Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure you survived; your mother may or may not have survived. In any event, the magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Sacred Touch
You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.

[Domains]
Healing Domain

Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.

Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.

Protection Domain

Granted Powers: 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.

Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.

[Spells]

Spoiler:
Cleric Favorite Spells

Orisons
1) Light
2) Stabilize
3) Detect Magic
4) Read Magic

Level 1
1) Bless
2) Obscuring Mist
3) Protection from Evil
4) Protection from Evil
5) Shield of Faith
6) Deathwatch
7) Domain spell: Sanctuary

Level 2
1) Restoration, Lesser [Cast]
2) Restoration, Lesser [Cast]
3) Restoration, Lesser [Cast]
4) Consecrate
5) Domain Spell: Shield Other

Level 3
1) Dispell Magic
2) Remove Disease [Cast]
3) Wind Wall
4) Domain Spell: Cure Serious Wounds

Level 4
1) Holy Smite
2) Dismissal
3) Domain Spell: Cure Critical Wounds

[Skills (2 + 1 + 1 = 4/lvl)]
Heal (+14)
Perception (+10)
Diplomacy (+12)
Sense Motive (+12)
Spellcraft (+4)
Knowledge(Religion) (+4)
Knowledge(Planes) (+4)
Knowledge(Local) (+1)

[Feats]
Extra Channel (2 extra channels/day)
Selective Channeling (Choose 3 targets who are not affected by your channel energy)
Turn Undead (Undead flee for 1 minute - DC 10 + 1/2 level + Cha bonus)
Improved Channel (+2 bonus to resist channel energy effects)
Power Attack

[Channel Energy]
Channel Energy: 4d6
Channel Energy: 3 + 3(Cha) + 2(Extra Channel) = 8 times/day
DC Will Save: 10 + 3(1/2 level) + 3(Cha bonus) + 2(Improved Channel) + 1(Sacred Conduit) = 19

[Gear]
Heavy Steel Shield +1
Breastplate +1
Heavy Mace +1

Cloak of resistance +2
Headband of inspired wisdom +2

Ring of Sustenance
Ring of Protection +1
Amulet of Natural Armor +1

Handy Haversack

Silver Holy Symbol of Thyr
4 Flasks of Holy Water
Healers Kit

[Money]
1193gp