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About Tallak SigurdarsonTracking:
Channel Positive Energy, 4d6, DC 14: 6/8
Speak With Animals: 9/9 Spells: 0: Spark, Detect Magic, Mending, Light 1: Calm Animals (D), Divine Favor, 2: Hold Animal (D), 3: Dominate Animal (D), Stone Shape, Dispel Magic, 4: Summon Nature's Ally IV (Animals Only) (D), Name
: Tallak Sigurdarson
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. 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. Orisons:
Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Spontaneous Casting:
A good cleric (or a neutral cleric of a good deity) 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).
An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy). Chaotic, Evil, Good, and Lawful Spells:
A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. Bonus Languages:
A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race. Animal Domain:
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 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 -------------------- RACIAL BONUSES -------------------- +2 to One Ability Score : Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. 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. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Feats
Traits:
Rescued:
At some point in the past, you had a terrifyingly close brush with death. Maybe a goblin nearly killed you during an attack on the town, or perhaps a building struck by a giant’s boulder collapsed around you. Whatever the peril was, you would have certainly died if not for the swift actions of Koya or Shalelu, who intervened just in time to save your life. You’ve never forgotten this, and remain fiercely loyal to the NPC who saved you. Perhaps even more importantly, the method in which she saved you seems to have had an impact on your own skills. If Koya saved you, she did so by casting a healing spell on you just before you died, and as a result you gain a +2 trait bonus whenever you use cure spells to heal damage. Beast Bond:
You share a close bond with animals. You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you. Skills (2 ranks, +1 Racial, +1 Favored Class, +2 Background):
Languages: Common (Taldane), Common (Skald)
Tiger:
Carrying Capacity Light: 58 lbs. Medium: 59-116 lbs. Heavy: 117-175 lbs.
Home: Land of the Linnorm Kings, Clan Utgar Background:
Tallak is the son of Helga and Sigurdar, the latter of which served his clan as Shaman, a position traditionally marked by a mantle of fur from a white worg. When Tallak was just a boy, the clan was experiencing a hard time: their hunts were unsuccessful, their few crops were less than bountiful, and none seemed interested in trade. As such, the clan elders declared a raid was in order. As Tallak was nearing the age of adulthood, Tallak decided that he would accompany the raid as well, at his father's side.
They boarded their longboats and headed downriver and to the coast, and their raids were going well. They plundered further and further south, meeting little solid resistance along their way, and Sigurdar's magics kept the men alive and healthy. Their longboats nearly full of supplies, Sigurdar advised that they return to the clan, but the rest of the warriors agreed that one more bountiful raid was in order. Sigurdar relented, and the Ulfen boats entered the Varisian Gulf. Their final raid concluded, the group of warriors pulled their boats up onto the sand and celebrated around their campfires. As they began to fall asleep, they noticed their boats all catching ablaze one by one! They sounded the alarm, but it was too late...a warband of goblins was upon them. Though they fought bravely, the Ulfen were eventually overwhelmed and killed to the last. That is, save for Tallak, himself wounded, who managed to drag himself away from the fighting and was forced to watch as his father was cut down by two goblins and a bugbear. He huddled beneath his father's mantle in the brush, fully expecting to bleed to death from his own wounds before the dawn. When his eyes fluttered open, Tallak was inside some southerner's house, an older woman so it would seem, calling herself Koya. She had tended to his wounds, and explained to him that some elf woman had found his body and brought him to a town called "Sandpoint." Koya treated him well, and healed his body fully. Under the cover of the stars that night, he slipped away with his father's mantle and back into the wilds of Varisia. Over the course of several months, he traveled north through the wilderness. As he traveled, he gradually began to hear the spirits of his ancestors, as his father had before him. He gradually began to be able to work the same sort of magics his father had wielded, and by the time he returned to his people, he was quite comfortable in working them. He presented the fur of the White Wolf to his chieftain upon his return to his clan. However, the chieftain handed it back to Tallak, proclaiming him the rightful heir to the title and welcoming him back. The fact that things turned around for the clan after his return was taken as a positive sign, though Tallak always felt as if he owed a debt to the old woman who had saved his life, a debt he likely would never be able to repay. As he grew older, he married a young maiden named Ingrid, and had three children of his own: 2 sons, Orstag and Drakon, and a daughter, Hilda. Orstag is much like his father, level-headed and focused. Hilda, while spirited, is still young and has yet to fully learn what role she wishes to fill within the clan. Drakon, however, is hot-blooded, with a mind bent on war. He relishes combat and longs to lead his own raiding party one day. A natural-leader, Drakon has gained many of the clan's youth behind him with his stories of glory and riches they would one day obtain. Appearance
Personality:
Animal Companion:
Nightfang Tiger N Large Animal Init +2, Perception +7, low-light vision, scent ------------------------------------------ DEFENSE ------------------------------------------ AC 23, touch 11, flat-footed 21 (+6 armor, +2 dex, +6 nat, -1 size) hp 48 (6d8+18) Fort +7, Ref +7, Will +3 (+4 Enchantment) ------------------------------------------ OFFENSE ------------------------------------------ Spd 40 ft. Melee: 2 Claws +11 (1d8+7) Melee: Bite +11 (1d8+7) Special Attack: Rake (1d8+7), Grab, Pounce ------------------------------------------ STATISTICS ------------------------------------------ Str 24, Dex 15, Con 17, Int 2, Wis 15, Cha 10 BAB +4, CMB +11 (+15 Grapple), CMD 22 Feats: Armor Proficiency (Medium), Armor Proficiency (Light), Improved Natural Attack (Claws) Special Qualities: Evasion, Link, Share Spells Skills: Perception +7, Survival +4, Climb +6 (+11 - 5 ACP), Stealth +1 (+6 -5 ACP) 9 tricks: Attack (all creatures), Defend, Down, Heel, Flank, Hunt, Stay, Track Gear: Four-Mirror Armor |