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About Targ StarkssonPathfinder Society #:
22386-6 Faction:
The Silver Crusade Appearance, Background, and Personality:
Targ Starksson is a tall (6’3”), blond, blue-eyed man of obvious Ulfen heritage. He wears a neatly trimmed beard and mustache, and his hair is shoulder-length. He is almost always seen wearing armor over practical clothing, carrying a shield that holds the sword and sunburst emblem of Iomedae in a slot at its top. Even when not wearing his formal clerical vestments, which he keeps carefully stowed in his backpack alongside a copy of The Acts of Iomedae, he wears a chasuble in the goddess’ colors of white and gold.
Targ is a holy knight of the Inheritor, a crusader for his goddess. How he finds himself serving Iomedae in the Inner Sea is an unlikely story. As a youth of 14, he took ship on a raider sailing out of Bildt, the harsh capital of the Broken Bay kingdom of the Lands of the Linnorm Kings. The raid went badly for the Ulfen, with most of them killed or captured by the unexpectedly fierce Varisian townspeople they met on the beaches below their first would-be conquest. Targ found himself imprisoned under the eyes of a watchful order of Iomedean priests, but soon came to accept their tutelage. He spent seven years learning to pray and fight for the Inheritor, before having a powerfully vivid dream he believes was sent by Saint Lymirin, Iomedae’s eagle-headed patron saint of first blood, which led him to travel to Absalom and present himself at the Grand Lodge of the Pathfinders for induction into that body’s ranks. Targ fights with longsword and shield, “for victory, for the heart,” as Iomedeans often say, but also seeks to lend his wisdom to the struggle for justice, as well as his strength. He is serious-minded, but not without a sense of humor under the appropriate circumstances. His life is devoted to the tenants of Iomedae first and foremost, but he is a curious and open-minded young man. Other numbers:
Height: 6'3" | Weight: 210 lbs. | Hair:Blond | Eyes: Blue
HP: 14 Speed: 30 ft. | 6 squares • Speed with Armor: 20 ft. | 4 squares Initiative: +0 AC: 17 | Touch: 10 | Flat-Footed: 17 Fortitude: +4 | Reflex: +0 | Will: +5 Base Attack Bonus: 0 | Spell Resistance: 0 CMB: +3 | CMD: 13 Weapon Attacks:
Weapon: Longsword | Attack Bonus: +3 | Critical: 19-20/x2 | Type: S | Range: — | Ammunition: — | Damage: 1d8+3
Weapon: Dagger (melee) | Attack Bonus: +3 | Critical: 19-20/x2 | Type: P or S | Range: — | Ammunition: — | Damage: 1d4+3 Weapon: Dagger (thrown) | Attack Bonus: +0 | Critical: 19-20/x2 | Type: P | Range: 10 ft. | Ammunition: — | Damage: 1d4+3 Weapon: Light Crossbow | Attack Bonus: +0 | Critical: 19-20/x2 | Type: P | Range: 80 ft. | Ammunition: 20 bolts | Damage: 1d8 Skills:
Acrobatics: -6
Appraise: 0 Bluff: 2 Climb: -3 Diplomacy: 6 Disguise: 2 Escape Artist: -6 Fly: -6 Heal: 3 Intimidate: 2 Perception: 3 Ride: -6 Sense Motive: 7 Stealth: -6 Survival: 3 Swim: -3 Languages:
Common, Skald AC Items:
Item: Scale Mail | Bonus: +5 | Type: Medium | Check Penalty: -4 | Spell Failure: 25%* | Weight: 30 lbs. | Properties: —
Item: Heavy Steel Shield | Bonus: +2 | Type: Shield | Check Penalty: -2 | Spell Failure: 15%* | Weight: 15 lbs. | Properties: — *Arcane spell failure is not applicable to this character. Gear and Encumbrance:
Gear
holy symbol, iron | 1
Total Weight: 94 lbs. Light Load: 76
Money:
0 gp Feats:
Toughness
You have enhanced physical stamina. Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). Heavy Armor Proficiency
Traits:
Beneficent Touch: Once per day, when you cast a spell or use a class ability that heals hit point damage, reroll any 1s that appear on the dice and take the new roll (even if it is another 1). —Pathfinder Society Guide to Organized Play, p. 18
Shield Bearer (Ulfen): You have survived many battles thanks to your skill with your shield. When performing a shield bash, you deal 1 additional point of damage. Also, once per day on your turn as a free action, you may provide one adjacent ally a +2 trait bonus to his Armor
Special Abilities:
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits. —Advanced Race Guide, p. 72
Aura (Ex): Lawful and Good. 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). —Core Rulebook, p. 39 Spells/Diminished Spells: A cleric casts divine spells which are drawn from the cleric spell list. A crusader chooses only one domain and gains one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells of that level only if they are domain spells or if her Wisdom allows bonus spells of that level —Core Rulebook, p. 39 & Ultimate Combat, p. 40 Channel Energy/Valor Variant Channeling: Targ can release a wave of energy by channeling the power of his faith through his holy symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. Targ channels positive energy and can choose to deal damage to undead creatures or to heal living creatures and grant a saving throw to those affected by fear, and grant an AC bonus to those unaffected by fear. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on Targ. The amount of damage dealt is equal to 1d6 points. 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 + Targ’s Charisma modifier +2 from the Glory domain (14). The amount of damage healed equals 50% of 1d6 (keeping Beneficent Touch in mind) and creatures affected by fear receive another saving throw with a channel bonus (+1). Creatures unaffected by fear receive a channel bonus of +1 to their AC until the end of Targ’s next turn, and a channel bonus of +1 on their attack rolls if they make charge attacks before the end of Targ’s next turn. Targ may channel energy a number of times per day equal to 3 + his Charisma modifier (5). This is a standard action that does not provoke an attack of opportunity. Targ can choose whether or not to include herself in this effect. Targ must be able to present his holy symbol to use this ability.
Domain (Glory—>Heroism): As a crusader, Targ chooses only one domain. He’s chosen the Glory domain with the Heroism subdomain. Glory Domain/Heroism Subdomain Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2. Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier (6). Divine Presence (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive. Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—heroism, 4th—holy smite, 5th—righteous might, 6th—heroism (greater), 7th—holy sword, 8th—holy aura, 9th—gate. —See the Core Rulebook and the Advanced Players Guide for information on domains and subdomains Orisons: Targ can prepare 2 orisons, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again. Spontaneous Casting (heal): Targ can channel stored spell energy into healing spells that he did not prepare ahead of time. He 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). Bonus Feat: Targ receives a bonus feat from those listed in the Crusader description. —Ultimate Combat, p. 40 Spells:
Level 0 | Spells Known:: — | Spell Save DC: 13 | Spells per Day: 2 | Bonus Spells: —
Level 1] | Spells Known: — | Spell Save DC: 14 | Spells per Day: 0/1 | Bonus Spells: 1 Favored Class:
Cleric Prepared Spells:
Orisons: Guidance and Stabilize
1st Level: Shield of Faith (domain) and Magic Weapon |