About Terrance WelbyPoint buy:
Strength: 13/15 (3 points + Belt) Dexterity: 12/14 (2 points + Belt) Constitution: 12/14 (2 points + Belt) Intelligence: 10 Wisdom: 18/24 (5 points +2 Human Bonus +2 Level up +6 Headband) Charisma: 14/18 (3 points +1 Level up +4 Rod of Splendor) --------------------------------------------------------------------------- ----- Hit Points: (8 + Con(2)) x 13 = 130 x .75 = 97.5 (98) Defense:
Armor Class: 22 (Base: 10, Dex +2, Armor +6, Shield +4) Flatfooted Armor Class : 16 Touch Armor Class: 12 Special Armor Class Notes: DR 2/-
Saves:
Save vs. Fortitude: +10 (Base: +8, Con: +2) Save vs. Reflex: +6 (Base: +4, Dex:+2) Save vs. Will: +15 (Base: +8, Wis: +7) Offense:
Initiative Modifier: +8 (Dex+2, Trait+2, Feat+4) Base Attack Bonus: +9+4 Melee Attack Bonus: +2 Ranged Attack Bonus: +2 Weapons:
+1 Holy Returning Starknife: d4 x3 20' P +2d6 Holy damage Light crossbow, d8, 19-20 x2, 80', 4 lbs, 35 GP 10 quarrels, 1 lb, 1 GP Skills:
Core Skills: 4/level (Class:2 + Human(1) + Favored Class(1)) = 52 Ranks Acrobatics: = -4 (Dex 2) Bluff: = +4 (Cha 4) Climb: = -4 (Str 2) Diplomacy: = +12 (Cha 4) 5 Ranks +3 [Class Skill] Disguise: = +4 (Cha 4) Escape Artist: = -4 (Dex 2) Heal: = +14 (Wis 7) 4 Ranks +3 [Class Skill] Intimidate: = +4 (Cha 4) Knowledge (arcana): = +4 (Int 0) 1 Ranks +3 [Class Skill] Knowledge (planes): = +4 (Int 0) 1 Ranks +3 [Class Skill] Knowledge (religion): = +8 (Int 0) 5 Ranks +3 [Class Skill] Perception: = +24 (Wis 7) 13 Ranks +3 [Class Skill] +1 Trait Perform: = +4 (Cha 4) Ride: = -4 (Dex 2) Sense Motive: = +23 (Wis 7) 13 Ranks +3 [Class Skill] Spellcraft: = +6 (Int 0) 3 Ranks +3 [Class Skill] Stealth: = -4 (Dex 2) Survival: = +7 (Wis 7) Swim: = -4 (Str 2) Use Magic Device: = +14 (Cha 4) 7 Ranks +3 [Class Skill] +1 Trait Background Skills: (2/level) = 26 Ranks
Feats:
1st Level: Additional Traits: Gain two traits. Standard rules apply Human Bonus: Extend Spell (Metamagic) Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level. 3rd Level: Improved Initiative (Combat) Benefit: You get a +4 bonus on initiative checks. 5th Level: Blind-Fight (Combat) Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded. Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies. Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell. 7th Level: Point-Blank Shot (Combat) Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. 9th Level: Precise Shot (Combat) 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. 11th Level: Selective Channeling Prerequisite: Cha 13, channel energy class feature. Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected. 13th Level: Reach Spell (Metamagic) Benefit: You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long. A reach spell uses up a spell slot one level higher than the spell's actual level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher. Spells modified by this feat that require melee touch attacks instead require ranged touch attacks. Spells that do not have a range of touch, close, or medium do not benefit from this feat. Race and Class Skills, Abilities & Features:
Race: Human 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). Class: Cleric
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). Channel Energy (Su): 30' Radius, 7d6 healing or harm undead. Will save DC: 10 + 1/2 the cleric's level + the cleric's Charisma modifier for half. 3 + Charisma modifier times per day. (5 of 7 used) Domains/SubDomains:
Travel/Exploration:
Spontaneous Casting: Sacrifice any non-domain spell for Cure spell of equal level
Traits:
Traits: Combat: Reactionary: +2 bonus to Initiative Social: Seeker: +1 to Perception and it becomes a Class skill Faith: Fate's Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. Magic: Dangerously Curious: +1 with Use Magic Device and it becomes a Class skill Equipment:
Adamantine Breastplate - MW & DR: 2/- 10,225 GP (10K for Adamantine, 200 for Breastplate, 25 for Silver Holy Symbol on chest) Armor Bonus: +6, Max DEX Bonus: +3, Armor Check: -4, Speed reduced: 10', 30 lbs. +2 Heavy Shield, +4 AC, ACP-2, 15 lbs: 4170 GP +1 Holy Returning Starknife: 32,308 GP Headband of Inspired Wisdom: Slot headband: +6 Wisdom 36,000 gp Rod Of Splendor: +4 CHA 25,000 gp 1/day garbs holder in rich clothing and jewels 1/week creates palatial tent and food sufficient for 100 people Belt of Physical Perfection: +2 Bonus to all physical, Slot belt; 16,000 gp Ring of Sustenance: 2,500 gp Handy Haversack: 2,000 gp Boots of Levitation: 7,500 gp Traveler's Outfit, 5 lbs, 1 GP In Haversack:
Spell Component Pouch, 2 lbs, 5 GP
Silver Holy Symbol, 1 lb, 25 GP Ioun Torch, 75 GP Total weight carried: Weapons: 8 lbs, Armor/Shield: 45 lbs, Equipment: 30 lbs = 83 lbs Carrying capacity : Light: 66 lbs, Medium: 133 lbs
Money:
Remaining Gold: 11 GP, 1 SP, 2 CP Movement:
Base Speed: 30 ft. (-10 for armor, +10 for Domain) Normal Speed : 30 ft. Maximum DEX Bonus: +3 Divine Magic:
Level 0: 4 Level 1: 4 + WIS(2) + Domain Level 2: 4 + WIS(2) + Domain Level 3: 4 + WIS(2) + Domain Level 4: 4 + WIS(1) + Domain Level 5: 3 + WIS(1) + Domain Level 6: 2 + WIS(1) + Domain Level 7: 1 + WIS(1) + Domain Spells ready:
Save DC: 10 + Spell Level + WIS(7)
History:
Terrence, Trip to his friends, was born 32 years ago to Michelle and Chad Welling. He was an only child and well loved by his mother Michelle. He couldn't make the same statement about his father. Chad Welling was a sailor in the Taldoran navy in his early years. He served slightly over a decade and worked his way up to a lower officer rank, but eventually was wounded and no longer seen fit for duty and released. Like many sailors he had "wives" in several ports, but he did accept his commitment to Michelle even though she was over a decade younger than he was. Michelle was from a moderate merchant family in Cassomir, shipping up and down the Sellen River. While the Taldoran navy no longer accepted Chad's service, he was still fit for a position on a trading ship. Chad's military and merchant service gave him experience commanding sailors and marines aboard the ships. While the men usually followed his orders, and his wife did likewise most of the time, I tended to be a bit more rebellious. I honestly feel that I was just being a normal young man, rebelling against authority, but Chad took it as a serious sign that I needed more discipline. I was sent away to formal schooling at a church of Heironeous. I'd like to say that I lasted a year at the church. At least the schooling was interesting, but the disciple was unbearable! Perhaps I could say most of a year, but the truth would be closer to six months, then I escaped. You might notice that my last name isn't quite the same as my parents? That was my younger self's "smart" idea, changing it to make escape more likely to succeed. Actually I don't think the church sent anyone after me! I hopped a boat to Absalom and tried to keep a low profile, for a short while at least. Again time is relative. I needed lodging and was getting quite hungry. My coin was long gone and the strange city wasn't friendly. I almost entered the Heironious temple in Absalom, but something steered me to a different deity. I felt drawn to a small temple, shrine really, to the god of travelers, Desna. The cleric tending it wasn't local, as I learned was normal for Desna. I'd never heard of her but was immediately struck by the pure truth in Desna's tenets of faith, chaos, goodness, liberation, luck and travel. I dedicated myself to the cleric, Sesna Toth, and traveled with him for several years until I was old enough and experienced enough to start my own path is Desna's service. I returned to Absalom for a while, servicing the shrine and helping out where I could. There are many travelers through that port city, and Lamashtu's servants are everywhere. I established some connections with a couple of the factions there, and made some friends with the Pathfinder Society. I found a sense of brotherhood with the Silver Crusade, doing what they could to help the downtrodden along their journeys. A quest took me to Osirion for a couple of years, tracking down clues to the validity of local legends of their ancient Pharaohs. Another to Cheliax, but that ended up aborted as my skill set wasn't adequate to the task. Following the coast I eventually reached Varisia, then tracked inland for a few years learning the lay of the land and setting up additional shrines as I passed through Korvosa, Janderhoff, and Kaer Maga. Unsure exactly why, but I started to feel a desire to return home. I had gained enough power by now to aid in my travels, so I prayed to Desna and teleported myself back to Cassomir. I had considered transporting directly into my old room at my parents home, but didn't want to terrify anyone that might be home. It was just as well that I did not. I discovered that they both were dead. My father had gone down with his ship, and my mother had struggled working to survive on just the little bit she could earn and the bit of savings that she had. She had fallen in with a few bad men and had crossed the wrong people a few times. Desna's faith again saved me. While I was upset at my parents fate, Desna isn't about retribution. I certainly had the power, and connections to track down the guilty and destroy them. But Desna guided me to other pursuits, people that needed help and intelligent monsters that preyed on innocent travelers. I spent the next several years traveling around Taldor, helping the people and making a name for myself, and teaching the people of my country about my god.
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