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About Thaldal Farkastencharacter sheet:
Dwarf Cleric of Tyr 1
LG Medium Humanoid Init -1; Senses Perception + 5 darkvision 60 ft -------------------- Defense -------------------- AC 15, touch 9, flat-footed 15 (+5 armor +1 shield -1 dex) hp 10(1d8+1CON) Fort +3, Ref -1, Will +7 -------------------- Offense -------------------- Speed 20 ft Melee: Gavel(warhammer) +2 1d8+2 Ranged: Special Attacks Channel energy, 1d6, DC10 vs will. 3/day 3 used Touch of law, 8/day 0 used Divine challenge+1, 8/day 0 used
-Urban Acolyte: Growing up in a city has broadened your philosophy, and helped you interpret your patron’s divine will in a novel way. You gain Knowledge (local) as a class skill. Additionally, you can select the following subdomain so long as your deity grants access to its associated domain. --------------------
>-6 Acrobatics = 0 rank - 5 armor penalty - 1 dex
Scale mail Buckler Cleric's kit: This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol. Scrolls: 1 endure elements, 1 diagnose disease 0 pp 33 gp 0 ep 8 sp 0 cp
-Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype. -Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. -Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. -Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones. -Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. -Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. -Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Class
-Channel Positive energy 1d6 -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). -Law Domain:Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. -Duels subdomain(War):Divine Challenge (Su)
1st level spells
Domain spells: 1st—magic weapon & protection from chaos, 2nd—warding weapon & align weapon (law only), 3rd—magic vestment & magic circle against chaos 4th—divine power & order’s wrath, 5th—dance of a hundred cuts & dispel chaos, 6th—blade barrier & hold monster, 7th—power word blind & dictum, 8th—dance of a thousand cuts & shield of law, 9th—power word kill & summon monster IX (law spell only).
History:
When Thaldal was born the fingers on his right hand were fused together, almost looking like he had no hand. His hand was also entirely covered with a birthmark the color of blood. His parents couldn't have been happier.
You see, the Farkasten clan are devout worshipers of Tyr and every generation sees a few children born with the "chewed hand", an omen that Tyr has chosen them for his clergy and a great honor. Once Thaldal grew old enough the church asked Tyr for the spells to heal his hand. Though he was able to use his fingers afterward the crimson birthmark remained. Years later Thaldal began his training to become one of Tyr's priests. This of course included reading holy scriptures and training in dogma but Tyr's clerics are also warriors and lawmen; whether that means lawyers, judges or investigators. So in between prayers Thaldal learned the laws of the land and how to interpret contracts as well as how to fight in armor using a Gavel. Some people find it odd for a god to preside over war and justice. It makes perfect sense to the followers of Tyr. To them, a courtroom is merely a different kind of battlefield. They also prefer to fight wars to combat an injustice and to make war as orderly as possible, scheduling the date and time for a battle is more honorable than a sneak attack. The best way to win a battle is for the leaders of each army to protect the lives of their soldiers by fighting a duel in a judgement of arms. Once his training was complete Thaldal was sent out to travel about acting as an adjudicator for anyone who needed him. Deciding how much one farmer owes another when a dog gets into the livestock is good practice for a young Tyrian. Which is how he made his way to Hommlet Description:
Thaldal is a tall dwarf, just shy of four feet. His face is dark complected and covered by a beard, naturally. Unlike some dwarves Thaldal does not braid his beard, he simply keeps it trimmed in a square that is military hair cut perfect. The hair on his head and face are both dark black. He wears a set of scale mail and on his left hip sits a stylized warhammer, his Gavel. He wears a buckler on his right hand which is covered by a deep red birthmark. |