Bard

Thaldal Farkasten's page

42 posts. Alias of eggellis.


Full Name

Thaldal Farkasten

Race

Hill Dwarf

Classes/Levels

Cleric 1| HP 10/10 | AC 15 T 9 FF 15 | Fort +3 Ref +1 Will +7 |

Gender

Male

Size

Medium

Age

43

Alignment

LG

Deity

Tyr

Languages

Dwarven, Common, Gnome, Giant

Strength 15
Dexterity 9
Constitution 13
Intelligence 14
Wisdom 20
Charisma 11

About Thaldal Farkasten

character sheet:
Dwarf Cleric of Tyr 1
LG Medium Humanoid
Init -1; Senses Perception + 5 darkvision 60 ft
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Defense
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AC 15, touch 9, flat-footed 15 (+5 armor +1 shield -1 dex)
hp 10(1d8+1CON)
Fort +3, Ref -1, Will +7
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Offense
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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
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Statistics
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Base Atk +0 CMB +3 CMD 14
Feats
-Scribe Scroll
Traits
-Birthmark:This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

-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.

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Skills
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>-6 Acrobatics = 0 rank - 5 armor penalty - 1 dex
>6 K(history) = 1 rank + 3 class skill + 2 int
>6 K(religion) = 1 ranks + 3 class skill + 2 int
>6 K(local) = 1 rank + 3 class skill + 2 int
>9 Sense Motive = 1 ranks + 3 class skill + 5 wis
>6 Spellcraft = 1 ranks + 3 class skill + 2 int
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Gear
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Warhammer

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
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Special Abilities
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Racial
-Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

-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
-LG Aura (Ex):A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment.

-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)
As a swift action, you can challenge a visible foe within 30 feet, gaining a +1 sacred bonus to your AC against that creature’s attacks and a bonus equal to 1/2 your cleric level on Bluff skill checks to feint against it. These bonuses last for a number of rounds equal to 1/2 your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
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Spells
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0th level spells
DC 15
3 per day
Prepared: Detect Magic, Guidance, Stabilize

1st level spells
DC 16
3+1 per day
Prepared: bless
Domain: magic weapon

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.