Salvator Scream

Thale Nyus's page

59 posts. Alias of therealthom.


Full Name

Thale Nyus

Race

Human

Classes/Levels

Monk 1 -- Cleric of Nethys 3

Gender

Male

Size

5' 2" 145#

Age

25

Alignment

Neutral Good

Deity

Nethys

Location

Bosh

Languages

Common, Celestial

Occupation

Wandering Monk

Strength 10
Dexterity 15
Constitution 8
Intelligence 14
Wisdom 15
Charisma 13

About Thale Nyus

Thale Nyus
Seventh Warden of the Western Pavilion

Rolled Abilities: S 10, D 15, Co 7, I 14, W 12, Ch13 (racial +2 to wisdom, fourth level +1 W, +1 Co)
Current Abilities: S 10, D 15, Co 8, I 14, W 15, Ch13

Monk 1/ Cleric of Nethys 3 (Favored class, cleric +1 to HP)
BAB +2 F+4 R +5 W +8 Speed 30' ==> Monk1, 2,2,2 ; Cleric3, 3,1,3
Initiative +6, Full HP: ? Current HP: 3 ==> MOnk1 d8, CLeric 3d8

Description:Thale is a short lightly built man in his early 30s. His head is normally shaved; sometimes he sports a bristly stubble when a razor is not available. He wears the faded yellow robes under a plain brown cloak, carries a staff, and a two-faced mask of Nethys hangs from his belt. Often the cloak is worn over one shoulder so that from a distance he appears to be clothed in yellow on his left and in brown on his right. On his back is a voluminous pack with a crossbow strapped to it. His robes and gear are dirty and travelworn.

AC normal, flat-foot, touch : 15, 12, 15 monk wisdom, dodge

Attacks and Weapons:
Melee:
Improved Unarmed Strike, +2, 1d6
Flurry of Blows, +1/+1, 1d6/1d6
Quarterstaff, +2, 1d6, X2
Quarterstaff (Flurry) +1/+1, 1d6/1d6
3x Dagger, +2, 1d4, 19-20, X2

Ranged:
3x Dagger, +4, 1d4, 19-20, X2, 10'
Light Crossbow, +4, 1d8, 19-20 X2, 80'

Skills:

Spoiler:

Monk (6), Cleric (12):

Know-Arcana 3 +3 class +2 I
Know-History 3 +3 class +2 I
Know-Religion 3 +3 class +2 I
Spellcraft 1 +3 class +2 I

Acrobatics 2 +3 class +2 D
Climb 1 +3 class +0 S
Stealth 2 +3 class +2 D
Perception 1 +3 class +2 W
Sense Motive 2 +3 class +2 W

Untrained:

Appraise 0 +2 I
Bluff 0 +1 Ch
Craft 0 +2 I
Diplomacy 0 +1 Ch
Disguise 0 +1 Ch
Escape Artist 0 +2 D
Forgery 0 +2 I
Intimidate 0 +1 Ch
Jump 0 +0 S
Ride 0 +2 D
Swim 0 +0 S

Feats and Traits:

Spoiler:

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Magical Knack?

1st Level : Toughness , Dodge (Monk bonus)
3rd Level : Scribe Scroll

Monk:
1: Wisdom Bonus to AC
Flurry
Stunning Fist {DC 13 (10+W+L/2)} 1/4L per day Target drops objects, no action, no AC Dex bonus, -2 AC for 1 round
UNarmed strike

Cleric:
Channel Positive Energy:
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.

Knowledge Domain

Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.

Magic Domain

Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.

Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.

Domain Spells: 1st—identify, 2nd—magic mouth, 3rd—dispel magic, 4th—imbue with spell ability, 5th—spell resistance, 6th—antimagic field, 7th—spell turning, 8th—protection from spells, 9th—mage's disjunction.

Protection Domain

Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.

Spells/day 0,1 : 3,2+1 DC: 11,12 (level +3 wis - 2 quirk)
Utility Load:

Spoiler:
Orisons: mending, guidance, light 1st: endure elements (d), protect(evil),

sanctuary


Combat Load :
Spoiler:
Orisons: 2x virtue, guidance 1st: protect(evil) (d), bless, shield of faith

Background:

Spoiler:
Thale hails from a remote monastery built around a small interdimensional rift. While the nature of the rift precludes it from being closed completely, by focused prayer, spells, and meditation the monks seek to bar passage to malign outsiders that would enter. The monks also practice the martial arts as part of a healthy mind, healthy body philosophy and as a last resort should something breach the rift.

Thale was dedicated to the monastery by his parents during an extended drought that caused the crops to fail. He was eight years old, older than most such dedicants. He adapted well to the temple discipline, but had difficulty finding his exact niche. He had not the physical strength and stamina of the warrior-priests. While he learned magical theory quickly enough, he could not concentrate the power to cast arcane spells conventionally. He did not find favor with the major gods of the temple who were aspects of Iomedae and Sarenrae. Yet, he was marked by one of the elder priests as too unique to be consigned to the lay brotherhood that handled the maintenance of the monastery. The elder led him through a course of study that eventually revealed his affinity to Nethys, God of Magic. No great powers were revealed however and upon passing the challenge of full brotherhood, Thale was given a minor administrative position.

Years ago Thale's elder had a vision of disturbing events in the West, an eruption of shadow creatures similar to those threatening the rift in the monstery. He sent a senior member of the monastery to investigate and Thale went as the man's assistant and scribe. When the senior man died, Thale decided to continue instead of returning to the monastery.

Other traits:

Spoiler:
Thale seldom speaks, when he does it is usually in a hoarse stage-whisper. Where his parents had let his hair grow long, the temple had it shaved. Although he accepted it, he didn't like it. He often runs his hand unconsciously over his head, but it has been so long that he doesn't even know he is feeling for his lost hair.

Gear:

Spoiler:

Masterwork Quarterstaff, silvered 780 gp. 4#
3 Masterwork daggers, silvered 66 gp
Laquered Wood holy symbol of Nethys, two-faced mask.
Masterwork Light Crossbow, 10 bolts.

Travellers Clothes - Rough yellow Robes and Drab cloak.

Backpack
Fine yellow robe.
Masterwork Calligraphy Tools:
Spellbook/Manual of Magic
Blanket, bedroll.

Wooden Scroll case: scrolls of bless, bless water, comprehend language, detect evil
Bone scroll case: 3 scrolls of cure light wounds, purify food and drink
4 Candles

Beltpouch
3 gems
cash
flint and steel
3 tindertwigs