Valeros

Thalion Hopson's page

204 posts. Alias of VinGoodman.


Full Name

Thalion Hopson

Race

Human HP: 39/39 CH 5/5 ToG 6/6 MP 6/7

Stats:
AC: 14, T: 14, FF: 14 | F +5, R +5, W +7 | Init: +4 | Melee: +6, Ranged: +7 | BAB: +3, CMB: +6, CMD: 20

Classes/Levels

Cleric 5

Skills:
Diplomacy +10, Handle Animal +10, Heal +7, Perception* +5, Ride* +5

Gender

Male

Size

Medium

Age

16

Alignment

LG

Deity

Erastil

Location

Hermea

Languages

Common

Occupation

youth in training

Strength 16
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 17
Charisma 14

About Thalion Hopson

Spells:
0: Detect Magic
0: Guidance
0: Create Water
0: Light
1D: Protection from Evil
1: Divine Favor
1: Divine Favor
1: Magic Weapon
1: Shield of Faith
2D: Feather Fall
2: Owl's Wisdom
2: Bull's Strength
2: Spiritual Weapon
3D: Fly
3: Prayer
3: Magic Circle against Evil

Combat:
Melee Morningstar +6 (1d8+3) x2 B/P
Ranged Sling +7 (1d4+3) x2 B 50'

Background:
Thalion grew up a happy child. Splitting time amongst his three mentors and basking in the care and upbringing of the good folks at Hope, Thalion was never lacking in attention. While he spent most of his time with Joley, learning how to channel his gifted connection with Erastil, it was Andrela's rare words of praise that Thalion most sought after.

Yet, as Thalion enters his sixteenth year, a sour note of anxiety threatens to upset his idyllic life. The test for citizenship is upon him, and Thalion dreads what failure in the test could do to his utopian existence...

Abilities:
Perfect Human (+2 all abilities, applied)

Class: Cleric of Erastil
Favored Weapon: Longbow
Proficiencies: All simple weapons, light and medium armor, all shields except tower
Domains: Animal(Feather), Good
Eye of the Hawk: +2 Perception, +2 Initiative if can act in surprise round
Touch of Good (6/day): +2(sacred) attack rolls, skill checks, ability checks, and saving throws
Channel (5/day): 3d6 heal living or harm undead (not both) WILL save 14
Spontaneous Casting: Lose prepared spell to cast "cure" spell

Traits and Feats:
Fate's Favored:
Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Beast Bond:
+1 bonus on Handle Animal and Ride, Handle Animal is class skill.

L1: Point Blank Shot
L3: Precise Shot
L5: Rapid Shot

Skills:
*denotes not a class skill

Diplomacy +10 (cha, 5)
Handle Animal +10 (cha, 4, +1 trait)
Heal +7 (wis, 1)
Perception* +5 (wis, 0, +2 racial) [Eyes of the Hawk]
Ride* +5 (dex, 0, +1 trait, 0 ACP)

Mythic:
Mythic Heirophant 1

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Divine Surge:
Inspired Spell (Su): You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don't need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.

Mythic Abilities:
Faith's Reach (Su): Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack.

Mythic Feats:
1. EXTRA MYTHIC POWER (MYTHIC)
You can store more mythic power than your tier would normally allow.
Benefit: You gain two extra uses of mythic power each day

Gear:
CASH GP 75 SP 12
pouch, bottom of backpack (75gp 8sp*)
pouch, on person (0gp 4sp)
*8sp from Hermea

TOTAL (851.8,79)
Explorer's Outfit (0,8,worn)
Chain Shirt (100,20,armor)
Buckler (5,1, shield)
Morningstar (8,6,carried)
Dagger (2,1,carried)
Club (0,3,carried)
Sling (0,0,carried)
Bullets, Sling [10] (0.1,5,carried)
Bullets, Sling [10] (0.1,5,carried)
Alchemist's Fire (20,1,carried)
Holy Symbol, Wooden (1,0,carried)
Spell Component Pouch (5,2,carried)

Backpack (2,2,back)
Bedroll (0.1,5,back)
Winter's Blanket (0.5,4,bkpk)
Flint and steel (1,0,carried)
Waterskin (1,4,carried)
Rations x4 (2,4,bkpk)

MW Composite Longbow (+3 STR) (700,3,slung)
Quiver, Arrows - Cold Iron [20] (2,3,slung)
Quiver, Arrows - Cold Iron [17] (2,3,slung)

Domain Notes:
Animal(Feather) Domain
Granted Powers: Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).

Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Domain Spells: 1st—calm animals, 2nd—feather fall, 3rd—fly, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—fly (mass), 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.

Good Domain
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

Party Loot:

Current Loot:
Coins (gp.sp.cp): 1429.18.347
Goods:
-Potion of Magic Fang
-Potion of Magic Fang
-Scroll of Burning Hands
-Scroll of Disguise Self
-Scroll of Disguise Self

History (in reverse chronological order):

Vampire Spawns at the shop
-Potion of Magic Fang
-Potion of Magic Fang
-Scroll of Burning Hands
-Scroll of Disguise Self
-Scroll of Disguise Self
347 cp
18 sp
133 gp

Starting Amount: 1296gp