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About ThanimStats:
Male Half-Dwarf Cleric 1 (Angelfire Apostle) NG Medium Humanoid (Human/Dwarf) Init: +2; Low-Light Vision; Sense Motive: +13; Perception: +5 Languages Keoish (R/S)(C/W), Dwarven (L/S)(L/W) ------------------------------
STATISTICS 14.14.14.10.18.12 (25pt, +1 Con (racial), +1 Wis (racial), +1 Wis (4th)) BAB +4
Defense:
DR 2/- (shield) AC 21, touch 12, ff 16 (+6 armor, +3 shield, +2 Dex) CMD 18, ff 16 (+4 BAB, +2 Str, +2 Dex) HP 57 (8+8+8+2+7+6 + 6*2 Con + 6 Toughness + 0 FB) Healthy: >= 43, Grazed: 29-42, Wounded: 15-28, Critical: 1-14, Disabled: -2-0 (Endurance) Healthy: >= 29, Grazed: 15-28, Wounded: 1-14, Disabled: -2-0 Fort +8 (5 + 2 Con + 1 Unstoppable) Ref +4 (2 + 2 Dex) Will +9 (5 + 4 Wis) Offense:
Speed 30 ft. Melee +6 (+4 BAB, +2 Str) Ranged +6 (+4 BAB, +2 Dex) CMB +6 (+4 BAB, +2 Str) ------------------------------
WEAPONS
Skills:
(ranks.ability.class.misc) Adventuring -- 32 ranks (6*4 Cleric + 0 Int + 6 FB + 2 Background)
* ACP applies (-2/-1)
Conditions/Resource Tracking:
Round 5
Channel Energy: [][][][][][] -- DC 16
Channeling
Orisons (6/day) -- DC 14
1st (4/day) -- DC 15
Prepared:
2nd (4/day) -- DC 16
Prepared:
3rd (3/day) -- DC 17
Prepared:
Spellbook:
Channeling
Orisons -- DC 14
1st -- DC 15
2nd -- DC 16
3rd -- DC 17
Gear/Possessions/Money:
(value:weight) Carrying Capacity:
Current Load Carried 114 lb. Armor:
Weapons:
Magical Equipment:
Mundane Equipment:
Consumables:
Spell Components / Foci
Spell Components - Consumable
Money 1 GP; 5 SP; 3 CP
Special Abilities:
Activated Abilities
Circumstantial Abilities
Standing Abilities
Feats:
Power Attack -- Combat Option
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Toughness -- Unstoppable
Endurance -- Wanderer
Extra Channel -- Angelfire Apostle
Benefit: You can channel energy two additional times per day. Additional Traits -- 1st Level
Improved Hardy -- 3rd Level Prerequisites: Dwarf, hardy racial trait. Benefit: You receive a +4 racial bonus on saving throws against spells, spell-like abilities, and poison. In addition, starting at 10th level, when making a save against poison, you may roll twice and take the more favorable result. This replaces the normal bonus from the dwarf’s hardy racial trait. Normal: Dwarves normally receive a +2 racial bonus on saving throws against spells, spell-like abilities, and poison. Signature Skill (Heal) -- 5th Level
Benefit(s): Choose one skill. You gain the ability listed in that skill’s 5 Ranks entry. As you gain more ranks in the chosen skill, you gain additional abilities. If you have 10 or more ranks in the chosen skill, you gain the appropriate abilities immediately. If your chosen skill is Craft, Knowledge, Perform, or Profession, you gain the listed powers only for one category of that skill, such as Craft (bows). This feat can be taken only once, but it stacks with the rogue’s edge ability and the cutting edge rogue talent. Heal 5 Ranks: When you treat deadly wounds, the target recovers hit points and ability damage as if it had rested for a full day.
Class Features:
Weapon and Armor Proficiency
Channel Energy (Su)
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of 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 can cast 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 channel 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. Diminished Spellcasting
Extra Channel
Channel Angelfire (Su)
Versatile Healing Channel (Sp)
Cleansing Flames (Su)
Domains
Touch of Glory (Sp) -- You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier. Healing Domain - Medicine Subdomain Blessed Surgery (Su) -- Your divine patron guides your healing hands, allowing you to perform minor miracles with mundane cures. You can use this ability as a free action when using the Heal skill in order to roll the check twice and take the higher result. When you’re using this ability, any use of the Heal skill requiring 1 hour instead takes at most 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Healer's Blessing (Su) -- At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat. Graceful Healing (Su)
Character Traits:
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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. Low-Light Vision -- Half-dwarves can see twice as far as humans in conditions of dim light. 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. ------------------------------
Unstoppable -- Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. Wanderer -- You gain Endurance as a bonus feat, and Climb and Swim are class skills for them. ------------------------------
Fate's Favored -- The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Background:
TL;DR Thanim was born at sunrise on a mountaintop to a Flan mother and Dwarven father. According to his parents, Pelor intervened marking him as his disciple. They say when born, he had dark hair and eyes, matching his skin, but did not breathe. Pelor intervened, saving his life and marked him with golden hair and yellow eyes. To raise him as a proper follower of Pelor, they left the mountains and raised him in a Flan community. His father, however, was determined to never let his son forget his dwarven heritage and trained him in all things dwarven, pushing him as hard as Thanim could take, which was quite a lot. He may have started out motionless and unbreathing, but Thanim became a paragon of health and excelled in his studies of Pelor. The Birth
She turned to look at the dwarven man, and said with some exasperation, "I am! Do you think I want to have this baby before we get back? Just one more sunrise at the top, and I'll be content to play it safe until little Thanim arrives." She affectionately stroked her pregnant belly and took another step. "Why do you call the baby Thanim? You have no idea what it will be." "I do! I've had dreams. I know this one will be a boy -- a strong man, like his father." She smiles and looks toward the peak. "We're almost there! Just in time. The glow has begun." They carefully traveled the path a little farther, reaching the peak and the overwhelming sight as the sun came came into view and the morning light bathed them in its glory. "This is just what I wanted," she said as she looked for a spot to sit. "Give me a hand." The man supported her as she lowered herself to the ground in a practiced motion. "There. See? I'm all safe." He sat down close beside her and held her hand. Together they watched the sunrise in silence, awed once more by its beauty. Once the sun began to climb a little farther, the woman spoke up, "Ok. I'm ready to go." She pushed herself up, bracing her foot against a stone that suddenly gave way. She fell the short distance to the ground but landed awkwardly on her side and tumbled down the incline several feet. "Oh no! Not now!" were her only thoughts as she felt her water break. "Honey! Help me!" He looked on in horror as she slipped and rolled. She quickly came to a stop, but even he realized the predicament as he saw the dampness spread across her skirt. He rushed to her side. "Can you make it?" She shook her head. "I'll get help. You'll be safe here. I'll be back soon." She gripped his hand tighter than he had ever felt before, "You are not leaving me. He is coming now! It's just like the dream!" The birth was easy, but strangely quiet in morning sun. He pulled the child from her. He was beautiful, dark bronze skin, black hair, dark eyes, but there was no cry, no breath, no motion. Desperate, he wiped the baby's face, but nothing. He lowered the baby's head and wiped some more, but still nothing. "He's not breathing!" "Give him to me," she cried out, grabbing him quickly from her husband's hands. He began to pray to beg for the life of their child. "Stop that useless prattle. Your dwarven gods don't care about your half-dwarf son." With a sudden strength, she rose to her feet, holding Thanim aloft and cried out, "Pelor!! God of Light! God of Healing! I offer our son, Thanim, to you! Bless him and make him yours!" A startlingly bright beam of light, directly from the sun, struck Thanim's head, engulfing his entire body. Both parents reflexively turned their heads from the burst, closing their eyes tightly, but the image of their son burned itself on their retinas. The flash passed, but still seeing nothing, she pulled the baby to her chest. She cradled him with one arm while she felt for him with the other. She touched his tiny head, and a little hand wrapped its self around her finger as she heard a loud cry, "WAAAAAA"
Appearance and Personality:
Age: 27 Height: 5' 7" Weight: 160 Hair: thick, wavy, golden Eyes: golden Skin: deep bronze Very fit and healthy. His dark skin, golden hair, and golden eyes make striking contrasts. He is reserved except when performing his role either on the battlefield, in a medical tent, or at the altar.
Notes:
Cleric Angelfire Apostle Heal Skill Healer's Satchel Cure Minor Wounds
XP - 23,285:
23000 -- Initial 285 -- Farmstead - Bubonic Plague Encounter CR5 |