Thanim's page

136 posts. Alias of Licitus.

Full Name





Cleric 6 | HP 57 | DR 2/- | AC.T.FF 21.12.16 | F.R.W 8.4.9 | CMD 18 | Init 2 | P 5, SM 13









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

About Thanim


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 (25pt, +1 Con (racial), +1 Wis (racial), +1 Wis (4th))

BAB +4
Hero Points 5
XP 23,285


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)


Speed 30 ft.
Melee +6 (+4 BAB, +2 Str)
Ranged +6 (+4 BAB, +2 Dex)
CMB +6 (+4 BAB, +2 Str)


Crossbow, light 1d8 19-20/x2 P
Dagger (Silvered) 1d4+2 19-20/x2 P,S
Mace, heavy (Cold Iron, Dwarven MW) 1d8+2 19-20/x2 B



Adventuring -- 32 ranks (6*4 Cleric + 0 Int + 6 FB + 2 Background)
(0) *Acrobatics +2 --
(1) *Climb +6 --
(4) Diplomacy +8 --
(6) Heal +13 --
(5) Kn (Anatomy) +8 -- (Animal, H(Dwarf), H(Elf), H(Halfling), H(Human))
(6) Kn (Religion) +9 --
(1) Linguistics +4 --
(1) Perception +5 --
(6) Sense Motive +13 --
(1) Spellcraft +4 --
(1) *Swim +6 --

* ACP applies (-2/-1)

Conditions/Resource Tracking:

Round 5
Conditions: Healthy | Shield of Faith | Prayer | PfE --> 57 HP | +3 Deflection | +2 Luck atk/dmg/st/sk | +2 resistance

Channel Energy: [][][][][][] -- DC 16
Touch of Glory: [][][][][][][]
Blessed Surgery: [][][][][][][]
Healer's Satchel: [x][x][x][x][x][x][x][x][][]

Remove Blindness/Deafness -- DC 17
Restoration, Lesser -- DC 16

Orisons (6/day) -- DC 14
Create Water
Enhanced Diplomacy

1st (4/day) -- DC 15
Diagnose Disease (Medicine)
Shield of Faith (Glory)

[x] Endure Elements
[x] Protection from Evil
[ ] Protection from Evil
[x] Remove Sickness

2nd (4/day) -- DC 16
Bless Weapon (Glory)
Placebo Effect (Medicine)

[x] Bear's Endurance
[x] Protection from Evil, Communal
[ ] Protection from Evil, Communal
[ ] Resist Energy

3rd (3/day) -- DC 17
CSW (Healing)
Heroism (Heroism)

[ ] Daylight
[x] Remove Curse
[ ] TBD



Carrying Capacity:
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb. (14 Str)
Light 0-174 lb. Medium 175-348 lb. Heavy 349-525 lb. (Ant Haul)

Current Load Carried 114 lb.

Elven Chain (5150:20)
Shield, heavy Steel (MW) (170:15)

Crossbow, light (35:4)
Dagger (Silvered) (22:1)
Mace, heavy (Cold iron, Dwarven MW) (424:8)

Magical Equipment:
Specialized Healer's Satchel (3000:1)

Mundane Equipment:
Backpack, common (2:2)
Bag, waterproof <in backpack> (0.5:0.5)
Bedroll <in backpack> (0.1:5)
Blanket <in backpack> (0.5:3)
Box, Scroll <in backpack> (5:1)
Chalk x 2 <in waterproof bag> (0.01:-) --> (0.02:-)
Compass <in pouch> (10:0.5)
Flint and steel <in pouch> (1:-)
Gear Maintenance Kit <in backpack> (5:2)
Hammer <in backpack> (0.5:2)
Hammock <in backpack> (0.1:3)
Holy Symbol, iron <around neck> (5:1)
Holy Symbol, wooden <in backpack> (1:-)
Holy Symbol, wooden <in pouch> (1:-)
Hook, grappling, common <attached to backpack> (1:4)
Grooming Kit <in backpack> (1:2)
Mess Kit <in backpack> (0.2:1)
Outfit, Traveler's (free:5)
Piton x 4 <in backpack> (0.1:0.5) --> (0.4:2)
Pouch, belt <in backpack> (1:0.5)
Pouch, belt <worn> (1:0.5)
Rope, hemp <in backpack> (1:10)
Sack <in backpack> (0.1:0.5)
Smelling Salts <in pouch> (25:-)
Twine (50 ft) <in backpack> (0.01:0.5)
Vial x 2 <in pouch> (1:-) --> (2:-)
Waterskin x 2 (full) <in backpack> (1:4) --> (2:8)
Whetstone <in backpack> (0.02:1)

Bolts, crossbow x 2 (1:1) --> (2:2)
Bolts, crossbow (Cold iron) (2:1)
Bolts, crossbow (Silver blanch) (6:1)
Candle x 10 <in backpack> (0.01:-) --> (0.1:-)
Ink <in scroll box> (8:-)
Inkpen x 2 <in scroll box> (0.1:-) --> (0.2:-)
Parchment x 5 <in scroll box> (0.2:-) --> (1:-)
Rations, Trail x 10 <in backpack> (0.5:1) --> (5:10)
Soap <in backpack> (0.01:0.5)
Tindertwig x 2 <in waterproof bag> (1:-) --> (2:-)

Spell Components / Foci
Pouch, spell components x 2 (5:2) --> (10:4)
Rings, platinum (50:-)

Spell Components - Consumable
[] Pillow, silk (100:-)

Money 1 GP; 5 SP; 3 CP

Special Abilities:

Activated Abilities
Spend full round to maximize healing effect -- Graceful Healing
+4 to damage and -2 to melee attacks -- Power Attack
Channel Energy (3d6, 6/day, DC 16) -- Class Feature
Touch of Glory (+6, 7/day) -- Glory Domain
Blessed Surgery (7/day) -- Medicine Subdomain

Circumstantial Abilities
+4 dodge to AC when attacked by giant subtype -- Defensive Training
+1 racial to attack vs orc and goblinoid subtypes -- Hatred
+4 racial to saving throws vs poison, spells, SLA -- Improved Hardy
+4 racial to CMD for bull rush and trips when standing on ground -- Stability
+2 racial to Appraise for price of non-magical goods with precious metals or gemstones -- Greed
+2 Perception to notice unusual stonework -- Stonecunning
Automatic Perception check whenever pass within 10 feet of unusual stonework -- Stonecunning
+4 Swim to resist nonlethal damage from exhaustion -- Endurance
+4 Con check to continue running -- Endurance
+4 Con check to avoid nonlethal damage from forced march -- Endurance
+4 Con check to hold breath -- Endurance
+4 Con check to avoid nonlethal damage from starvation or thirst -- Endurance
+4 Fort save to avoid nonlethal damage from hot or cold environments -- Endurance
+4 Fort save to resist damage from suffocation -- Endurance
+1 increase to any luck bonus -- Fate's Favored

Standing Abilities
Can Treat Deadly Wounds an additional time per creature per day -- Battlefield Surgeon
+2 DC to Channel Energy -- Glory Domain
Cure spells are empowered (heal 50% more) -- Healer's Blessing
+1 racial to Fortitude saving throws -- Unstoppable
+6 hit points -- Toughness
Can sleep in light or medium armor -- Endurance
Climb is class skill -- Wanderer
Swim is class skill -- Wanderer


Power Attack -- Combat Option
Prerequisites: Str 13, base attack bonus +1.

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
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Endurance -- Wanderer
Benefit: You reduce the penalty from being grazed, wounded, or critical by 1 (to –0, –1, and –2, respectively).
In addition, you gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You can sleep in light or medium armor without becoming fatigued.

Extra Channel -- Angelfire Apostle
Prerequisite: Channel energy class feature.

Benefit: You can channel energy two additional times per day.

Additional Traits -- 1st Level
Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.

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
Prerequisite(s): 5 ranks in the chosen skill.

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
Angelfire apostles are proficient with all simple weapons, light armor, and shields (except tower shields). They are also proficient with the favored weapon of their deities.

Channel Energy (Su)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

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
An angelfire apostle is less concerned with the traditional divine magic that many religious adherents receive. The angelfire apostle receives one fewer spell slot at each spell level. When an angelfire apostle gets no spells per day at a spell level, he can cast domain spells of that level normally, but can only cast nondomain spells of that level if he gets them as bonus spells.

Extra Channel
At 1st level, the angelfire apostle gains Extra Channel as a bonus feat.

Channel Angelfire (Su)
An angelfire apostle must be of good or neutral alignment and must choose to channel positive energy, even if his deity is neutral or if he is not devoted to a particular deity. When an angelfire apostle channels positive energy, affected nongood creatures are dazzled for 1 round, with no saving throw for this effect, in addition to experiencing the normal effects of channel energy.

Versatile Healing Channel (Sp)
At 5th level, the angelfire apostle can spend two uses of his channel energy ability to cast remove blindness/deafness or lesser restoration as a spell-like ability.
At 7th level, he can choose remove disease or remove paralysis.
At 9th level, he can choose neutralize poison.
At 11th level, he can choose breath of life.
At 13th level, he can choose heal.
At 15th level, he can choose regenerate.
At 17th level, he can choose restoration but cannot affect permanent negative levels.
At 19th level, he can choose resurrection but can affect only a target that has been dead no more than 1 round per his cleric level.

Cleansing Flames (Su)
At 9th level, the angelfire apostle becomes a direct conduit for the righteous power of his deity. Whenever the angelfire apostle casts a spell that belongs to the healing subschool that is a lower spell level than the highest spell he can cast, he can unleash a blast of flames as a swift action by expending one use of his channel energy ability. The flames last for 1 round and fill a contiguous area equal to one 10-foot cube per level of the healing spell cast (at least one side of the cube must be adjacent to the angelfire apostle’s space). The flames deal 1d4 points of damage per spell level. Half of the damage is fire damage, and half is raw divine power not subject to fire resistance or immunity. Any creature in the area can halve the damage with a successful Reflex saving throw against the spell’s DC. The angelfire apostle can use this ability a number of times per day equal to his Charisma modifier.

Glory Domain - Heroism Subdomain
You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

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)
All healing/restore potions if administered by a divine party member with positive energy channel can use a full round action and will maximize the potions curative ability. Example - Cleric administers a CLW potion to a fighter and uses a full round action the potion automatically heals the fighter for 13 HP (1d8+5hp) of damage. The maximized potion cannot provide additional hit points above and beyond the character's max hit points.
If a divine player with positive channeling ability use a full round action to cast a heal or restorative spell the spell automatically cures/restores for maximum effect if one round is spend enhancing the spell or potion through prayer.
This does mean the divine player is open to an AoO and cannot utilize their DEX or SHIELD (flat footed) bonus while administering healing to a player. If the player is hit or struck by a spell the effect is broken if he fails his concentration check.

Character Traits:

Racial Traits

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.

Alternate Racial Traits

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.

Battlefield Surgeon -- Heal is a class skill for you, and you can use the treat deadly wounds aspect of Heal 1 additional time per creature per day.

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.


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
The human woman stumbled as climbed the mountain path. "Careful!" came a deep voice from behind her, "No accidents!"

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.


Angelfire Apostle
Heal Skill
Healer's Satchel

Elven Chain

Vision and Light

Cure Minor Wounds
A cantrip/orison and is HEALING domain. It is identical to Cure Light wounds, except it heals exactly 1 hit point with each cast and has a casting time of 1 full-round action. This is added to the spell list of all classes capable of casting both Cure Light Wounds and possessing 0th level spells. It doesn’t stop Bleed damage, nor does it stabilize a character. It only cures 1 hp of current damage.

XP - 23,285:

23000 -- Initial
285 -- Farmstead - Bubonic Plague Encounter CR5