Theldrick

Theodore Samuel Walden ...'s page

258 posts. Alias of Dorian 'Grey'.


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Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore frowns at his sister's insistence in foolishly advancing prior to proper parley.
Isn't there that Cold Spot haunt still about?


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore Samuel Waldan Carter

Race
Human

Classes/Levels
Cleric (Roaming Exorcist) 3

+1 BaB (lol)
+1 Ref
+7 hp
+6 Skill Ranks
+2 BG

Channel 2d6

Feat
3rd Selective Channel

2nd level
1. Spiritual Weapon
2. Aid

Domain Spell Cure Moderate Wounds


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore seems a bit uneasy about this entire thing...
Was it a warning? Perhaps an invitation? Or could be congratulations?


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Hugging his Light pillow absently as he stands staring forlornly at the darkness inside the Cemetery, Theodore shivers in his night clothes.....
A bit brisk ain't it.


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

The frowning elder gentleman steps lightly outside to retrieve his pillow.
Hardly dignified being out of doors at this hour in ones night cap. Youth!

Grumbling all the way, Theodore does be d down to peer suspiciously at some tracks.
Quinn! That durn ghost horse good at Tracking?


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore frowns. He tosses the pillow that he cast Light in outside!


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore immediately thinks that an Alarm spell on the door probably wouldn't have been remiss.

Quite quickly after that thought, the Cleric jumps up and begins screaming!
Intruder alert!

He casts Light!


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Sipping softly on his third Brandy, Theodore calmly places a hand on the table.
Myself an actual Cleric of Pharasma, the Church allows a bit of sufferance as to supplies, although there is a limit. I can visit the good Priest while you two scratch words into your books.

The elder sibling stands, slightly stumbles, slowly straightening his garments, and says
Anyone else care for a stroll?


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore calmly places his empty glass down on the side table.
Anyone else famished? Ghost hunting, haunt destroying, murder solving brings quite an appetite.

The gentleman then frowns at his empty glass.


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore simply sips his Brandy, nodding in concert with Ismene's recitation of recent events.

He does continually glance over at Quinn, scratching his beard then quickly shaking his head...


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore is definitely ready for a Brandy.


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore frowns.
To unlock the door that allows access to paraphernalia that could assist end the Three Haunts in the basement, we need only get the keys from our poor deceased Warden, whose remains are in the dungeon, along with said Three Haunts.

The Pharasman looks up.
I believe that sums it up.


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

The Pharasman actually sheds a tear at hearing of her bravery and self imposed duty.
I am honored to meet such a wonderful person as yourself, Ma'am. Your efforts here probably have saved many people. We shall do our best to rid these walls of the others, so that you may know peace.

The Cleric bows formerly to her.


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Knowledge (religion) (Int): 1d20 + 6 ⇒ (5) + 6 = 11

Theodore calmly smiles at the apparition, as she begins speaking to them.

Spirit Sleuth (Ex):

At 2nd level, upon interacting with a rejuvenating spirit or haunt for the first time (such as by attacking the spirit or channeling energy to damage the haunt), a roaming exorcist can attempt a Sense Motive check as a free action to determine the specific course of action required to permanently neutralize the spirit or haunt (DC = 10 + the undead creature’s Hit Dice or the haunt’s CR).

Sense Motive (Wis): 1d20 + 8 ⇒ (3) + 8 = 11

The Roaming Exorcist begins speaking to her, while reading her.
Good afternoon, Mrs Vesorianna Hawkran. I am Theodore Samuel Walden Carter. We are indeed attending to the misguided spiritual influencers about this poor, sad place. We would certainly be honored to assist you with your own personal issues.

Diplomacy (Cha): 1d20 + 7 ⇒ (1) + 7 = 8

Apparently this isn't his particular day ...


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore frowns at the voice inside his head suggesting his Channels be use for something other than Haunts, Ghosts, Skeletons, Zombies, and of course, pesky crawling hands.....

He ahems before nodding his approval of the Rod usage when not in immediate death woes....

He follows Quinn.
In my day, we had to use some tree bark and tree sap for healing our boo-boo....


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore calmly rummages through his pack.
Now where did that tinder get to?


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Knowledge (arcana) (Int) DC 14: 1d20 + 5 ⇒ (5) + 5 = 10

Theodore only sighs as the insane in the membrane jacket begins it's antics.
Anyone got any fire?

The Cleric then proceeds to rummage through his pack for his torches and flint....

He does take a Step back.


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore calmly ignores the quip from Quinn. He does follow him though to further investigate the struggling pile of clothing....
You there, clothing! Show yourself!


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore frowns at his sister's insistence concerning his bowel movements. The elder brother hasn't had those problems in since that over indulgence at the all one can eat mystery taco fair.
That was only that one occasion. No need to keep bringing that up.

Theodore follows her.


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore calmly looks at the privy, looks at his sister and huffs.


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore calmly casts Vigor again on Quinn. The Cleric's blue eyes never leaving his impetuous sisters.
Try not to Accidentally knock some sense into her.


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Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore calmly places a hand on Quinn's shoulder.
Vigor

Try again, my boy.


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore calmly proceeds to follow his much Smarter sister at of the Alice in Chains concert.
This place is in need of a thorough cleaning. Perhaps, we should inquire in town as to anyone with cold type implementations?


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore calmly picks lint from his jacket. Nodding expertly during Ismene's findings, the Roaming Exorcist walks into the Chamber of Woe....
Be at peace. Pharasma has heard your pleas. Allow us to soothe your passage....

Spirit Sleuth (Ex):

At 2nd level, upon interacting with a rejuvenating spirit or haunt for the first time (such as by attacking the spirit or channeling energy to damage the haunt), a roaming exorcist can attempt a Sense Motive check as a free action to determine the specific course of action required to permanently neutralize the spirit or haunt (DC = 10 + the undead creature’s Hit Dice or the haunt’s CR).

Sense Motive (Wis): 1d20 + 8 ⇒ (15) + 8 = 23


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore peruses the Pharasman chapel with an arched eyebrow. The Cleric handles the Holy Water vials, offering them up to the others.
We have further testing of Haunts so ...

Theodore calmly places the scroll down his...jacket pocket.


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore calmly pats his sister's hand.
See if you can make friends.

The Cleric casts Vigor on Tiff.

He then side steps further away.


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore calmly casts Hide from Undead from the scroll onto his sister.
I shall begin working on your service speeches.


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore calmly walks to the door in which the annoying poltergeist is happily tossing random furniture at them, closes it and turns to Marill.
Probably should have that looked at. Might get infected.

The Roaming Exorcist then shrugs.
Shall we explore other non poltergeist involved areas?


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore calmly takes out the Scrolls of Hide from Undead. Smiling he holds them out.
Probably better than 50% chance it sees you, but it could work.


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

The Pharasman laughs.
It will still likely see you if it has some semblance of a brain, my dear Sister.

Knowledge (religion) (Int): 1d20 + 6 ⇒ (5) + 6 = 11


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore calmly trundles away after Quinn....


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore calmly relates his findings of the situation.
Good news. It's not a Haunt. Only a restless poltergeist that will only rest when every major spirit does in this place. See. No worries...nope....none...Quinn looks a bit green? Ismene too? Probably the stuffiness in here.... definitely not a Haunt.


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore begins squinting about the prison infirmary.
Perception : 1d20 + 5 ⇒ (6) + 5 = 11 (+1 Haunts)


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore calmly picks lint off his lapel waiting for the others to complete their horsing around.....


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore calmly enters the prison proper (again). Shaking his hands a bit, he points to the groups left.
The east-west corridor south of the auditorium led to a locked iron door, which perhaps someone now has the ability to open?


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore ignores the other cleric of Pharasma and follows Quinn's lead back to the haunted prison for his redemption....


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore calmly picks at his Holy Symbol of Pharasma as Marill runs to find a priest.....


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore calmly picks lint off his lapel, waiting for someone to cast Unseen Servant to rebury the dead might have wanted to be a priest commoner....


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore calmly picks a bit of stray dirt off his sleeve, as the Cleric points to the fresh dirt about the zombie.
Suppose we should follow the yellow brick road.

The Pharasman Cleric then follows those invested in outdoors type activities.....


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore calmly places a hand on the shoulder of Quinn.
Hit it hard in the head.

Vigor

The Cleric then follows behind.


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore frowns at his sister's antics.
And why are we bothering the poor hobo?


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore awakes the next morning (having slept under his offered bunk after a few stiff brandy) ready for some coffee, dry toast, and someone to explain what happened to his ruined rumbled attire!
Please no shouting, boisterous applauds, or unsettling lactose issues for a bit. I've have a duper of a possession hangover.


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore Samuel Waldan Carter

Race
Human

Classes/Levels
Cleric (Roaming Exorcist) 2

+1 BaB (lol)
+1 Fort/Will
+7 hp
+6 Skill Ranks
+2 BG

Spells
+1 Orison
+1 1st

Roaming Exorcist Ability
Spirit Sleuth (Ex): At 2nd level, upon interacting with a rejuvenating spirit or haunt for the first time (such as by attacking the spirit or channeling energy to damage the haunt), a roaming exorcist can attempt a Sense Motive check as a free action to determine the specific course of action required to permanently neutralize the spirit or haunt (DC = 10 + the undead creature’s Hit Dice or the haunt’s CR).


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore frowns. He glances down at his person. He frowns. He glances up at Tiff.
I do believe that being dead null and voids that particular contract.

Theodore frowns.
I ain't donating no organs either. Still need them. So, anyone like to inform myself of why myself is looking like a hobo got robbed by another hobo. And not nicely.

The Cleric smiles at Kendra.
I could use a bath, a laundry service and a stiff brandy. Not in that particular order, please.


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

Theodore opens one blue eye. He opens the second blue eyes. They both roam about his new surroundings with a bit of sorrow.
That Pharasman Clergy was nice.

Theodore frowns at his sister's attempts at pulling off his arms.
It looks like I may still have need of those, sis. Besides, I never signed your waver.

The Cleric begins to sit up.
Death is overrated. What happened!?


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

GM only:

Theodore frowns as the nice Pharasman Clergy fades from view.
This reminds me of my freshman year mixer. Whatever was in that punch was not alcohol. Thought I seen butterflies feasting on my breakfast every morning for that week.

The Cleric shrugs.
Ravengro. Kendra Lorrimor. Dignified funeral. That's something.

Theodore looks about for any apparent egress....


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

GN only:

Absently shuffling about, shaking his arms, twisting his torso, checking his pockets, the confused Roaming Exorcist smiles at the nice Pharasman.
I suppose that I might take a stroll. Where are we?

Theodore frowns at his state of dress.
Do you offer a laundry service.


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

GM only:

Theodore only frowns at the nice Pharasman Clergy. He wiggles his extremities once again.
Mind if I relocate my personage from this spacialily restraining box? My arms are getting tingly.

Not exactly expecting any affirmation of his statement, the.... Pharasman Cleric unwinds his body from the enclosure of it's confinement.
So ...what now? Pharasma isn't exactly known for second chances. Seriously. She is exactly known for not second chances.

Theodore begins looking for a mirror to check his incisors.....


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

GM only:

Theodore wakes up some time later. To his great surprise, he is in a coffin. A red-haired priest of Pharasma smiling at him sadly. "Pharasma has seen fit to grant you a new lease on life, my son. I am sorry it took so long. It has been six months."

Blue eyes open. Blue eyes close.
I seem to be in a coffin.

Theodore opens his blue eyes. He sees a Priest of Pharasma.
Makes sense.

Theodore stretches his extremities.
Pardon me, but I actually feel better. No need to do that whole liquidators experience. So unpleasant.

Theodore hears what the red haired priest actually says.
Care to fill a Brother in?


Male Human Cleric (Roaming Exorcist) 3 Init +2 AC 16, touch 12, flat-footed 14 Hp 24/24 Fort +4 Ref +3, Will +6 Percpt +6 (+1 Haunts) Conditions Light

As Theodore faints, the Roaming Exorcist thinks
This is sooo embarrassing....

Fortitude DC 11: 1d20 + 3 ⇒ (13) + 3 = 16

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