Alain

Theorn Halmind's page

76 posts. Alias of wolfheart.


Full Name

Theorn Halmind

Race

Human

Classes/Levels

Cleric of Pelor 1 | AC 19 FF 18 Tch 11 | HP 7/12 | Fort +3 Ref +1 Will +4 | CMB +2 CMD 13 | Init +1 Pcpt +2 | Move 15

Gender

Male

Size

Medium

Age

28

Alignment

Neutral Good

Deity

Pelor

Languages

Common

Occupation

Crusader

Strength 14
Dexterity 12
Constitution 12
Intelligence 10
Wisdom 15
Charisma 13

About Theorn Halmind

general:

Male Human Cleric of Pelor 1
HP: 12/12 (8 + 1 CON + 3 toughness)
Alignment: NG
Deity: Pelor

STR: 14
DEX: 12
CON: 12
INT: 10
WIS: 15
CHA: 13

Perception: +2
Initiative: +1
Movement: 15 feet

Favored Class: Cleric
Languages: Common
Special Abilities: none

offense:

BAB: +0
CMB: +2
CMD: 13

Weapons

Heavy Mace [Attack: +2, Damage: 1d8+2, Crit: 20/x2, Type: Bludgeoning]
Light Crossbow[Attack: +1, Damage: 1d8, Crit: 19-20/x2 Type: Piercing Range: 80ft]
Dagger [Attack: +2, Damage: 1d4+2, Crit: 19-20/x2, Type: Piercing or Slashing]

defense:

Armor Class: 19 [Armor: +6, Shield +2, DEX: +1]
Touch: 11 [DEX: +1]
Flat-footed: 18 [Armor: +6, Shield +2]
CMD: 13

Armor

Breastplate [Armor Bonus: +6, Max Dex: +3, Armor Check: -4]
Heavy Wooden Shield [Shield Bonus: +2, Armor Check -2]

Fortitude: +3
Reflex: +1
Will: +4

class abilities:

• FAVORED CLASS (Cleric) : You've gain the following bonuses: +1 Skill Point.
• AURA OF NEUTRAL GOOD: A Cleric of Pelor radiates a powerful aura of Neutral Good. (PFCR 39).
• CLERIC CHANNEL ENERGY: You channel Positive Energy allowing you to either heal the living or harm the undead for 1d6. Affects 30 ft radius from you. (DC 12 for half). Standard action. 4 times per day. Does not provoke Attacks of Opportunity. (PFCR 40).
• CLERIC BONUS LANGUAGES: A cleric's bonus language options
include Celestial, Abyssal, and Infernal regardless of race. (PFCR 41).
• CLERIC SPELLS: The cleric casts divine spells drawn from the Cleric spell list, as listed in [PFCR 226-229]. The cleric must meditate and pray for an hour each day to regain spells. Clerics can prepare a number of orisons, or 0-level spells, each day, as noted under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again. (PFCR 39-40).
• CLERIC SPONTANEOUS CASTING: A Good cleric can swap prepared spells for spells with "cure" in the name. An evil cleric can swap out prepared spells for "inflict" spells. A neutral cleric of a neutral god can choose one or the other upon taking the Cleric class. (PFCR 41).
• CLERIC WEAPONS AND ARMOR: Proficient with all simple weapons, light
armor, medium armor, shields (except tower shields), and favored weapon of deity -- Mace, Heavy. (PFCR 39).
• DOMAIN POWERS: Each of the cleric's chosen domains [Healing, Strength
(Ferocity)] grant domain powers.
- Rebuke Death (Sp): Touch heals living creature below 0 hp for 1d4. Standard action. 5 times per day. [PFCR 44]
- Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional +1 damage. You can use this ability 5 times a day. [PFAPG 90](PFCR 40-41).
• FORBIDDEN SPELL ALIGNMENT: Spells with the Evil descriptor are forbidden by your alignment and your deity's alignment. (PFCR 41, 49).

racial abilities:

• Wis: +2
• TYPE: Humanoid (Human)
• SIZE: Medium
• BONUS FEAT: Humans may choose a bonus feat at 1st level.
• HUMAN HERITAGE (Wisdom) : Humans get a +2 bonus on one ability score
of their choice at creation, to represent their varied nature.
• SKILLED: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.

skills:

Skill (ranks)
Diplomacy +5 (1)
Heal +6 (1)
Knowledge (Religion) +4 (1)
Spellcraft +4 (1)

feats:

• SELECTIVE CHANNELING: When you channel energy, you can choose a number of targets in the area up to 1. These targets are not affected by your channeled energy. (PFCR 132-133)
• ARMOR PROFICIENCY (LIGHT / MEDIUM): When you wear a type of armor in which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. (PFCR 118)
• SHIELD PROFICIENCY: You can use a shield and take only the standard
penalties. (PFCR 133)
• TOUGHNESS: +3 hit points. (PFCR 135)

equipment:

item (weight) cost
Breastplate Armor (30) 200gp
Heavy Wooden Shield (10) 7gp
Heavy Mace (8) 12gp
Light Crossbow (4) 35gp
Case w/ 10 bolts (1) 1gp
Dagger (1) 2gp
Backpack (2) 2gp
Bedroll (5) 1sp
Flint and Steel (-) 1gp
Belt Pouch (.5) 1gp
Trail Rations (3 days) (3) 15sp
1 sack (.5) 1sp
Waterskin (4) 1gp
Wooden Holy Symbol (-) 1gp
Cleric's Vestments (6) 5gp
Traveler's Outfit (-) -
Holy Text (2) 5gp

Total weight carried: 77 (Med)

Wealth: 60gp 20sp 9cp 1ep

background:

Theorn was born in a small town in the coastal region of Ulek. He was apprenticed to a brewer in his youth and was married and had a couple children. One particularly cruel winter brought a foul illness that took his wife and kids. He fell to drinking and through his drinking lost his job with the brewer. He became the town drunk, and was found one winter evening passed out in a muddy rut in the road on the edge of town by a kindly priest of Pelor from Gryrax. The priest nursed him back to health and brought him to work in their temple. He took to his new life with much vigor and showed a great aptitude for the pastoral arts. Having given his life to Pelor, he has been sent forth to battle evil with the fury of one who should already be dead.

spells prepared:

Domain: Enlarge Person
Orison: Guidance, Light (2)
First Level: Bless, Shield of Faith