Sanvil Trett

Thomas Lebeda's page

146 posts. Alias of Thron.


Race

Current Buffs:
Magic Vestment, Bull’s Strength, Weapon of Awe, Magic Weapon, Protection From Evil, Bless, Divine Favor

Classes/Levels

Init +1; Perception +8; Current AC: 21, Normal AC 18, T 10, FF 16; hp 45; Fort +5; Ref +1; Will +7

About Thomas Lebeda

Tracking:
Channel Positive Energy, 3d6, DC 15: 8/8
Destructive Smite (+2 Damage): 6/6
Touch of Good (+2 Attack, Skill, Ability, Saves): 6/6
Wand of CLW CL 2 (1d8+2) (50/50)
Wand of CLW CL 1 (1d8+1) (xx/50)

Spells: (* = Domain Spell)
0: Create Water, Detect Magic, Mending, Light
1: True Strike*, Magic Weapon, Protection From Evil, Bless, Divine Favor
2: Shatter*, Bull’s Strength, Communal Water Walk, Weapon Of Awe
3: Magic Circle Against Evil*, Summon Monster III, Magic Vestment

Name
: Thomas Lebeda
Sex: Male
Race: Human (Taldan)
Class: Cleric (Destruction/Good) 5
Age: 21
CG Medium Humanoid (Human) 

Init +1; Perception +8

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DEFENSE

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AC: 18 , touch 10, flat-footed 16 (+0 Dex, +6 Armor, +2 Shield) 

HP: 45 (6d8 + 2 Con/LVL {4 + 1 + 2/LVL})

Fort +5, Ref +1, Will +7

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OFFENSE 

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Speed 30 ft. 

Melee: Mwk Bastard Sword +6 (1d10 + 2, x2)
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SPECIAL ABILITIES
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Weapon and Armor Proficiency:
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

Spells:
A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists . Her alignment , however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells . A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric . In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

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 one 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 one 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 who worships 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 casts 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 channeled 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.

Orisons:
Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting:
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).

Chaotic, Evil, Good, and Lawful Spells:
A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages:
A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Destruction Domain:
Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Destructive Smite (Su) : You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Destructive Aura (Su) : At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.

Domain Spells: 1st— true strike , 2nd— shatter , 3rd— rage , 4th— inflict critical wounds , 5th— shout , 6th— harm , 7th— disintegrate , 8th— earthquake , 9th—implosion .

Good Domain:
Granted Powers: You have pledged your life and soul to goodness and purity.
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 throwsequal 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).


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RACIAL BONUSES

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+2 to One Ability Score : Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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SPELLS

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0: 4
1: 4+1
2: 3+1
3: 2+1

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STATISTICS

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Str 14, Dex 10, Con 12, Int 10, Wis 16, Cha 
16
Base Atk +3; CMB +5; CMD 
15

Feats
1: Selective Channeling
1: Power Attack
3: Extra Channel
5: Craft Wand

Traits:
Noble Born: Lebeda - Bonus Language: Elven

Beast Bond: +1 Handle Animal and Ride; Ride is a Class Skill

Skills (2 ranks, +1 Racial, +1 Favored Class):
Perception +8 (5 Ranks, 3 Wis)
Spellcraft +8 (5 Ranks, 0 Int, 3 Class)
Knowledge (Nobility) +5 (2 Rank, 0 Int, 3 Class)
Sense Motive +7 (1 Rank, 3 Wis, 3 Class)
Diplomacy +10 (4 Ranks, 3 Cha, 3 Class)
Knowledge (Religion) +5 (2 Ranks, 0 Int, 3 Class)
Ride +2 (1 Rank, 0 Dex, 3 Class, 1 Trait, -3 ACP)
Handle Animal +4 (0 Ranks, 3 Cha, 1 Trait)

Languages: Common (Taldane), Elven

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GEAR/POSSESSIONS

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Worn/Carried:
Explorer's Outfit
Masterwork Bastard Sword
Masterwork Breastplate (+6/+3/-3)
Masterwork Heavy Steel Shield (+2/-/-1)
Belt Pouch
Silver Holy Symbol, Ruby Encrusted (50 gp)
Muleback Cords
Wand of CLW CL 2 (50 charges) (1d8 + 2)

Handy Haversack
-Central Compartment (14/80)
-- Courtier's Outfit
-- Bedroll
-- Blanket
-- Grooming Kit
-Right Compartment (11/20)
-- Canteen
-- 100 ft Silk Rope
-Left Compartment (XXX/20)
--

Elite Guards (5 Warriors Level 3)
- Captain Wilhelm Strauss, Victor Strauss, Damian, Frederick, and Preston
Lackeys (5 Commoners Level 1)
- Rodrick (Valet), Michael (Footman), Miguel (Butler), Michelle (Herald), Ingrid (Maid)
Combat Trained Heavy Horse
-Military Saddle
-Bit and Bridle
-Saddlebags

Carrying Capacity Light: 173 lbs. Medium: 174-346 lbs. Heavy: 347-520 lbs.
Lift Over Head: 175 lbs.
Lift Off Ground: 350 lbs.
Drag or Push: 875 lbs.
Currency: 670 gp, 44 sp, 0 cp
Total Weight: 68.75 lbs.

Home: Argent Keep (Holdfast at mouth of Silver River)

Background:
Thomas is the second son of Garen Lebeda, a younger cousin to House Matriarch Sabrina Lebeda. His family, for four generations, had been charged with protecting and maintaining Argent Keep, one of the families holdfasts located at the mouth of the Silver River. Being the second son, the honor of inheriting that role would fall to his older brother Bron.

So Thomas turned to religion to make his name. However, he soon realized he had no connection to any of the major deities of the region. Nearly giving up, he finally found his calling. One night, he dreamt of an angel with wings of fire cleaving through legions of demons with a gleaming sword. When he awoke, he felt a new power and prayed to the Empyreal Lord Ragathiel, and the divine connection was formed.

When word of the call to settle the Stolen Lands went out, Thomas wanted to go, but his father forbade him from accepting the initial invitation, calling it a "Fool's Errand." But as it became apparent that at least some of the small fiefs were taking hold, Thomas convinced his father that it was in the families best interests to form alliances with them, especially given the rising tensions in Brevoy between the Rostlanders and Issians. With his father's blessing, Thomas rode south for one of the small towns showing promise, Greenhart...

Appearance
Height: 6'1"
Weight: 225 lbs.
Hair: Black
Skin: Caucasian
Eyes: Brown

Reference Image

Personality:
Thomas is confident and well spoken, but cool and calculating in both combat and social situations. He will often remain quiet and let others speak their mind, so as to gauge the situation before making his own voice heard.