Unger

Titus Minicius Parthicus's page

223 posts. Organized Play character for Arklore.


Full Name

Titus Minicius Parthicus

Race

Human: Init +4 Perception +11 : Base Atk +4; CMB +5; CMD 18AC 20, touch 12, flat-footed 18 hp 45 Fort +8, Ref +3, Will +6

Classes/Levels

CL2/FTR3

Gender

Male

Size

Medium

Age

21

Special Abilities

+1 vs Fear

Alignment

Lawful Neutral

Deity

Iomedae

Location

Molthune

Languages

common, orc

Strength 16
Dexterity 13
Constitution 14
Intelligence 12
Wisdom 13
Charisma 12

About Titus Minicius Parthicus

Titus Minicius Parthicus
Male human (Chelaxian) cleric of Iomedae 2/fighter 3
LN Medium humanoid (human)
Init +4; Senses Perception +11
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Defense
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AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
hp 45 (5 HD; 2d8+3d10+13)
Fort +8, Ref +3, Will +6 (+1 vs. fear)
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4+7/19-20) or
heavy shield bash +5 (1d4+7) or
light mace +5 (1d6+7) or
mithral longsword +7 (1d8+7/19-20)
Ranged composite longbow +6 (1d8+3/×3)
Special Attacks weapons variant channeling 5/day (DC 11, 1d6 plus 1 channel bonus)
Cleric Spells Prepared (CL 2nd; concentration +4)
1st—bless, cure light wounds, protection from evil[D], remove fear
0 (at will)—create water, light, mending, stabilize
D Domain spell; Domains Persistance inquisition[UM], Valor inquisition[UM]
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Statistics
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Str 16, Dex 14, Con 14, Int 12, Wis 14, Cha 10
Base Atk +4; CMB +5; CMD 19
Feats Cleave, Extra Channel, Great Cleave, Improved Shield Bash, Power Attack, Step Up, Weapon Focus (longsword)
Traits observant, reactionary
Skills Acrobatics -3 (-7 to jump), Diplomacy +4, Handle Animal +4, Heal +6, Intimidate +4, Knowledge (history) +5, Knowledge (local) +2, Knowledge (religion) +6, Perception +11, Profession (architect) +6, Sense Motive +6, Survival +7, Swim +1, Use Magic Device +1
Languages Common, Orc
SQ armor training 1, relentless footing, touch of resolve
Combat Gear oil of magic weapon, potion of cure light wounds (2), wand of cure light wounds, oil; Other Gear chainmail, heavy wooden shield, arrows (20), composite longbow (+3 Str), dagger, light mace, mithral longsword, wayfinder[ISWG], backpack, bedroll, belt pouch, chalk, flask, flint and steel, sack, sewing needle, soap (2), trail rations (3), waterskin (2), whetstone, 3,898 gp, 6 cp
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Special Abilities
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Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleric Domain (Persistance Inquisition) Deities: Asmodeus, Iomedae, Urgathoa.

Granted Powers: Your deity chose you for your persistence. You have vowed to pursue the enemies of the faith to the world's end if necessary. You receive Step Up as a bonus feat.
Cleric Domain (Valor Inquisition) Deities: Cayden Cailean, Erastil, Iomedae, Sarenrae.

Granted Powers: It takes courage to confront the enemies of your faith.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Relentless Footing (5/day) (Ex) Swift, gain +10 ft enhancement bonus to speed.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Touch of Resolve (5/day) (Sp) Use remove fear on a single creature.
Weapons Variant Channeling (±1 Sacred) Attack bonus with favored weapon/Attack penalty
Weapons Variant Channeling 1d6 plus 1 channel bonus (5/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
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The legions of Molthune always attacted me....and while my parents were accomplished citizens in their own right...the idea of being a architect or a similar profession did not truly capture my imagination...or entering politics at this point in my life.

The legions...oh the legions...they captured my immagination alright at it is there that my great adventure began, before joining the grand lodge....but those are stories I suppose that will just have to wait.

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