Valeros

Turac Llaest's page

124 posts. Organized Play character for Helaman.


Full Name

Turac Llaest

Race

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6

Classes/Levels

Male Human Cleric/Warpriest 1 (Iomedae)

Age

23

Strength 16
Dexterity 10
Constitution 12
Intelligence 10
Wisdom 16
Charisma 14

About Turac Llaest


◆◆
◆◆◆

Human cleric 1
NG, Medium, Human, Humanoid
Heritage Human
Background field medic
Perception +6
Languages Common

Skills Athletics +6, Diplomacy +5, Medicine +6, Religion +3, Lore: Warfare +3

Str 16 (+3), Dex 10 (+0), Con 12 (+1), Int 10 (+0), Wis 16 (+3), Cha 14 (+2)

--------------------
AC 16(18); Fort +6; Ref +0; Will +8
HP 18
--------------------
Speed 25 feet
Melee [1] Longsword +6 (versatile P), Damage 1d8+3 S
Melee [1] dagger +6 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+3 P
Ranged [1] dagger +3 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+3 P
Ranged [1] sling +3 (propulsive, range increment 50 feet, reload 1), Damage 1d6+1 B

Divine Cleric Spells DC 14, attack +6;

1st(2): bless, magic weapon
Cantrips(5): divine lance, guidance, light, shield, stabilize

Focus Spells 1 Focus Point, DC 13

Versatile Heritage: Toughness
Ancestry Feat: Natural Ambition (1st level Class feat - Domain Initiate) Domain Initiate

General Feats: Shield Block, Toughness
Skill Feats Battle Medicine

Other Abilities anathema, deity, divine font, divine spellcasting, doctrine, field-commissioned agent, first doctrine, warpriest

-Divine Font-
3 Slots
Healing Font: You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only heal spells (page 343) in these slots, and the number of slots is equal to 1 plus your Charisma modifier.

-War Priest-

First Doctrine (1st): Trained in light and medium armor, and you have expert proficiency in Fortitude saves. Gain the Shield Block general feat (pg266), a reaction to reduce damage with a shield. At 13th level, if you gain the divine defense class feature, you also gain expert proficiency in light and medium armor.

Other Character stuff:

Feat: Battle Medicine
You can patch up yourself or an adjacent ally, even in combat.
Attempt a Medicine check with the same DC as for Treat Wounds and provide the corresponding amount of Healing. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Class: Cleric / War priest Sphere: Zeal
Trained in Perception
Skills: Religion, Intimidation, Athletics
Divine Font: Heal
3 Spell Slots (Heal only)

-Spells-
Expert in Fortitude
Trained in Reflex
Expert in Will

Athletics +7
Intimidation +6
Lore: Warfare +4
Medicine +7
Religion +6

Trained Weapons:
Melee +7 to hit.
Missile +4 to hit
Spell +7 to hit
Trained in all martial weapons.

Iomedae
Cleric Spells 1st: true strike, 2nd: enlarge, 4th: fire shield
Domain Initiate spell: Weapon surge

Cleric Feat (from Ancestry Feat)
Domain Initiate - Zeal
Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity’s list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics.

Spell: Weapon Surge

Each domain’s theme and domain spells appear in Table 8–2: Domains on page

Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes. Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear on page 300.Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell.

Iomedae
Edicts be temperate, fight for justice and honor, hold valor in your heart
Anathema abandon a companion in need, dishonor yourself, refuse a challenge from an equal
Areas of Concern honor, justice, rulership, and valor
Follower Alignments LG, NG

-Devotee Benefits-
Divine Ability Strength or Constitution
Divine Font heal
Divine Skill Intimidation
Favored Weapon longsword
Domains confidence, might, truth, zeal
Alternate Domains duty
Cleric Spells 1st: true strike, 2nd: enlarge, 4th: fire shield

Iomedae grants her blessings to those who show valor in trying times.

Minor Boon: You always present yourself at your best. Your clothing and person are always clean and unrumpled, the metal of your blade and armor shining and unblemished. This doesn’t prevent you from being exposed to diseases and other afflictions via filth, but it protects you as well as if you had washed thoroughly right away.
Moderate Boon: Your heart beats with a determined valor. Once, Iomedae ends all negative effects affecting you, unless they are from an artifact, deity, or similarly powerful source; she also restores all lost Hit Points and replenishes your spells, Focus Points, and other daily resources.
Major Boon: Iomedae imbues your blade with great power. Longswords you wield gain the axiomatic, holy, and major striking runes while you hold them. These property runes count toward the number of runes you can have on your weapon, and if this would cause your weapon to exceed its limit, choose which ones to keep each day when you prepare. You gain a +2 status bonus to attack rolls with longswords.
---
Minor Curse: Your blade and armor have dulled like lead. Your weapons, armor, and shields have half their usual Hit Points and Break Threshold.
Moderate Curse: Tactical advantages never seem to work the way you planned. You can’t receive a circumstance bonus to your attack rolls, and enemies don’t take any circumstance penalties to their AC against your attacks.
Major Curse: All blades reject your wicked heart. Any weapon you wield automatically becomes broken after you Strike with it. This curse can’t break artifacts or similarly powerful weapons.

- I will learn the weight of my sword. Without my heart to guide it, it is worthless
- My strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died.
- I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and i will not tarnish her glory through base actions.
- I am the first into battle, and the last to leave it.
- I will not be taken prisoner by my free will.
- I will not surrender those under my command.
- I will never abandon a companion, though I will honor sacrifice freely given.
- I will guard the honor of my fellows, both thought and deed, and I will have faith in them.
- When in doubt, I may force my enemies to surrender, but I am responsible for their lives.
- I will never refuse a challenge from an equal.
- I will give honor to worthy enemies, and contempt to the rest.
- I will suffer death before dishonor.
- I will be temperate in my actions and moderate in my behavior.
- I will strive to emulate Iomedae's perfection.[7]

Level 2 Cleric Feat

Level 2 Skill Feat

Level 4 Cleric Feat

Level 4 Skill Feat

-Equipment-

Chainmail 6gp AC4 Bulk 2
Traits Noisy, Flexible

Wood shield 1 gp AC+2 Bulk 1
* Chain: The armor is so flexible it can bend with a critical hit and absorb some of the blow. Reduce the damage from critical hits by either 4 + the value of the armor’s potency rune for medium armor, or 6 + the value of the armor’s potency rune for heavy armor. This can’t reduce the damage to less than the damage rolled for the hit before doubling for a critical hit.

Weapons Price Damage Bulk Group Weapon Traits
Dagger 2 sp 1d4 P L Knife Agile, finesse, thrown 10 ft., versatile S
Longsword 1 gp 1d8 S 1 Sword Versatile S

Weapons Price Damage Range Reload Bulk Hands Group Weapon Traits
Sling 0 1d6 B 50 ft. 1 L 1 Sling Propulsive10
sling bullets 1 cp L

Item Price Bulk Hands
Adventurer’s pack 1gp 2 —
The pack contains the following items: backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin.

Wooden Religious symbol 1 sp L 1
Religious text 1 gp L 1
Healer’s tools 5 gp 1 2