Shadowcount Sial

Thomas Leafbearer's page

585 posts. Alias of Mokshai.


Full Name

Thomas Leafbearer

Race

1/2 Elf

Classes/Levels

Cleric 2, Wiz 2 (Hp 33/33),(AC11, T11, FF10),(Saves F5,R1,W9),Init 3, Perc +10

Gender

Male (Channel 4/4) D6/ DC12, Battle Rage (6/6 rounds), Hand of the apprentice (6/6 rounds)

Size

M

Age

38

Special Abilities

Low Light Vision

Alignment

LN

Deity

Iomedae

Languages

Elven, Common, Draconic, Celestial, Undercommon

Occupation

Alchemist

Strength 14
Dexterity 12
Constitution 14
Intelligence 17
Wisdom 17
Charisma 12

About Thomas Leafbearer

Thomas Leafbearer
Male Half-elf Cleric (Ecclesitherge)2, Wizard (Universalist) 2
LN medium humanoid
Senses Low-Light Vision
Speed 30 ft

OFFENCE:

BAB 2, CMB 4
Space 5, Reach 5

2 Handed Melee
Longsword +5 (1d8+3/19-20/x2)
Longsword +6 (1d8+3/19-20/x2) (Hand of the apprentice)
Quarterstaff +5 (1d6+3/20/x2)

1 Handed Melee
Longsword +5 (1d8+2/19-20/x2)
Longsword +6 (1d8+3/19-20/x2) (Hand of the apprentice)
Dagger +4 (1d4+2/19-20/x2)

Ranged:
Underwater Light Crossbow +4 (d8/19-20/x2)

DEFENCE:

AC 10, touch 10, flat-footed 10, CMD 12
hp 10
Fort 4, Reflex 1, Will 6

FEATS:

Fast Learner (ARG 77): When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

Martial Weapon Proficiency (Longsword) (Core 130): You understand how to use this weapon in combat.

Craft Wondrous Item (Core 120): You can create magic wonderous items

Scribe Scroll (Core 132): You can create a scroll of any spell you know.

RACIAL TRAITS:

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Ancestral Arms (APG 17): You receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus Feat at 1st level.

Campaign Traits
Pioneer (Perception) (APKM 11): You begin play with a horse. You gain a +1 trait bonus on Perception checks.

Magical Knack (APG 329): Pick a class when you gain this trait your caster level in that class gains a +2 trait bonus as long as this bonus doesn't increase your caster level higher than your current Hit Dice.
(Cleric)

SKILLS:

Acrobatics -2
Appraise 3
Bluff 1
Climb -1
Craft (Alchemy 8, Arms and Armour 8, Boyer/Fletcher 7)
Diplomacy 1
Disguise 1
Escape Artist -2
Fly -2
Heal 10
Intimidate 1
Knowledge (arcana 10, planes 10, religion 10)
Perception 10
Ride -2
Sense Motive 3
Spellcraft 10
Stealth -2
Survival 3
Swim -1

Languages:

Elven, Common, Draconic, Celestial, Undercommon

gear:

Weapons:
Masterwork Longsword
Masterwork Darkwood Underwater Light Crossbow
Dagger
60 Crossbow Bolts
Masterwork Darkwood Quarterstaff

Armour:
None

Gear:
Clerics Kit
Dungeoneering Kit
Cooking Kit (AA)
Grooming Kit
Gear Maintenance Kit
Scrivener’s Kit
Riding Kit,
Acid (flask) (2)
Common Artisan's Tools
Explorer's outfit

+2 wisdom Headband
Travellers anytool

money:

PP: 0
GP: 56
SP: 0
CP: 0

Gems:

Jewels:

CLASS FEATURES:

Archetypes: Ecclesitheurge

Weapon Proficiency: You are proficient with the following weapons: Club; Heavy Crossbow; Light Crossbow; Longsword; Quarterstaff; Underwater Heavy Crossbow; Underwater Light Crossbow

Aura (Core 39): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment

Ecclesitheurge's Vow (ACG 91): You make a vow to your deity to protect yourself solely with your faith, not with armor or shields. If you use armor or shields, you are unable to use your Blessing of the Faithful ability, to use domain powers or to cast cleric spells.

Blessing of the Faithful (Su) (ACG 91): As a standard action, you can bless one ally within close range (25ft), granting them a +2 sacred bonus on either attack rolls, skill checks, ability checks, saving throws, or AC until your next turn.

Channel Energy (Su): You can release a wave of positive energy which either heals 1d6 of damage to living creatures or damages undead creatures (Will Save DC 10) You can use this ability 3 times a day.

Spontaneous Casting (Core 41): You can lose any prepared spell that is not a orison or domain spell in order to cast a cure spell of the same spell level or lower.

Domain Mastery (ACG 91): You designate one of your domains as your primary domain, and one as your secondary domain. You can prepare spells from your primary domain in your non-domain spell slots. Each day when you prepare your spells, you can select a different domain granted by your deity. You can use your domain slots to prepare spells from either this domain or your primary domain.

Domain Powers: You gain the following domain powers:

Resistance Bonus (Core 46): You receive a +1 resistance bonus on saving throws.*
Resistant Touch (Core 46): 6 times per day, you can touch an ally to transfer your domain's Resistance Bonus to them for 1 minute.

Speed Bonus (Core 47): Your base speed increases by 10ft.*

Agile Feet (Core 47): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability 6 times a day.

PREPARED SPELLS:

Level 0
Detect Magic
Read Magic
Light

Level 1
(D) Sanctuary
Bless
Magic Weapon

background fluff:

Thomas was born of a young elven woman. Due to him having human blood, he found he was ostracised from the other elven youths as he was growing up. His mother supported his decisions that he made, but he never knew his father. To make up for the fact that he was not popular, he turned to the study of materials, and banking, but this did not keep his attention for long.

When he came back to his village from hunting, one day, the entire village had been slaughtered by bandits.

Bereft and alone, he made his way to the nearest city, where he was taken in by a kindly priest of Abadar.

Under the priests teachings, he learned both the art of magic.
Becoming enamoured of the abilities gifted to him by Abadar, he pursued the priesthood further.

But he was not entirely happy with his life and felt that something was missing.
He asked his adoptive father if there was something that he was able to do, and was given the suggestion to travel.

Soon he parted ways with the elder priest, who provided him with his gear and equipment, and proceeded to Rostov.

Upon entering Rostov, he saw the broadsheets about helping tame the wilds, This sounded both exciting and intriguing, so he came to offer his help in taming the riverlands.

Kingdom roles
Councilor: Wisdom, or
Grand Diplomat: Intelligence, or
High Priest: Wisdom, or
Treasurer: Intelligence or Wisdom