Strom Heartseeker

From RPGnet
Jump to: navigation, search

A Cleric of Ulali and High Priest and General for the Dawnhaven Campaign ran by OMG

Basic Information[edit]

Race: Human

Gender: Male

Age: 53

Level: 3

Class: Cleric (3)

Alignment: Neutral Good

Domain: Community/Good

Experience: 300xp

BIOGRAPHY[edit]

Father Heart-seeker was supposed to be a warrior, he was his Father's eldest son and Heir. Strom's natural curiosity got the better of him one day, and while he was training with his Father during a break in thier rigorous training regime, he skipped down to the River to skip stones and explore...They say it only comes every Hundred years, but on that Sunny, perfect day, it came.

The winds rushed over the valley's and the river rose...and rose...and rose, Before Strom knew it he was being carried away in the storm of the century, and a flash flood...He learned something about death in that moment for there was no doubt in his mind it would take him, as he knows the Clutches of the Evil River Goddess Prineh can be unforgiving...

Strom fervently then began to pray to the Goddess Ulali, knowing not how to swim as well as he should at this age... He felt the water being swallowed, and saw the water rising...and then blackness

It wasn't for an hour or two later when he woke to find his Father's Squire and Huntsmen shaking him awake... it was then and there that Strom Devoted his life to serving the Good River Goddess Ulali for saving him that day, although he continued his training with his father till his day of Maturing...but once he was old enough and became a Man he shared his prayers and beliefs with his father...His father pressured him constantly to take up his inheritance to become a Man of War and General for the King's Army...after coercing, intimidation and flat out threats from his father...he Ran to the Temple of Ulali and took his Vows of the Cleric that day instead of his Oath for King and Country...though an internal struggle still rages on inside of Strom Heartseeker, a desperation to make his father happy who Strom Turned his back on, even though the River Goddess didn't turn her back on him...

Ability Scores/Modifiers[edit]

Strength: 6 (-2)

Dexterity: 9 (-1)

Constitution: 8 (-1)

Intelligence: 14 (2)

Wisdom: 16 (3)

Charisma: 19 (4)

Combat Statistics/Weapons[edit]

HP: 15/15

Initiative: -1

AC: 13

Touch AC: 9

Flat Footed AC: 14

Base Attack Bonus:2

CMB: 0

CMD: 9

Masterwork Quarterstaff: +1 Atk 1d6/1d6 -2 Dmg

Masterwork Light Crossbow: +2 Atk 1d8 -2 Dmg 100 Bolts

Saving Throws[edit]

Fortitude: 2

Reflex: 0

Will: 6

Skills[edit]

Acrobatics: 3 Climb: 2 Craft Staff: 6 Diplomacy: 7 Handle Animal: 9 Intimidate: 8 Knowledge/Nature: 6 Knowledge/Religion: 4 Perception: 7 Ride: 4 Survival: 7 Swim: 2


Feats[edit]

Persuasive: +2 on Diplomacy and Intimidate Checks, +4 if 10 Ranks or Higher

Channel Smite: Add Channel Energy to Melee Damage as a swift Action

Special Abilities[edit]

Aura: You can sense the Presence of Evil

Cleric Spells: See Spells below

Channel Energy: 2d6 7x/Day

Community Domain:

   Calming touch: 1d6+3 Removal of non-lethal damage, Removal of Fatigued, sickined, shakened 6x/day

Good Domain:

    Touch of Good: +1 to Attack/Skill/Ability/Saving Throws 6x/day

Orisons: Cleric's Can prepare a number of 0 Level spells per day see Spells below

Spells[edit]

0 Level Spells (unlmited amount/day)

Stablize: Target creature with -1 HP or fewer, That Creature is automatically stabilized and does not lose any further HP. If it continues to take damage it continues to lose HP as normal

Create Water: This spells generates clean drinkable water just like clean rain water, can be placed in a container or an area three times as large -- possibly creating a downpour or filling many small receptacles. The water disappears after one day if not consumed

Purify Food and Drink: This spell makes spoiled, rotten, diseased, posionous, or otherwise contaiminated food and water pure and suitable for eating and drinking

Detect Magic: You detect Magical Auras


1st Level Spells 3x/day (2 left)

Bless: Fills your allies with Courage, Each Ally gains +1 morale bonus on attack rolls and saving throws against fear. 1min/lvl

Protection from Evil: This spell wards a creature from attacks by evil creatures. The subject gains a +2 Deflections AC, immediately receives another saving throw if one was given, prevents bodily contact until Target Creature Attacks or forces the barrier against an evil creature 1min/lvl

Cure Light Wounds: 1d8+3 Channel Positive Energy


2nd level spells 2x/day

Shield Other: Subject gains +1 Deflection AC and +1 Resistance. In addition half damage is transfered to caster duration 1hr/level

Align Weapon: Bypasses Damage Reduction of Evil Creatures 1 min/lvl