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Quillian

Quillian Barthony

Basic InformationEdit

      Race: Halfling
     Class: Cleric
     Level: 2 eligible for 3rd
Experience: 3,587 XP
 Alignment: Chaotic Neutral
 Languages: Auran, Common, Dwarven, Elven, Goblin, Halfling 
     Deity: The Stormlords (Tanager)


AbilitiesEdit

  • Please indicate Racial and Level Adjustments
STR: 11 +0 (3 pts) -2 Racial
DEX: 15 +2 (3 pts) +2 Racial
CON: 11 +0 (1 pts)
INT: 14 +2 (5 pts)
WIS: 15 +2 (7 pts)
CHA: 13 +1 (1 pts) +2 Racial


Combat StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
  • Please note your choice for HP Method ('Roll' or 'Max-2') where it says '(HP Option)'
    (Max-2)   HP: 20 = [3d8(8,6,6) + CON (0)x3] (Cleric)
              AC: 17 = [10 + DEX (2) + Armor (2) + Shield (2) + Size (1)]
        AC Touch: 13 = [10 + DEX (2) + Size (1)]
   AC Flatfooted: 15 = [10 + Armor (2) + Shield (2) + Size (1)]
            INIT: +2 = [DEX (2)]
             BAB: +2 = [Cleric (3)]
             CMB: +1 = [BAB (2) + STR (0) + Size (-1)]
             CMD: 13 = [10 + BAB (2) + STR (0) + DEX (2) + Size(-1)]
       Fortitude: +4 = [Cleric (3) + CON (0) + Racial (1)]
          Reflex: +4 = [Cleric (1) + DEX (2) + Racial (1)]
            Will: +6 = [Cleric (3) + WIS (2) + Racial (1)]
               **+2 vs fear, charm, compulsion
           Speed:  30'

Weapon StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
    Channel Energy: 30' radius burst; 2d6 of positive energy; undead can
                      attempt will save of DC 12 for half damage; 4/day
     Lightning Arc: Attack: +5 = [BAB (2) + Dex (2) + Size (1)]
                    Damage: 1d6+1, Crit: x2, Range: 30 ft, 
                   Special: 5/day, touch attack

             Sling: Attack: +5 = [BAB (2) + Dex (2) + Size (1)]
                    Damage: 1d3, Crit: x2, Range: 50 ft, 
                   Special: reload as a free action, Ammo: normal - 20

     Dagger(melee): Attack: +3 = [BAB (2) + Str (0) + Size (1)]
                    Damage: 1d3+1, Crit: 19-20/x2, Special: Light
    
    Dagger(thrown): Attack: +5 = [BAB (2) + Dex (2) + Size (1)]
                    Damage: 1d3+1, Crit: 19-20/x2, Range: 10 ft, 
                   Special: Light

Darkwood Shortspear Attack: +4 = [BAB (2) + Str (0) + Size (1) + MW (1)]
      (melee)       Damage: 1d4, Crit: x2

Darkwood Shortspear Attack: +6 = [BAB (2) + Dex (2) + Size (1) + MW (1)] 
      (thrown)      Damage: 1d4, Crit: x2, Range: 20 ft

Racial FeaturesEdit

Ability Adjustments: +2 (Dexterity), +2 (Charisma), -2 (Strength)
               Size: Small
              Speed: 20'
      Favored Class: Cleric
           Fearless: +2 vs fear
      Halfling Luck: +1 to all saving throws
        Keen Senses: +2 Perception
 Weapon Familiarity: Halflings are proficient with slings and treat any weapon
                     with the word “halfling” in its name as a martial weapon.
         Warslinger: Halflings with this racial trait can reload a sling as a
                     free action. Reloading a sling still requires two hands
                     and provokes attacks of opportunity. This ability replaces
                     Sure-Footed.

Class FeaturesEdit

Cleric

Armor/Weapons: Simple Weapons, Light Armor, Medium Armor, Shields
Channel Energy (4/day, 2d6, DC 12): 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. 
 Positive energy damages undead creatures or heals living creatures.  
 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. 
 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. 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.
Cloud Subdomain:
   Lightning Arc (Sp)(5/day, 1d6+1 damage): As a standard action, 
    you can unleash an arc of electricity targeting any foe within 30 
    feet as a ranged touch attack. This arc of electricity deals 1d6 
    points of electricity damage + 1 point for every two cleric levels 
    you possess. You can use this ability a number of times per day 
    equal to 3 + your Wisdom modifier.
   Thundercloud (Su): lvl 8
Travel Domain: Mechanics
    +10 base speed
    Agile Feet (Su) (5/day): 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 a number of times per day equal to 3 + your 
     Wisdom modifier.
     Dimensional Hop (Sp): lvl 8
Orisons: Clerics can prepare a number of orisons, or 0-level spells,
 each day. These spells are cast like any other spell, but they are 
 not expended when cast and may be used again.
Spells: Divine spells; 1 hr preparation in prayer; cannot cast spells 
 of opposing alignment; wisdom based       
Spontaneous Casting: can convert any prepared spell to equivalent level or
 lower level "cure" spell

FeatsEdit

Combat Casting (1st Level): +4 concentration when casting defensively
TBD (3rd level):

TraitsEdit

Water Rat (River Rat (Regional)): Born into a rough crowd that 
 frequented a port side bar in Tritower as an illegitimate 
 child to one of the barmaids, Quillian learned the arts of
 swimming and handling a dagger very quickly, finding both
 very handy in a port environment surrounded by water and danger.
 He gets a +1 trait bonus on damage dealt with a dagger and 
 a +1 trait bonus on Swim checks. Swim is always a class skill 
 for you.
Birthmark (Faith): One of Quillian's many tattoos recently 
 started tingling oddly. It now serves him as a divine focus 
 for casting spells. Also, it's presence reminds him of his 
 faith, increasing his devotion to the Stormlords, granting 
 him a +2 trait bonus on all saving throws against charm 
 and compulsion effects as a result.

SkillsEdit

  • Please specify the nature of Miscellaneous or Special Adjustments.
  • Skills with a blank 'Total' may not be used untrained.
Skill Points: 15 = [(Base (2) + INT (2))*Level + FC (3)] (Cleric 3)
*Class Skill
Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics               2     0       0       2     -0   +0
Appraise*                2     0       0       2          +0
Bluff                    1     0       0       1          +0
Climb                    0     0       0       0     -0   +0
Craft (       )*         2     0       0       2          +0
Diplomacy*               1     0       0       1          +0
Disguise                 1     0       0       1          +0
Escape Artist            2     0       0       2     -0   +0
Fly                      2     0       0       2     -0   +0
Heal*                    2     0       0       2          +0
Intimidate               1     0       0       1          +0
Knowledge (Arcana)*            0       0       2          +0
Knowledge (Dngnrng)            0       0       2          +0
Knowledge (Engnrng)            0       0       2          +0
Knowledge (Geography)    5     3       0       2          +0
Knowledge (History)*           0       0       2          +0
Knowledge (Local)              0       0       2          +0
Knowledge (Nature)             0       0       2          +0
Knowledge (Nobility)*          0       0       2          +0
Knowledge (Planes)*      6     1       3       2          +0
Knowledge (Religion)*    8     3       3       2          +0
Linguistics*             7     2       3       2          +0
Perception               4     0       0       2          +2(racial)
Perform    (       )     1     0       0       1          +0
Profession (sailor)*     6     1       3       2          +0
Ride                     2     0       0       2     -0   +0
Sense Motive*            2     0       0       2          +0
Spellcraft*              8     3       3       2          +0
Stealth                  6     0       0       2     -0   +4(size)
Survival                 2     0       0       2          +0
Swim*                    6     2       3       0     -0   +1(trait)
Use Magic Device               0       0       1          +0

Spell Lists (Prepared)Edit

Concentration +4 = 2(CL) + 2(Wis); +4 when casting defensively Spell Resistance Check +2 = 2(CL)

0 Level (DC 12)           Level 01 (DC 13)           Level 02 (DC 14)         
* Detect Magic            ** Longstrider             **
* Guidance                * Bless                    *
* Light                   * Comprehend Languages
* Stabilize               * Endure Elements

EquipmentEdit

Equipment                        Cost     Weight
Sea Explorer's Outfit                     (8    lb)
Silver Holy Symbol on chain       25 gp    1    lb
Spell Component Pouch              5 gp    2    lb
Tattoos (many)                    15 gp    0    lb
Leather Armor                     10 gp    7.5  lb
Darkwood Heavy Wooden Shield     207 gp    2.5  lb
Darkwood Shortspear              316 gp    0.75 lb
Dagger                             2 gp    0.5  lb
Sling                              0 gp    0    lb
  Ammo (20)                        2 sp    5    lb
Masterwork Backpack               50 gp    1    lb
  Waterproof Scrollcase            1 gp    0.5  lb
    (s.c.)
  Bedroll & Blanket                6 sp    2    lb
  Ration (4)                       2 gp    1    lb
  Silk Rope                       10 gp    5    lb
  Waterskin                        1 gp    1    lb
Belt Pouches (4)                   4 gp    0.5  lb
  (p1)Rations (2)                  1 gp    0.5  lb
  (p2)steel mirror                10 gp    0.5  lb
  (p2)flint & steel                1 gp    0    lb
  (p2)signal whistle               8 sp    0    lb
  (p2)Pearl of Power- level 1   1000 gp    0    lb
  (p3)chalk (10)                   1 sp    0    lb
             Total Spent: 1662 gp, 7 sp
                           Total Weight:  31.25 lb

            Light    Medium     Heavy    
Max Weight: 0-28.5   28.75-57   57.5-86.25
Max Weight: 0-32.25  32.5-64.5  64.75-97.5(MW Backpack)

FinancesEdit

PP: 
GP: 10
SP: 3
CP: 

Gems/Jewelry/Other:

DetailsEdit

      Size: Small
    Gender: Male
       Age: 40
    Height: 3’ 2”
    Weight: 36 lb
Hair Color: Dusty Black
 Eye Color: Blue
Skin Color: Well Tanned
Appearance: light, wiry, grizzled sailor look,
            arms cover in tattoos of various types

BackgroundEdit

Having grown up on the sea and in seaports, Quillian takes to water like a duck, and has served as a common sailor based loosely out of Tritower for most of his life. Recently, one of his tattoos, a cloud shaped one, started to feel odd on a trip to Venza; after a lengthy examination involving multiple experts, he sought out a cleric of the Stormlords, in hopes that the cleric could clear up the confusion. The cleric, after seeking a bit of prayer, determined that it was a sign from the brothers that he was to serve his people is a new capacity now. While taken aback by the sudden change of career, Quillian rolled with it like he had so many other surprises in his life. After some brief training in how to properly pray to receive his magic and a lesson in the rituals of the faith, he has set out to explore this new destiny of his to the fullest.

Adventure LogEdit

St Ulthar's Medallion
      XP Received: 1647
Treasure Received: 1523 GP
  Consumable Used: None
        Purchases: after adventure: Mystic Pearl 
                     Sold       1 gp Shortspear
                     Sold       1 gp Waterskin
                     Bought 1,000 gp Pearl of Power 1st Level
                     Bought   316 gp Darkwood Shortspear
                     Bought   207 gp Darkwood Heavy Wooden Shield
Ogre in the Rushes

      XP Received: 1940
Treasure Received: 2111.33 GP

Level UpsEdit

  Level 2:
    Class: Cleric
      BAB: +0 to +1
     Fort: +2 to +3
      Ref: +0 to +0
     Will: +2 to +3
     Feat: N/A
 Features: Spells - +1 Orison/day, +1 1st spell per day
       HP: 14 = 8(old total) + 6(8(Max) - 2)
Skill Pts: 10 = 5(Old Total) + 5(+2(Class) + 2(Int) + 1(FC))
                Spent in Kn Geography, Kn Religion, Linguistics(Dwarven),
                Spellcraft and Swim  
  Level 3:
    Class: Cleric
      BAB: +1 to +2
     Fort: +3 to +3
      Ref: +0 to +1
     Will: +3 to +3
     Feat: TBD
 Features: Channel Energy +1d6, 
           Spells - +1 2nd lvl spell/day, +1 2nd lvl domain spell/day
       HP: 20 = 14(old total) + 6(8(Max) - 2)
Skill Pts: 15 = 10(Old Total) + 5(+2(Class) + 2(Int) + 1(FC))
                Spent in Kn Geography(2), Kn Religion, Kn Planes, Spellcraft 

ApprovalsEdit

  • Approval (March 11, 2011) (Toasterferret) level 1
  • Approval (March 22, 2011) (HolyMan) level 1A
  • Approval (October 12, 2011) (Satin Knights) level 2


Rewritten as a Storm Druid

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