Tansul Urnrod | |
Aliases: | Tansul Urnrod |
Age: | 36 |
Hair: | Silver |
Eyes: | Brown |
Height: | 4' 9" |
Weight: | 250 |
Race: | Citadel Dwarf |
Class: | Cloistered Cleric 1 |
Alignment: | Neutral Evil |
Level: | 1 |
Experience: | 0 |
Hit Points: | 7/7 |
Gold: | 46 |
Silver: | 6 |
Current Status: | Active |
Played by Wanderer |
Gallery
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 10 | +0 | +0 | +0 |
Dexterity | 12 | +1 | +0 | +0 |
Constitution | 12 | +1 | +0 | +0 |
Intelligence | 18 | +4 | +0 | +0 |
Wisdom | 20 | +5 | +0 | +0 |
Charisma | 10 | +0 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | |
Total | Base 10 + Dexterity = 11 |
Flat-Footed | 10 |
Touch | 10 |
Saving Throws | Base | Bonus | Total |
Fortitude | +2 | +1 | +3 |
Reflex | +0 | +1 | +1 |
Will | +2 | +5 | +7 |
BAB | Mod | Total Range/Melee |
+0 | +Dex/+Str | +1/+0 |
Initiative |
Dex = +1 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
C | Appraise (Int) | +0 | +4 | +0 | +0 | +4 |
C | Balance (Dex) | +0 | +1 | +0 | +0 | +1 |
C | Bluff (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Climb (Str) | +0 | +0 | +0 | +0 | +0 |
X | Concentration (Con) | +4 | +1 | +0 | +0 | +5 |
X | Craft (Int) Gem Cutting | +4 | +4 | +0 | +0 | +8 |
X | Decipher Script (Int) | +4 | +4 | +0 | +0 | +8 |
X | Diplomacy (Cha) | +4 | +0 | +0 | +0 | +4 |
C | Disable Device (Int) | +0 | +4 | +0 | +0 | +4 |
C | Disguise (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Escape Artist (Dex) | +0 | +1 | +0 | +0 | +1 |
C | Forgery (Int) | +0 | +4 | +0 | +0 | +4 |
C | Gather Information (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Handle Animal (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Heal (Wis) | +4 | +5 | +0 | +0 | +9 |
C | Hide (Dex) | +0 | +1 | +0 | +0 | +1 |
C | Intimidate (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Jump (Str) | +0 | +0 | +0 | +0 | +0 |
X | Knowledge (Religion) (Int) | +4 | +4 | +0 | +0 | +8 |
X | Knowledge (Planes) (Int) | +4 | +4 | +0 | +0 | +8 |
X | Knowledge (Arcana) (Int) | +4 | +4 | +0 | +0 | +8 |
C | Listen (Wis) | +0 | +5 | +0 | +0 | +5 |
C | Move Silently (Dex) | +0 | +1 | +0 | +0 | +1 |
C | Open Lock (Dex) | +0 | +1 | +0 | +0 | +1 |
C | Perform (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Profession (Wis) | +0 | +5 | +0 | +0 | +5 |
C | Ride (Dex) | +0 | +1 | +0 | +0 | +1 |
C | Search (Int) | +0 | +4 | +0 | +0 | +4 |
C | Sense Motive (Wis) | +0 | +5 | +0 | +0 | +5 |
C | Sleight of Hand (Dex) | +0 | +1 | +0 | +0 | +1 |
X | Speak Language (n/a) | +4 | +0 | +0 | +0 | +4 |
X | Spellcraft (Int) | +4 | +4 | +0 | +0 | +8 |
C | Spot (Wis) | +0 | +5 | +0 | +0 | +5 |
C | Survival (Wis) | +0 | +5 | +0 | +0 | +5 |
C | Swim (Str) | +0 | +0 | +0 | +0 | +0 |
C | Tumble (Dex) | +0 | +1 | +0 | +0 | +1 |
C | Use Magic Device (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Use Rope (Dex) | +0 | +1 | +0 | +0 | +1 |
Where C is Cross Class and X is a Class Skill
Languages Known: Common, Giant, Sylvan, Goblin, Wildlander, Terran, Undercommon, Celestial, Abyssal, and Infernal
Skill Tricks:
Skill Tricks go here
Skill Point Total: 40
Feats:
Extra Turning
Prerequisite:Ability to turn or rebuke creatures.
Benefit: Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal.
If you have the ability to turn or rebuke more than one kind of creature each of your turning or rebuking abilities gains four additional uses per day.
Normal: Without this feat, a character can typically turn or rebuke undead (or other creatures) a number of times per day equal to 3 + his or her Charisma modifier.
Special: You can gain Extra Turning multiple times. Its effects stack. Each time you take the feat, you can use each of your turning or rebuking abilities four additional times per day.
Versatile Spellcaster
Type: General
Source: Races of the Dragon
You can use two lower-level spell slots to cast a spell one level higher.
Prerequisite: Ability to spontaneously cast spells.
Benefit: You can use two spell slots of the same level to cast a spell you know that is one level higher. For example, a Wizard with this feat can expend two 2nd-level spell slots to cast any 3rd-level spell he knows.
Special: In Therafim once you gain Unlimited Cantrips you may still only sacrifice up to your normal daily allotment of cantrips to fuel this feat.
Class Abilities:
Weapon and Armor Proficiency:
Cloistered clerics are proficient with simple weapons and with light armor.
Lore (Ex):
Thanks to long hours of study, a cloistered cleric has a wide range of stray knowledge. This ability is identical to the bard's bardic knowledge class feature, using the cloistered cleric's class level in place of the bard level.
Spellcasting:
Add the following spells to the cloistered cleric's class spell list: 0—message; 1st—erase, identify, unseen servant; 2nd—fox's cunning; 3rd—illusory script, secret page, tongues (reduced from 4th level); 4th—detect scrying; 6th—analyze dweomer; 7th—sequester; 9th—vision.
Aura (Ex): A Strong Aura of Evil pervades his presence
Spells:Acess to all clerical spells, and Domain Spells
Tansul Prays for his Spells at Sundown
Like all other spellcasters in Therafim, the Cleric casts spells spontaneously proper prayers are still required to recover spent spell slots.
Deity, Domains, and Domain Spells: Deity is Falazure, Domains are Deathbound, Knowledge and Undeath
Deathbound Granted Power: Your limit for creating undead animated with spells increases to three times your caster level instead of the normal two times caster level.
Knowledge Granted Power: Add all Knowledge skills to your list of cleric class skills. You cast divination spells at +1 caster level.
Undeath Granted Power: You gain Extra Turning as a bonus feat.
Rebuke Undead (Su): He May Rebuke Undead, and Spontaneously Cast Inflict Spells He can attempt to Rebuke 7 times per day.
Racial Abilities:
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant type.
Easy Appraisals: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Giant. Dwarves with high Intelligence scores can choose from the following: Sylvan, Goblin, Wildlander, Terran, and Undercommon.
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Morning Star | +0 | +1d8 | 19/20 x2 | Bludgeoning and Piercing |
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Dagger | +0/+1 (ranged) | +1d4 | 19/20 x2 | Piercing and Slashing |
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Heavy Crossbow | +1 | +1d10 | 19/20 x2 | Piercing |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
Chain Shirt | +4 | +4 | -2 | -20% | 20ft | 25lb |
Slot | Item | Description |
Head | Item name goes here | Brief item description |
Face | Item name goes here | Brief item description |
Neck | Item name goes here | Brief item description |
Shoulders | Item name goes here | Brief item description |
Torso | Item name goes here | Brief item description |
Arms | Item name goes here | Brief item description |
Hands | Item name goes here | Brief item description |
Right Ring | Item name goes here | Brief item description |
Left Ring | Item name goes here | Brief item description |
Waist | Item name goes here | Brief item description |
Feet | Item name goes here | Brief item description |
Pack | Item name goes here | Brief item description |
List of Items Here:
Backpack (2 gp, 2 lbs.); Bedroll (1 sp, 5 lbs.); scrollcase (1 gp, 1/2 lb.); Flint and Steel (1 gp); beltpouch (1 gp, 1/2 lb.); 4 days trail rations (2 gp, 4 lbs.); 50' silk rope (10 gp, 5 lbs.); sack (1 sp, 1/2 lb.); sewing needle (5 sp); 2 waterskins (2 gp, 8 lbs.); whetstone (2 cp, 1 lb.) Chalk 8 pieces (8 cp) Crossbow Bolts (20) (2GP, 2lbs) Fishhook (1sp), Soap (5sp, 1 lb) Spade (2gp, 8lb), Artisan Tools (Gemcutting) (5gp, 5lb) Holy Symbol (wooden) (1gp) Clerics Vestments (5gp, 6lb) Explorers Outfit (10gp, 8lb)
Statistics of Items Here:
Spells per Day:
0th Level: 3
1st Level : 3+1
Spell DCs:
10+???+Spell Level=???
Spells Known:
Orisons:
Amanuensis: Copy nonmagical text.
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
No Light: Prevents normal light from illuminating.
Preserve Organ: Protects one detached organ from decay for 24 hours.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Slash Tongue: Subject takes -1 penalty on attacks, saves and checks for 1 round.
Virtue: Subject gains 1 temporary hp.
Level 1:
Angry Ache: Subject takes -2 on attack rolls.
Axiomatic Water Bless water to cause damage against Chaotic Outsiders
Anarchic Water Bless water to cause damage against Chaotic Outsiders
Bane: Enemies take -1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water M: Makes holy water.
Blessed Aim: +2 bonus for allies’ ranged attacks.
Blood Wind: Subject uses natural weapon at range.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Cold Fire: Fire becomes blue and white, emits cold.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Conviction: Subject gains +2 or higher save bonus.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Curse Water M: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Delay Disease: Ravages of disease staved off for a day.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Dispel Ward: As dispel magic, but affects only wards.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes -2 on attack rolls, saves, and checks.
Drug Resistance: Subject is immune to addiction.
Ebon Eyes: Subject can see through magical darkness.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Extract Drug: Creates drug from inanimate object.
Eyes of the Avoral: Subject gets +8 on Spot checks.
Faith Healing: Cures 8 hp +1/level (Max +5) to worshiper of your deity.
Foundation of Stone: +2 AC, +4 bonus to resist bull rush and trip attacks.
Grave Strike: You can sneak attack undead for 1 round.
Guiding Light: +2 on ranged attacks against creatures in illuminated area.
Healthful Rest: Subjects heal at twice the normal rate.
Heartache: Subject is helpless for 1 round.
Hide from Undead: Undead can’t perceive one subject/level.
Ice Gauntlet: A spiked gauntlet of ice forms around your fist.
Incite: Subjects can't ready actions or delay.
Inhibit: Subject delays until next round.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Ironguts: Subject gains +5 bonus on saving throws against poison.
Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage.
Lantern Light: Ranged touch attacks deal 1d6 points of damage.
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Moon Lust: Subject obsesses about moon, is fascinated or dazzled.
Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage.
Nimbus of Light: Light illuminates you until released as an attack.
Obscuring Mist: Fog surrounds you.
Omen of Peril: You know how dangerous the future will be.
Portal Beacon: You grant others knowledge of a magic portal's location.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Ray of Hope: Subject gains +2 bonus on attacks, saves, and checks.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
Resurgence: You grant subject a second chance at a saving throw.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Sign: You gain +4 bonus on next initiative check.
Slow Consumption: Caster absorbs health and sustenance from helpless subject.
Snowshoes: Subject walks easily on ice and snow.
Sorrow: Subject takes -3 penalty on attacks, saves, and checks.
Spell Flower: Hold the charge on one touch spell per forelimb.
Spider Hand: Caster's hand becomes a small monstrous spider.
Stupor: One helpless subject is put in a state that allows him to be moved but take no other actions.
Summon Monster I: Calls extraplanar creature to fight for you.
Summon Undead I: Summons undead to fight for you.
Tongue of Baalzebul: Caster gains +2 bonus on Bluff, Diplomacy, and Gather Information checks.
Updraft: Column of wind lifts you aloft.
Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds).
Vision of Glory: Subject gains morale bonus equal to your Cha modifier to one saving throw.
Vision of Heaven: Evil creature is dazed for 1 round.
Wings of the Sea: +30ft to subject's swim speed.
*1st level Domain Spells*
(Deathbound) Chill of the Grave: Ray causes cold damage.
(Knowledge) Detect Secret Doors: Reveals hidden doors within 60'.
(Undeath) Detect Undead: Reveals undead within 60'.
Character History:Tansul remembers being very young and fairly happy within his clan, his family, while not wealthy, was well off, and socially respected. His Early Life, was full of everyday, average things for a dwarf. Schooling, an Apprenticeship to a Gem Cutter, While not prestigious, or as well viewed as Being a smith of some kind, was noted as being a nessacary occupation, and he was allowed to be apprenticed as he wished, ever since he was a child he has had a fascination with Gem stones. During a mining expedition, he was sent with other apprentices, to asses, the quality of the newest stone deposit. The mining party's newest claim was unfortunately in the territory claimed by a shadow dragon. He was the only survivor, 7 days later when the kinfolk, who were to relieve them, came to find them, they found a mound of corpses, with him buried in it. He was several months in bed, with a fever, and the assorted injuries, his clan folk considered him Insane, as his raving about black shadows, and dragons and death, continued. After he was physically recovered, he was expected to resume his, post, as an apprentice, but he left, shortly there after seeking something he had seen in his visions. He found it in a Temple to Falazure, deep beneath a cosmopolitan city. He spent the remaining years of his life there learning and growing in his power. He's Fully dedicated to his cause and Seeks, the fulfillment of his deity's aims. He's interested in all sorts of lore, especially that concerning the undead, and lichdom, and the myriad other options of undeath.