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The_Friendly_Fiend
22nd of April, 2002, 00:35
Collin Bantrus -> The Friendly Fiend

Name: Collin Bantrus
Race: Human
Deity: Gul'ren
Class: Cleric - 7, Divine Disciple - 3
Level: 10
XP: 46,615 / 45,000
Domains: Destruction, Retribution, Tyranny
Alignment: Neutral Evil
Hair: Red
Eyes: Green
Skin: Fair
Size: Medium (6'4", 156 lbs.)

Abilities:
STR: 12/14 ( +1/+2 ) wt allowance 43/86/130 - 58/116/175
DEX: 8 ( -1 ) +1 8th level stat gain
CON: 10 ( +0 )
INT: 15 ( +2 )
WIS: 18 ( +4 ) +1 4th level stat gain
CHA: 10 ( +0 )

HP: 60 (8 base + 52 from 9d8 + 0 from CON)

Initiative: +3 (-1 Dex + 4 Improved Initiative)

AC: 16 (Base 10, -1 Dex, +5 Breastplate, +2 Large Shield)

BAB: +6/+1
Melee Attack: +8/+3 ( BAB + STR )
Ranged Attack: +5/-1 ( BAB + DEX )
Heavy Mace: Attack +8/+3, Damage 1d8+2, Crit X2
MW Light Crossbow: Attack +6, Damage 1d8, Crit(19-20)X2

Base Speed: 30 feet
Adjusted Encumbered Speed: 20 ft.

Saves: Total = Base + Ability + Other
Fort: +8 = 8 + 0 + 0
Ref : +2 = 3 + -1 + 0
Will: +14 = 8 + 4 + 2 (Iron Will)

+1 Sacred Defense - Divine spells, outsider spell-like and supernatural abilities.

Feats:
Human: Improved Initiative ( +4 Initiative )
1st Level: Discipline ( +1 Fort. Save, +2 Concentration Checks )
3rd Level: Combat Casting ( +4 Concentration when Casting Defensively )
6th Level: Endurance ( +4 swim/long distance running, sleep in Medium Armor )
9th Level: Scribe Scroll

Class Skills: ( Max Class = 12, Max Cross = 6 )
-------------
Concentration: 13 ranks CON +0 Discipline +2 ( +15 / +19 Defensive )
Diplomacy: 5 ranks CHA +0 ( +5 )
Heal: 11 ranks WIS +4 ( +15 )
Knowledge (Arcana): 5 ranks INT +2 ( +7 )
Knowledge (History): 5 ranks INT +2 ( +7 )
Knowledge (Religion): 13 ranks INT +2 ( +15 )
Profession (Cook): 5 ranks WIS +4 ( +9 )
Spellcraft: 8 ranks INT +2 Synergy +2( +12 )

Cross-Class Skills:
-------------------
Climb*: 0 ranks STR +2 ACP -4 ( -2 )
Hide*: 0 ranks DEX -1 ACP -4 ( -5 )
Listen: 0 ranks WIS +4 ( +4 )
Move Silently*: 0 ranks DEX -1 ACP -4 ( -5 )
Ride: 0 ranks DEX -1 ( -1 )
Search: 0 ranks INT +2 ( +2 )
Spot: 0 ranks WIS +4 ( +4 )
Swim#: 0 ranks STR +2 ACP -14 ( -12 )

* - Apply Armor Check Penalty ( -3 MWBP -1 MWLS )
# - Apply 2X Armor Check Penalty + 2X Encumbrance ( -6 MWBP -2 MWLS -6 Encumbrance )

Languages: Vodalian, Dwarf, Orc

Spells & Other Clerical Ablities:
Simple Weapon Proficiency
Light, Medium, Heavy Armor Proficiency
Shield Proficiency
Aura (Evil)
Rebuke Undead 7/day ( Check: d20 + 0 + 2 Synergy )( Result: 2d6 + 7 + 0 )
Spontaneously cast Non-Healing/Inflciting spells.
Prays for spells just prior to highsun/noon.
Two Domains - Destruction and Retribution
Extra Domain - Tyranny
Divine Emissary - 60' telepathy with outsider with same deity or alignment
Sacred Defense +1 - Adds to saving throws against divine spells, and spell-like abilities and supernatural abilities from outsiders.
Imbue with Spell Ability (Sp) - As the spell, but does not use a spell slot. Transfer 1st or 2nd level spells.

Domain powers:
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Destruction - Smite Power, the supernatural ability to make a single melee attack with a +4 bonus and a damage bonus equal to your cleric level (if you hit, currently +10). You declare the smite before making the attack. It is usable once per day.

Retribution - If you are harmed by someone in combat, you may make a strike of vengeance with a melee or ranged weapon against that individual on your action. If this attack hits, you deal maximum damage. You may use this supernatural ability once per day.

Tyranny - +2 saving throw DC on any compulsion spell cast.

Spells
Zero Level: (DC: 14)
-----------
( 6 + 0 + 0 )
Create Water ( x1 ) Creates 20 gallons of water
Detect Magic ( x2 )
Guidance ( x1 ) +1 skill, attack or saving throw
Light ( x1 ) 20' light radius for 100 minutes
Mending ( x1 )

1st Level: (DC: 15)
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( 4 + 1 + d )
Bane ( x1 ) -1 morale penalty, attack, saves vs. fear
Faith Healing ( x1 ) heals 13 hp if target follows Collin's God
Cure Light Wounds ( x1 ) heals 1d8+5 hp
*Endure Elements ( x1 ) comfort from heat/cold for 24 hours
Sanctuary ( x1 ) warded for 10 rounds
Shield of Faith ( Domain Bonus ) +3 deflection bonus, 10 min

2nd Level: (DC: 16)
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( 4 + 1 + d )
Cure Moderate Wounds ( x1 ) heals 2d8+10
Hold Person ( x1 ) Paralyzes for 10 rounds, compulsion spell, Will DC 18
Lesser Restoration ( x1 ) repairs 1d4 ability damage
Silence ( x1 ) Negates sound in a 15' radius
Spritual Weapon ( x1 ) Attack +10/+5, 1d8+3 force damage, bypasses damage reduction, 10 rds.
Endurance ( Domain Bonus ) +4 Constitution for 10 minutes

3rd Level: (DC: 17)
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( 3 + 1 + d )
Animate Dead ( x1 )
Cure Serious Wounds ( x1 ) heals 3d8 + 10
Dispel Magic ( x1 ) d20 + 10 cs. vs. 11 + spell level
Mace of Odo ( x1 ) Creates a mace of force doing 9d6 touch attack damage
Speak with Dead ( Domain Bonus )

4th Level: (DC: 18)
----------
( 3 + 1 + d )
Air Walk ( x1 ) Can walk on air for 100 minutes
Freedom of Movement ( x1 ) Can't be held for 100 minutes
Greater Magic Weapon ( x1 ) +3 enchantment bonus for 10 hours
Poison ( x1 ) Deals 1d10 CON damage, plus 1d10 Secondary CON damage
Fear ( Domain Bonus ) subjects within a cone flee for 1 round/level, Will DC 20

5th Level: (DC: 19)
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( 2 + 0 + d )
Flame Strike ( x1 ) Reflex save for 10d6, half fire, half unholy
Slay Living ( x1 ) Save for 3d6+10 or die
Greater Command ( Domain Bonus ) Commands 10 people for 10 rounds, Will DC 21

* - Denotes the spell has been used.

Equipment
---------
Heavy Mace (12 lbs.)
MW Dagger (1 lb.)
MW Light Crossbow (6 lb.)
30 Bolts (3 lb.)
MW BreastPlate, engraved with a mailed fist (30 lb.)
MW Large Steel Shield, engraved with a mailed fist (15 lb.)
Backpack (2 lb.)
Slik Rope 50' (5 lb.)
Grappling Hook (4 lb.)
Flint & Steel (* lb.)
Waterskin (4 lb.)
4 Torches (4 lb.)
Signal Whistle (** lb.)
Healer's Kit (1 lb.) +2 healing checks, 10/10 uses
Silver Holy Symbol of Gul'ren - A small gauntlet clenched into a fist (1 lb.)
Bedroll (5 lbs.)
Linen cloth, 2 square yards
Scroll/Mapcase (1/2 lb.)
Small Paper Book, ink and quill (3 lbs.)
Iron Manacles (2 lbs.)
10' of chain with a collar (2 lbs.)
Two glowing rocks from the spire

Spell Components
----------------
Incense 3@25 gp + 1 used (divination)
Diamond Dust 5@100 gp (restoration)
Black Onyx Gems 6@50 gp (animate dead)
Ruby Dust 50 gp (continual flame, used)
Diamonds 2@200 gp (glyph of warding)

Magic Items
-----------
MW Potion Belt
Potion of Alter Self
Potion of Cure Light Wounds (x4)
Potion of Levitate
Potion of Reduce
Potion of Enlarge
Potion of Cure Moderate Wounds
Everburning Torch
Gauntlets of Ogre Power, +2 Strength
Type 1 Bag of Holding, 15 lbs, 250 lbs, 30 cubic feet
Magic Ring, part 1 of 3, amplifier
Brooch of Shielding, 101 magic missiles

Mounts
------
Light Horse (x1)
Light War Horse
Bit & Bridle ( 1 lb. )
Military Saddle ( 30 lb. )
Saddlebags ( 8 lb. )
10 days Trail Rations ( 20 lb. )
2nd Bit & Bridle ( 1 lb. )
Pack Saddle ( 15 lb. )
Saddlebags ( 8 lb. )
Feed 3 days ( 30 lbs. )
Rations 6 days ( 6 lbs. )
---------------------------------
Total weight= 86 lb.
Horse's Load= 59 + Collin & Gear
Weight Allowance (Collin/Horse/Lt. War Horse)
Light: 58 lbs. / 150 lbs. / 230 lbs.
Medium: 116 lbs. / 300 lbs. / 460 lbs.
Heavy: 175 lbs. / 450 lbs. / 690 lbs.

Money:
90 pp, 91 gp, 41 sp, 19 CP
434 gp for Chariir's weapons (party fund)

Physical Description:
Before you stands a tall, skinny human male. His height causes him great pains when it comes to manual dexterity because his limbs are awkwardly long but thin. Adding to his immense height is a full head of curly red hair. If it weren't for his open faced helmet, it would stand up and out, giving him another two or three inches in height. From under the visor of his helment are a pair of cold and calculating green eyes. His continual use of armor shields him from the sun's rays, which may be a good thing because redheads have the notorious reputation of burning easily in the sun. Because of the armor, his skin stays pasty white. In his early years the symbol of Tempus decorated his shield and breastplate. Recent events have altered his point of view and so his armor refelects his new outlook on life. A small engraved mailed fist over his heart now adorns his polished steel breastplate. A larger version of the same symbol decorates his metal shield.

Background:
Collin was brought up in a military family from West Gate, Vodalia. His father (Strombard) served many years in the West Gate guard. His whole family for as many generations as they can remember have all served the Vodalian empire as guardsmen. As part of the military, discipline was taken very seriously in the family. Collin learned to march and snap to attention before learning to crawl.

Collin's mother (Allana) served the military as cleric of Tempus. Her worship of Tempus combined with a short temper was a lethal combination. For the longest time it puzzled Collin as to why Tempus would favor such a vengeful disciple. In his mother's own words after Collin got into a fight with a local bully...and lost: "If someone disrespects you, beat them down. If someone strikes you, MAKE THEM PAY!". Eventually he'd discover the reason.

Together his parents raised their son to be the best soldier he could possibly be. The father taught him the practical side of warfare, while his mother preached the spiritual. Initially Collin would follow in his mother's footsteps by worshiping Tempus, but he was slowly corrupted by his mother's vengful nature and the Vodalian government.

Those words his mother repeated to him would become more true as he grew older. While initially he chose to follow his mother's path, and serve Tempus. His mother's vengful attitude overcame his good war-like sense. After being exposed the life of murder, hate, and revenge, it was only a matter of time before Tempus turned his back on Collin.

Despite the regimented life-style of the military, he was a free spirit. In the end his environment forced him to make a choice to abandon his god's ways and adapt to his own moral code, revenge, above all seek revenge for any wrong doings. Such ways of thinking correspond well to Gul'ren who took him up after Tempus abandoned him. Something that can't be stamped out of him is the way he values friendship. To Collin and Gul'ren, if you treat his friends bad, it just means there's another reason for him to seek revenge.

In his youth, Collin loved to party, get rowdy, and fight. He wouldn't start fights on a whim, but taking other people's words and actions out of context or in a bad way could very easily provoke a brawl. He's got a very short fuse, inherited from his mother, and won't stop fighting until he's dead, unconcious, or his opponent stops moving (usually). With Gul'ren on his side now, it's more than likly that his opponent will suffer a fate that is death.

He has little patience for...well, anything really, but most of all disrespect to him, his friends, his family, and his god will set him off to no end. The only time he shows any patience is in battle. He is very patient when it really counts...one of his father's better traits.

He's also quite a chef. He spent a lot of his younger years in his clerical training in the kitchen. He was sent there for discipline, but he actually grew to enjoy cooking. He was always trying new, and different recipes...sometimes to the congregations of delight, other times to their disgust. By the time he was a full-fledged preist, he had become a gourmet chef, and often used his cooking skills to raise money for the church. Another skill he picked up in the kitchen was brewing. He can make a mean ale, or a fine wine. He used this talent to raise money for the church as well. He has also studied many plants. Particularly those for medicinal purposes.

Following his enlistment into the Vodalian Special Forces, he's completed two missions with varying degrees of success. On his third mission, a crisis of faith overwhelmed him. He came to realize his soul was corrupted by the missions he had been given by his government. Cast out by his God, he was consoled by another, a more devious and evil deity. Empty and alone, his soul in turmoil, Gul'ren came to Collin when his crisis overwhelmed him. Collin accepted Gul'ren, believing that he could help fill the void in his soul. Only time will tell if such a void can be filled.

The_Friendly_Fiend
17th of February, 2005, 18:33
10th Level
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+1 level in Divine Disciple (3rd level)
+0 BAB
+1 Reflex
Imbue with Spell Ability
+1 level in existing spellcasting class
+6 hit points
+1 skill point in Concentration, Knowledge (Religion), Spellcraft.
+2 skill points in Healing