Sunday, June 12, 2011

'The Bartender is a what?' Part 2: Haladen 'Hal' Laroe

Balding with a bit of a paunch, Hal looks like your typical barman. He looks to be nearly 10 years younger than his actual age(60). Of note, he walks with a limp and favors his right leg.

Location: Small village in Ustalav where he grew up before heading out to adventure. After losing his left leg below the knee in a fight in with a trio of lycantropes. Healed by his party cleric, Hal was given a metal leg and enough funds to set up his inn (The Orge's Head) and quietly retired and became a preist of Cayden Cailean.
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HALADEN 'HAL' LAROE CR 7
Male Human (Varisian) Cleric 7 Fighter 1
CG Medium Humanoid (Human)
Init +1; Senses Perception +12
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DEFENSE
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 46 (1d10+7d8+8)
Fort +8, Ref +3, Will +9
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OFFENSE
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Spd 20 ft.
Melee +1 Consecrated, Holy Rapier +8/+3 (1d6+2/18-20/x2) and
+1 Mace, Light +8/+3 (1d6+2/20/x2) and
Unarmed Strike +7/+2 (1d3+1/20/x2)
Spell-Like Abilities Strength Surge (7/day), Touch of Good (7/day)
Cleric Spells Known (CL 7, 7 melee touch, 7 ranged touch):
4 (2/day) Spell Immunity, Holy Smite (DC 18), Neutralize Poison
3 (3/day) Magic Vestment, Magic Circle against Evil, Create Food and Water, Daylight
2 (4/day) Bull's Strength (DC 16), Hold Person (DC 16), Hold Person (DC 16), Suppress Charms and Compulsions, Zone of Truth (DC 16)
1 (5/day) Bless Water (DC 15), Bless, Command (DC 15), Sanctuary (DC 15), Pick Your Poison, Sun Metal (DC 15)
0 (at will) Purify Food and Drink (DC 14), Detect Poison, Stabilize, Light
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TACTICS
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Before Combat He can cast Bless, Bull's Strength and Magical Vestments if he has time to prepare for a fight
During Combat He uses Holy Smite, Sun Metal and Channeling Positive energy to help allies or disrupt undead that he typically has to deal with.
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STATISTICS
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Str 13, Dex 12, Con 13, Int 16, Wis 18, Cha 17
Base Atk +6; CMB +7; CMD 18
Feats Catch Off-Guard, Combat Casting, Extra Channel, Improved Channel, Improved Unarmed Strike, Quick Channel
Skills Diplomacy +11, Heal +9, Knowledge: Local +11, Knowledge: Religion +14, Perception +12, Profession: Barkeep +13, Profession: Innkeeper +13, Sense Motive +13, Spellcraft +12
Languages Common, Dwarven, Orc, Skald, Varisian
SQ Aura (Ex), Channel Positive Energy 4d6 (8/day) (DC 18) (Su), Cleric Domain: Good, Cleric Domain: Resolve, Spontaneous Casting, Tankard of the Drunken Hero
Combat Gear +1 Consecrated, Holy Rapier, +1 Mace, Light, +2 Leather; Other Gear Acolyte Ale (5), Blue Priest (5), Tankard of the Drunken Hero
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SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed opponents are flat-footed against your improvised weapons.
Channel Positive Energy 4d6 (8/day) (DC 18) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Good Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain: Resolve Associated Domain: Strength
Combat Casting +4 to Concentration checks to cast while on the defensive.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Quick Channel Channel energy faster by expending more uses
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Strength Surge (7/day) (Sp) Grant +3 to a melee atack or strength check.
Tankard of the Drunken Hero This simple battered tankard is usually made of copper or tin. Its handle is slightly open at the bottom to let you slip it through a belt for easy carrying. You gain a +1 resistance bonus on Fortitude and Will saves. Once per day you may fill it with wine, ale, or some other alcohol and drink from it to gain the benefits of a remove fear spell.

If Cayden Cailean is your patron, the tankard counts as a holy symbol. Once per day, you may drink an alcoholic beverage from the tankard to gain the benefits of a heroism spell. Once per day, the tankard automatically unties ropes that bind you or unlocks locks that hinder you (including loosening manacles attached to said locks). This typically occurs about 5 minutes after the tying or unlocking and only affects bindings that are directly on your person (for example, it won't unlock a door to your prison cell but will unlock your manacles). This power is subtle enough that it is unnoticeable unless someone checks the bindings to make sure they are secure - ropes loosen but still appear to be tightly bound, manacles unlock and loosen but do not automatically fall off. The tankard can only untie or unlock things with a DC of 25 or lower, though more powerful tankards may exist.

Construction
Requirements Craft Wondrous Item, animate rope, heroism, knock, remove fear, resistance; Cost 2,650 gp
Touch of Good (7/day) (Sp) Grant +3 to skill checks, ability checks and saving throws for 1r.
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BASIC DETAILS
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Motivations & Goals To spread cheer and instill hope in the folk of his village and the surrounding area. He listens to rumors and stories, and discretely slips folks coin to investigate things for him.
Schemes, Plots & Adventure Hooks -Recover his stolen leg
-Investigate a tomb in the local swamp.
Boon Free healing to those who are willing to give him a helpful hand.

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