[sblock=Fandalla Caomhanach]
Fandalla   Caomhanach
Dawnbringer Fand
Neutral Good Female Human
 (Illuskan) Cleric 1
Patron Deity: Lathander
Starting Region: The   City of Splendors, Waterdeep
 EXP: 0
Strength 10 (+0) 
[10 base]
Dexterity 8 (-1) 
[8 base]
Constitution 14 (+2) 
[14 base]
Intelligence 10 (+0) 
[10 base]
Wisdom 18 (+4) 
[18 base]
Charisma 14 (+2) 
[14 base]
Size: Medium
Age: 23
Height: 5' 6"
Weight: 141 lb
Eyes: Green
Hair: Copper
Skin: Fair
[sblock=Appearance]Fand is a tall, healthy girl, with shiny copper red   hair, piercing green eyes and freckles sprinkled across her nose and   cheeks. She is well built, with a rather large bust and strong shapely   hips, and has milky white skin that is soft to the touch.
The girl is radiant and very positive, with a constant smile on her   face, and an energetic voice that is often louder than normal for a   lady. Her movement is quick and precise, and her pose often suggests   strength, both of physical and mental.[/sblock]
Total Hit Points: 10
Speed: 30 feet / 20 feet [armor] 
Armor Class: 15 =
 10 +4 [scale] +2 [heavy   wooden] -1 [dexterity] 
Touch AC: 9
Flat-footed: 15
Caster Level: 1
Spell DC: 10 + Spell Level + 4 (Wis)
Initiative modifier: - 1 
= -1 [dexterity]
Fortitude save: + 4 
= 2 [base] + 2 [constitution] 
Reflex save: - 1 
= 0 [base] - 1 [dexterity]
Will save: + 6 
= 4 [base] + 4 [wisdom]
Attack (handheld): + 0 
= 0 [base] + 0 [strength]
Attack (missile): - 1 
= 0 [base] - 1 [dexterity]
Grapple check: + 0 
= 0  [base] + 0 [strength]
[sblock=Special]
Aura (Ex): Neutral Good
Spontaneous Casting: Positive Energy
Turn Undead (Su): 3+2(Cha)+4(feat)/day
Greater Turn Undead (Su):  1/day
Protective Ward (Su): 1/day[/sblock]
Weapon proficiency: all simple weapons, all types of armor   (light, medium, and heavy), shields (except tower shields). 
Languages: Common
Heavy Mace [1d8, crit x2, 8 lb., one-handed, bludgeoning]
Scale mail [medium; +4 AC; max dex +3; check penalty -4; 30 lb.] 
Heavy Wooden Shield [+2 AC; check penalty -2; hardness 5; hp 15; 10 lb.]   
[sblock=Feats]Smooth Talk 
(FRcS) (regional)
Extra Turning
 (bonus/racial)
Persistent Spell 
(CAr)   (lvl 1)
[/sblock]
[sblock=Skills]
Appraise - 1 =-1 [Int]
Balance - 7 = -1 [Dex] - 6 [acp]
Bluff + 2 = + 2 [Cha]
Climb - 6 = + 0   [Str] - 6 [acp]
Concentration + 6 = + 4 [base] + 2 [Con]
Craft +0= + 0 [Int]
Diplomacy + 4 = + 2 [Cha] + 2 [feat]
Disguise + 2 = + 2  [Cha]
Escape Artist - 7 = -1  [Dex] - 6 [acp]
Forgery +0= + 0 [Int]
Gather Information + 2 = +  2  [Cha]
Heal + 4 =+ 4   [Wis]
Hide - 7 = -1  [Dex] - 6 [acp]
Intimidate + 2 = +  2  [Cha]
Jump - 12 = +0 [Str] - 6 [acp] - 6 [weight]
Knowledge (Religion) + 4 = + 4 [base]
Listen + 4 =+ 4  [Wis]
Move Silently - 7 = -1  [Dex] - 6 [acp]
Ride - 1 = -1  [Dex]
Search +0= + 0 [Int]
Spot + 4 =+ 4  [Wis]
Sense Motive + 6 = + 4  [Wis] + 2 [feat]
Spellcraft + 4 = + 4 [base]
Survival + 4 = + 4 [Wis]
Swim +0 = + 0 [Int]
Use Rope - 1 = -1  [Dex]
Tumble - 7 = -1  [Dex] - 6 [acp]
[/sblock]
[sblock=Spells]
Spells/Day
0 level: 3
1 level: 2+1
 = 1 + 1 [Wis] + 1 [Domain]
Prepared spells:
0 level: Create Water, Detect Magic, Light
 
1 level: Bless, Lesser Vigor 
(SC),  Sanctuary
[/sblock]
[sblock=Level Advancement]
	
	
		
		
			1: Cleric
 
 HP: 10 (8+2)
 
 Saves: Fort: +2, Ref: +0, Will: +2
 BAB: +0
 
 Skills (2 + 0 (Int)  + 1 (racial): Concentration + 4, Knowledge   (Religion) +4, Spelllcraft + 4
 
 Gain:
Cleric Spellcasting
Aura
Turn Undead
Spontaneous Casting: Positive Energy
Sun Domain
Protection Domain
 Greater Turn Undead
Protective Ward
 Feats: Extra Turning (bonus/racial), Persistent Spell (CAr) (lvl   1), Smooth Talk (regional)
		
		
	 
[/sblock]
[sblock=Human]Medium: As Medium creatures, humans have no special   bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each   additional level.
Automatic Language: Common. Bonus Languages: Any (other than secret   languages, such as Druidic)
Favored Class: Any. When determining whether a multiclass human takes an   experience point penalty, his or her highest-level class does not   count[/sblock]
Light load: 33 lb. or less
Medium load: 34-66 lb.
Heavy load: 67-100 lb.
Lift over head: 100 lb.
Lift off ground: 200 lb.
Push or drag: 500 lb.
[sblock=Equipment]
Starting gold: 200 gp.
Mace, heavy 12 gp 8 lb.
Shield, heavy wood 7 gp 10 lb. 
Scale mail 50 gp 30 lb.
Bedroll 1 sp 5 lb.
Blanket, winter 5 sp 3 lb.
Rations, trail (7) 35 sp 7 lb.
Waterskin 1 gp 4 lb.
Flint and steel 1 gp
Holy Symbol, silver: 25 gp, 1 lb.
Holy Symbol, wooden x 3: 3 gp. (1 integrated on shield, 2 in backpack)
Potion of Remove Fear 50 gp.
Spell component pouch 5 gp 2 lb.
Scroll of Close Wounds 
(Sc) (regional  bonus)
Scroll of Dark Way 
(Sc) (regional bonus)
_____
Total: 158 gp 1 sp / 70 lb (heavy encumbrance for str 10)
On person: 41 gp 7 sp 20 cp
[/sblock]
[sblock=Background]The eldest daughter of an Illuskan sailor and his   wife, who settled in the city of Waterdeep after leaving the harsh   northern regions of the Dales and their tribal like heritige, Fand has   known her people's culture only trough stories and what little books   there were to be found on it, and has thus grown up as a "city child"   according to her parents. Both her mother and father were very proud of   the Illuskan lineage and their part in the founding of the City of   Splendors, and thus Fandalla has always been one who would honor her   blood despite not having sailed on a dragon ship, nor lived up north in   the snow covered Dalelands.
She is a strong willed girl, and has been like this since her earliset   years. Keeping her two younger sitsers and younger brother in line, as   well as caring for them when their mother took up a sewing   apprenticeship, had carved Fand's personality as a responsible and   caring person. However, she has always been one for freedom and   exploration, and had frequently broken the rules herself, even as she   tried to teach her younger siblings responsibility. Fand grew from a   lively and adorable child in to a pretty and vigorous girl, who was   quick to make friends and give trust, even though the lads her age would   normally be intimidated by her height and determination.
Radiant and smiling, Fand is also very moody and can quickly change   tempers, just as her fiery hair suggets. She is open and energetic, and   often would approach strangers and strike up a conversation, just for   the sake of meeting new people. Of course, doing so in Waterdeep would   put one in certain unpleasant situations more often than not, but Fand   is not one to be discouraged or to have an overly enduring memory for   bad things.
Her father had been revering Umberlee as a sailor, while her mother   worshipped Auril above the other deities of Faerun. It was Fand's   implied destiny to follow in her parent's foosteps, and offer her   prayers to one of the harsh Goddesses of the North. However, as luck   would have it, she was saved as a child by a Cleric of Lathander. 
Although the girl remembers little of the accident, it came to happen   with her climbig up to the third floor of a building in the Sea Ward, on   a dare (something she would not pass up) and slipping, thus falling to   the hard cobblestone below. Fand would have surely perished then and   there, if it were not for a priest of Lathander who was pasing nearby,   and immediatly upon hearing the cries of the other children, rushing   towards the prone girl and healing her.
Fand's memory of the man is only that he was very tall and with shining   blond hair, but that is of little importance, as she never even learned   the man's name. Grateful beyond words, Fandalla's parents decied that   this was a sign by the Gods, and that they should bring their child up   in the new cosmopolitan ways of Waterdeep, instad of clinging to their   tribal Illuskan heritige and their traditional rune magic.
And so, young Fand grew up to be a free spirited child, ever smiling and   energetic, and entered the ranks of the Chirch of Lathander at the age   of sixteen. Being the huge metropolis that it is, Waterdeep of course   housed an immense temple to the deity - the Spires of the Morning. Fand   studied and trained amongst the other acolytes, under the watchfull   supervision of Dawnbringer Morris, and although she never found out who   her unnamed saviour was, the girl proved to be an excellent disciple in   the ways of the Morninglord.
Upon her entry in the ranks of the Dawnbringers, the High Dawn of the   temple summoned Fand, and sent her off on her first missionary   assignment, right in the heart of the Northern lands her parents had   fled many years ago. The reasoning behind High Radiance Ghentilara's   actions remains unclear to Fandalla, but she suspects she has been sent   to the developing community of Silverdale to spread the word of the   Morninglord, assist with the new beginning (part of Lathander's dogma,   and something she much enjoys) and possibly reconnect with her Illuskan   heritige. Whatever it is, Fand is ready and willing, arriving by boat   and then by coach to the new town, with a backpack on her back, armour   clad and mace in hand, and a smile on her face.[/sblock]
[/sblock]