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<blockquote data-quote="JEL" data-source="post: 2820032" data-attributes="member: 11960"><p>I missed it, scrolling down. Thanks and especially thank you, Akoss.</p><p></p><p>Here he is:</p><p></p><p>Father Malich Zachur</p><p></p><p>Human</p><p>Male</p><p>Hunter Lvl 4</p><p></p><p>Str: 10</p><p>Dex: 16 (+3)</p><p>Con: 14 (+2)</p><p>Int: 17 (+3)</p><p>Wis: 14 (+2)</p><p>Cha: 12 (+1)</p><p></p><p>Traits:</p><p>Child of Faith: Ordination (+2 vs fear effects, +2 on 1 d20 roll/day)</p><p>Weapon Bond: Int w/heavy repeating crossbow</p><p></p><p>Class Abilities:</p><p>Tactical Pool (2 tactical tokens/encounter)</p><p>Hunter's Eye (1 tactical token/move action 2/standard)</p><p>Terrain Advantage (increase/decrease cover by 1/token spent or turn difficult terrain to normal 1 square/token)</p><p>Tactical Insight (give ally 1 token/2 tactical tokens spent)</p><p>Assess Opponent (+1 to attack and defense/tactical token against 1 opponent)</p><p></p><p>Skills:</p><p>Athletics 7 ranks</p><p>* Climb +7 (+9 w/rope)</p><p>* Jump +7</p><p>* Swim +7</p><p>Perception 7 ranks</p><p>* Listen +9</p><p>* Search +10</p><p>* Sense Motive +9</p><p>* Spot +9</p><p>Stealth 5 ranks</p><p>* Hide +8</p><p>* Move Silently +8</p><p>Wilderness Lore 7 ranks</p><p>* Handle Animal +8</p><p>* Ride +12</p><p>* Survival +9 (+11 to track)</p><p>* Use Rope +10</p><p>Diplomacy 5 ranks (+8)</p><p>Gather Information 5 ranks (+6)</p><p>Heal 7 ranks (+15)</p><p>Intimidate 4 ranks (+5)</p><p>Knowledge 4 ranks (+7 Arcana, Geography, & Religion; +9 Nature)</p><p>Speak Language 2 ranks (Common, Ancient Speech, Abyssal, First Speech, Sea Speech)</p><p>Spellcraft 4 ranks (+7)</p><p>Use Magic Device 3 ranks (+4)</p><p></p><p>Feats:</p><p>Lvl 1 - War Leader I (strategic pool, 1 token to give 2 allies +4 on flanking attacks)</p><p>Lvl 1 - Healing Lore I (+4 heal checks and +2 to restored reserve points)</p><p>Lvl 2 - Beast Lore I (lore pool, +1 attack & damage 1 round/token)</p><p>Lvl 4 - War Leader II (give ally extra AoO/strategic token)</p><p></p><p>Passive Defense: 10</p><p>Active Defense: 17</p><p>Initiative: +3</p><p>Fort Save: +6</p><p>Ref Save: +7</p><p>Will Save: +6</p><p>Hit Points: 35</p><p></p><p>Stuff:</p><p>Masterwork hvy repating crossbow (+8 hit, 1d10 dmg, crit 19-20x2)</p><p>Masterwork scimitar (+5 hit, 1d6 dmg, crit 18-20x2)</p><p>Masterwork studded leather armor (max dex +5, check penalty 0, dr 1d3/magic)</p><p>Lt Warhorse w/military saddle, bit & bridle, and saddlebags</p><p>Explorer's outfit</p><p>Vestments (carried in saddlebags normally)</p><p>10 crossbow reloads (3 carried, 7 kept in saddlebags)</p><p>Dagger (+4 hit, 1d4 dmg, crit 19-20x2)</p><p>Silver holy symbol</p><p>Healer's kit</p><p>Flint and steel</p><p>Bedroll (kept on horse)</p><p>Belt pouch w/50 gold (another 500 gold secreted in saddlebags)</p><p>Spyglass</p><p>Lantern, bullseye w/3 pints oil (kept on horse)</p><p>50' silk rope (kept on horse)</p><p></p><p>Appearance: A man in his late twenties and of middling height and slight stature, Malich usually doesn't stand out in a crowd to much. His hair is brown and worn in the typical bowl cut of the clergy. His skin is tanned and his face is weather-lined, easily identifying him as someone who spends a lot of time outdoors. His normal dress when not in the field is a simple robe, but of fine material. In the field, he wears a knee-length tunic and trousers under his armor. In either case, there's always a large, wide-brimmed hat on his head.</p><p></p><p>Background: Malich was a youngest child of a minor land owning family in the city Thalem. He was sent off to the church at an early age, and he now stands as a valued member of the inquisitional arm. He is often assigned to lead small companies of clerical guards into the wilderness to hunt down practitioners of the dark arts or to guard against enemies of the faith. He is currently supposed to be on sabbatical, recouperating from his last mission.</p><p></p><p>Personality: Malich has an easy-going exterior that hides a keen, analytical mind that is constantly alert. He is naturally very curious and is always looking at things from every angle to find the best approach. So far he is loyal to the church, but one day his questing mind may cause a crisis of faith. Generally, he likes to get along with people, but his position doesn't always make that possible.</p></blockquote><p></p>
[QUOTE="JEL, post: 2820032, member: 11960"] I missed it, scrolling down. Thanks and especially thank you, Akoss. Here he is: Father Malich Zachur Human Male Hunter Lvl 4 Str: 10 Dex: 16 (+3) Con: 14 (+2) Int: 17 (+3) Wis: 14 (+2) Cha: 12 (+1) Traits: Child of Faith: Ordination (+2 vs fear effects, +2 on 1 d20 roll/day) Weapon Bond: Int w/heavy repeating crossbow Class Abilities: Tactical Pool (2 tactical tokens/encounter) Hunter's Eye (1 tactical token/move action 2/standard) Terrain Advantage (increase/decrease cover by 1/token spent or turn difficult terrain to normal 1 square/token) Tactical Insight (give ally 1 token/2 tactical tokens spent) Assess Opponent (+1 to attack and defense/tactical token against 1 opponent) Skills: Athletics 7 ranks * Climb +7 (+9 w/rope) * Jump +7 * Swim +7 Perception 7 ranks * Listen +9 * Search +10 * Sense Motive +9 * Spot +9 Stealth 5 ranks * Hide +8 * Move Silently +8 Wilderness Lore 7 ranks * Handle Animal +8 * Ride +12 * Survival +9 (+11 to track) * Use Rope +10 Diplomacy 5 ranks (+8) Gather Information 5 ranks (+6) Heal 7 ranks (+15) Intimidate 4 ranks (+5) Knowledge 4 ranks (+7 Arcana, Geography, & Religion; +9 Nature) Speak Language 2 ranks (Common, Ancient Speech, Abyssal, First Speech, Sea Speech) Spellcraft 4 ranks (+7) Use Magic Device 3 ranks (+4) Feats: Lvl 1 - War Leader I (strategic pool, 1 token to give 2 allies +4 on flanking attacks) Lvl 1 - Healing Lore I (+4 heal checks and +2 to restored reserve points) Lvl 2 - Beast Lore I (lore pool, +1 attack & damage 1 round/token) Lvl 4 - War Leader II (give ally extra AoO/strategic token) Passive Defense: 10 Active Defense: 17 Initiative: +3 Fort Save: +6 Ref Save: +7 Will Save: +6 Hit Points: 35 Stuff: Masterwork hvy repating crossbow (+8 hit, 1d10 dmg, crit 19-20x2) Masterwork scimitar (+5 hit, 1d6 dmg, crit 18-20x2) Masterwork studded leather armor (max dex +5, check penalty 0, dr 1d3/magic) Lt Warhorse w/military saddle, bit & bridle, and saddlebags Explorer's outfit Vestments (carried in saddlebags normally) 10 crossbow reloads (3 carried, 7 kept in saddlebags) Dagger (+4 hit, 1d4 dmg, crit 19-20x2) Silver holy symbol Healer's kit Flint and steel Bedroll (kept on horse) Belt pouch w/50 gold (another 500 gold secreted in saddlebags) Spyglass Lantern, bullseye w/3 pints oil (kept on horse) 50' silk rope (kept on horse) Appearance: A man in his late twenties and of middling height and slight stature, Malich usually doesn't stand out in a crowd to much. His hair is brown and worn in the typical bowl cut of the clergy. His skin is tanned and his face is weather-lined, easily identifying him as someone who spends a lot of time outdoors. His normal dress when not in the field is a simple robe, but of fine material. In the field, he wears a knee-length tunic and trousers under his armor. In either case, there's always a large, wide-brimmed hat on his head. Background: Malich was a youngest child of a minor land owning family in the city Thalem. He was sent off to the church at an early age, and he now stands as a valued member of the inquisitional arm. He is often assigned to lead small companies of clerical guards into the wilderness to hunt down practitioners of the dark arts or to guard against enemies of the faith. He is currently supposed to be on sabbatical, recouperating from his last mission. Personality: Malich has an easy-going exterior that hides a keen, analytical mind that is constantly alert. He is naturally very curious and is always looking at things from every angle to find the best approach. So far he is loyal to the church, but one day his questing mind may cause a crisis of faith. Generally, he likes to get along with people, but his position doesn't always make that possible. [/QUOTE]
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