Bloodhammer and The Shackled City
Amendir; Half-elf Clr2: CR 2; ECL 2; Size M; HD 2d8+2; hp 19; Init +6; Spd 20 ft (base 30 ft); AC 18, touch 12, FF 16; BAB +1; Grapple +4; Atk: +4 melee (1d3 + 3, Unarmed), +4 melee (1d6 + 3/crit 19-20, Sword, short), +3 ranged (1d8/crit x3, Longbow, composite), +4 melee (1d8 + 3, Mace, heavy), +4 melee (1d8 + 3/crit x3, Warhammer +1); SA Turn or Rebuke Undead (3 + Cha mod times per day), Aura; SQ Low-light Vision, Elven Blood, +2 to saves vs Enchantment, Immunity to sleep, Spontaneous casting, Domains; AL CG; SV Fort +4, Ref +2, Will +7; Str 17, Dex 15, Con 13, Int 10, Wis 18, Cha 10.
Languages spoken: Common and Elven
Skills and Feats: Appraise +0, Balance -4, Bluff +0, Climb -3, Concentration +3, Control Shape +4, Craft (Armorsmith) +0, Craft (Bowmaking) +0, Craft (Gemcutting) +0, Craft (Locksmithing) +0, Craft (Other) +0, Craft (Trapmaking) +0, Craft (Weaponsmith) +0, Diplomacy +2, Disguise +0, Escape Artist -4, Forgery +0, Gather Information +2, Heal +4, Hide -3, Intimidate +0, Jump -3, Listen +5, Move Silently -4, Perform (Act) +0, Perform (Comedy) +0, Perform (Dance) +0, Perform (Keyboard) +0, Perform (Oratory) +0, Perform (Percussion) +0, Perform (Sing) +0, Perform (String) +0, Perform (Wind) +0, Perform +0, Ride +2, Search +1, Sense Motive +5.5, Spellcraft +3, Spot +5, Survival +4, Swim -9, Use Rope +2; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Initiative, Shield Proficiency, Simple Weapon Proficiency.
Special Abilities: Aura, Bonus Languages, Domain Fire, Domain Good, Domains, Low-light Vision, Spontaneous Casting, Turn or Rebuke Undead.
Clr Spells Known (4/3/
1/-1/-1/-1/-1/-1/-1/-1/-1/-1): 0-Create water, Cure minor wounds, Detect magic, Detect poison, Guidance, Inflict minor wounds, Light, Mending, Purify food and drink, Read magic, Resistance, Virtue, 1—Bane, Bless water, Cause fear, Command, Comprehend languages, Cure light wounds, Curse water, Deathwatch, Detect chaos, Detect evil, Detect good, Detect law, Detect undead, Divine favor, Doom, Endure elements, Entropic shield, Hide from undead, Inflict light wounds, Magic stone, Magic weapon, Obscuring mist, Protection from chaos, Protection from evil, Protection from good, Protection from law, Remove fear, Sanctuary, Shield of faith, Summon monster i.
Possessions: (0 gp, 0 lb), Light steel shield (9 gp, 6 lb), Silver holy symbol (25 gp, 1 lb), Holy water (flask) (25 gp, 1.25 lb), Cleric’s vestments (5 gp, 6 lb), Chainmail (150 gp, 40 lb), Short sword (10 gp, 2 lb), Composite longbow (100 gp, 3 lb), Heavy mace (12 gp, 8 lb), Warhammer +1 (12 gp, 5 lb).
Eye Color: Grey, Hair Color: Blonde Deity: Corellion Lothlorian Back story: Amendir is a cleric that takes his religion very seriously. He has the tendency to interpret every situation to have his deties hand in it. In Amendir’s opinion, all of life is affected by the intervention of the gods.
He grew up ashamed of his half blood, growing up in a colony made up entirely of Elves.Tal never knew his father, being raised soley by his mother. His mother taught him the ways of the divine, which he aclimatised to quickly. He was an excellent student who had a genuine interest in the divine.
His life was somewhat sheltered and can be naive to the ways of the world. Towns and cities are not his domain and feels uneasy in them.