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Welcome to Fort Eastward Chronicles II: Those Cursed Mists

05:32, 28th April 2024 (GMT+0)

Eremor Ronald

Eremor Ronald, priest of Tymora.

Chaotic Good

Age 23

Tousled blond hair, a blondish beard and sparkling blue eyes, almost six foot tall and slender.

Eremor was born in Cormyr to a family of brewers and distillers in the capital city of Suzail.  He had a good, busy life as part of a bustling clan that brewed beverages loved by the nobles as well as the common peoples throughout the surrounding kingdoms.  From an early age worked in the family brewery to learn the trade.  Another part of the business was the transport of beers, ales as fine liquors as his family didn't believe in middle men and their cut of profits.  Eremor traveled widely with his uncles, father and older brothers on caravans or ships carrying and defending their liquid wares.  His wide travel and cosmopolitan upbringing instilled a love of adventure and a desire for the rewards and risks of daring deeds while the practical aspects of brewing and crafting made him appreciate the hard work and need for humor that went into a satisfying life.

 The experience of travel, adventure and action as well as the certain libations associated with running a large brewing business drew Eremor to the teachings of Tymora.  He found a ready home in her teachings that not only matched his sense of adventure but a strong sense of humor and not quite taking himself or those around himself seriously.  As a much younger son his inheritance was not large and although he was offered a place in the family business Eremor chose instead (with his father's blessing) to join the clergy of Tymora.

 The service of Tymora was perfect for Eremor as his own zest for life and desire to adventure and experience things fit in perfectly with her doctrines and desires.  He served a short apprenticeship in the temple at Suzail and then soon set out into the wider world.  He spent time in several temples as far away as Waterdeep always supporting the goals of his goddess through support of adventurers and general openness and enjoyment of the daring aspects of life.

 He has recently returned to his old stomping grounds having heard of the establishment of a master brewer and even duchy in the Vast Swamp called Ft. Eastward.  The idea of a newly independent country founded by an adventurer who parleyed a beer brewery and the wealth and reputation of a powerful warrior into his own kingdom to be irresistible and humorous.  Eremor has come to Ft. Eastward to bring the world of Tymora and her aid to the wild, adventurous and mixed classes of the new, rough duchy.  He's hoping to adventure himself, have fun and aid the daring spirits of this new place.

Character sheet
Eremor Ronald
Male human cleric of Tymora 3
CG Medium humanoid (human)
Init +6; Senses Perception +11
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Defense
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AC 21, touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 dodge, +1 shield)
hp 27 (3d8+9)
Fort +5, Ref +3, Will +7
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee +1 grayflame heavy mace +6 (1d8+4) or
   dagger +5 (1d4+3/19-20) or
   dagger +5 (1d4+3/19-20)
Ranged heavy crossbow +4 (1d10/19-20)
Special Attacks luck variant channeling 4/day (DC 12, 2d6 plus 1 channel bonus)
Domain Spell-Like Abilities (CL 3rd; concentration +7)
   7/day—copycat (3 rounds)
Cleric Spells Prepared (CL 3rd; concentration +7)
   2nd—bull's strength, invisibility[D], summon monster II
   1st—bane (DC 15), bless, disguise self[D], sanctuary (DC 15)
   0 (at will)—create water, detect magic, guidance, light
   D Domain spell; Domains Travel, Trickery
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Statistics
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Str 16, Dex 15, Con 15, Int 10, Wis 18, Cha 12
Base Atk +2; CMB +5; CMD 18
Feats Dodge, Improved Initiative, Power Attack
Traits inspired, seeker
Skills Heal +10, Knowledge (local) +1, Knowledge (religion) +4, Linguistics +4, Perception +11, Profession (brewer) +9, Profession (gambler) +9, Sleight of Hand -1, Spellcraft +4
Languages Common, Elven
SQ agile feet (7/day)
Combat Gear wand of cure light wounds; Other Gear +1 chainmail, mwk light steel shield, +1 grayflame heavy mace, crossbow bolts (10), dagger, dagger, heavy crossbow, belt pouch, bottle, candle (2), cards[UE], dice[UE], flint and steel, holy text (Tymora)[UE], ink, inkpen, masterwork backpack[APG], mess kit[UE], parchment, poncho[UE], pot, signal whistle, silver holy symbol of Tymora, soap, spell component pouch, torch (2), waterskin, whetstone, light horse, bedroll, bit and bridle, blanket, coffee pot, riding saddle, saddlebags, mule, ale (per gallon), ale (per gallon), barrel, barrel, feed (per day), fine wine (per bottle), hemp rope (50 ft.), light wagon, trail rations, 436 gp, 3 sp, 4 cp
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Special Abilities
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Agile Feet (7/day) (Su) For 1 rd, you ignore difficult terrain.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copycat (7/day) (Sp) Create a single mirror image duplicate
Luck Variant Channeling (±1 Sacred) Bonus to one roll/penalty on all rolls
Luck Variant Channeling 2d6 plus 1 channel bonus (4/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.