Espalum, a reshaped world.
The Cleric of Bahamut on a pilgrimage
====== Created Using Wizards of the Coast D&D Character Builder ====== Ferzth, level 2 Githzerai, Cleric
FINAL ABILITY SCORES Str 12, Con 8, Dex 14, Int 10, Wis 18, Cha 16.
STARTING ABILITY SCORES Str 12, Con 8, Dex 12, Int 10, Wis 16, Cha 16.
AC: 16 Fort: 12 Reflex: 13 Will: 17 HP: 25 Surges: 6 Surge Value: 6
TRAINED SKILLS Religion +6, Insight +10, Diplomacy +9, Heal +10
UNTRAINED SKILLS Acrobatics +4, Arcana +1, Bluff +4, Dungeoneering +5, Endurance -1, History +1, Intimidate +4, Nature +5, Perception +5, Stealth +2, Streetwise +4, Thievery +2, Athletics +3
FEATS Cleric: Ritual Caster Level 1: Defensive Healing Word Level 2: Alhahn’s Mindful Relocation
POWERS Channel Divinity: Turn Undead Cleric at-will 1: Astral Seal Cleric at-will 1: Gaze of Defiance Cleric encounter 1: Exacting Utterance Cleric daily 1: Font of Tears Cleric utility 2: Life Transference
ITEMS Ritual Book, Hide Armor, Morningstar RITUALS Gentle Repose, Create Holy Water, Last Sight Vision ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Frezth is a cleric of Bahamut from the Holy city of Xanetum. After he was exiled from the monestary Athos Agion Oros he lost his will for living. Fortunaly he was picked up by a traveling Paladin, who couldn’t leave Frezth alone.
After a few years under his mentor Frezth started his own Pilgrimage to find a purpose in life. And a few months ago he decided to experience the guild life in the Drunken Rose.
Ferzth philosophy is simple, he is a big Karma phanatic, and experience it in his own life. Just and fair to all, no exceptions. It will be returned to you if your patient enough. Sometimes Frezth shows symtoms of a great guilt, he carries with him.
Now he is resting in The Drunken Rose infirmary.