Franz Bowman

Strength: 14
Dexterity: 20
Constitution: 15
Intelligence: 13
Wisdom: 18
Charisma: 14

Race: Human
Age: 23
Height: 6'
Weight: 190 lbs
Alignment: Neutral Good
Worshiper of: Mielikki
Class: Cleric
Languages: Common, Chondathan, Sylvan

Background:
You have been brought up by a loving family, lacking nothing essential. Of course you've had to work hard, but the family has fared well and with the passing years you've had more and more time to follow your life's true passion, Our Lady of the Forest, The Forest Queen. You followed your father around a lot as a kid and he taught you the basics of nature lore and survival skills, being a Mielikki ranger hunter. You couldn’t deny feeling the rush of the hunt, but more than that, you were amazed at the intricacies of nature. You found a comforting truth in the way everything in a forest worked in unison. The cause of which you knew in your heart was Mielikki’s care. This balance is a fragile one though, and you’ve sworn to do your best to protect it from forces that aims to disrupt this balance.

You were also cared for by your grandmother, since your parents worked very hard. You’ve been brought up with the stories of old; when your family lived on another continent, a land of mystery and ancient powers, a land which your family apparently ruled in times passed. Growing up you’ve realised that the stories are probably just that; stories to entice a curious child’s fantasy. You assume that not all of it is a fairytale but you haven’t put much thought into it. The lands surrounding your home have been enticing enough and you have spent more and more time in the Trollbark Forest. You’ve always found a connection with Mielikki, and recently you’ve joined her clergy. There is one thing about your grandmother’s stories that have echoed in your mind lately; stories of a forest that has a life of its own, the old Margreve. You have always felt that the intricacies of nature are something of a divine entity, but would like to see for yourself if any of these stories told the truth. Now with your grandmother recently dead the last relative to have actually seen the homeland is gone so the last connection is gone.

You have always felt more akin to nature and Mielikki than to your family, though you’ve always been very close to your father. Your calling has also taken you away from home to hone your skills in connecting with the land. Though something of a recluse you are far from asocial and don’t mind others’ company, and you respect your brothers’ choices in life, though you might not agree with all of them. You have done little together as a group, but you find the notion of an adventure interesting and you’re excited to see how you would fare against a common foe.

The family:
Grandmother’s father – Gerhard Stross, said to be the cousin of the former ruler of Zobeck. Born 1376, died 1428. Made a living as a fisherman in the new land.

Grandmother – Gertrude Stross, claimed to be the niece of the former ruler of Zobeck. Born 1404, died 1490, three weeks ago. Married a fisherman, Brian Petrel, in 1428 after her father’s death. They had three children; Brian, Harold and Gwendolin. She had some knowledge of witchcraft which was used mostly for the benefit of the family.

Grandfather - Brian Petrel, was taken by the sea in 1452 along with the two sons Brian and Harold.

Mother – Gwendolin Petrel, born 1446. She helped her mother with the family business (fishing) after the loss of her father and siblings. She learned witchcraft from her mother. She married a hunter, William Bowman, in 1464. The family fared well with the two vocations, Gwendolin purchasing several boats and employed half a dozen fishermen. They had five sons; Gerhard, the twins Fritz and Franz, Dieter and Carl.

Father – William Bowman, born 1440, a ranger hunter of Mielikki. As noted an early mentor and your closest family member.

Gerhard – Your oldest brother, something of a recluse as you, who has spent some time in and around the Lizard Marsh together with your win brother Fritz. You know him to have had the best connection with your grandmother and he has the best knowledge of the old land in the family. He is also the only one of your brothers that has taken up the art of witchcraft from the women in the family.

Fritz– Born 1467. Your twin, though not identical. You spent a lot of your youth together with Fritz and your father and he is the brother you feel most akin to. Where you joined the clergy of Mielikki, Fritz has found a closer connection to nature itself. You have had many and long ideological discussions, but it is clear that you and your brother will never agree who is “right”.

Dieter – Born 1469. Mother Gwendolin's clear favourite and he was truly the sweetest child growing up. He took a great interest in your grandmother's stories and started composing them into songs at an early age. The shared interests with Gerhard have given them a special connection. He is a bit too extrovert for your liking but you can't help but getting caught up in his merry lilts.

Carl – Born 1471. The youngest of your four siblings, but in many ways the most mature. As you, he has grown up closest to your father, and he has been his constant shadow. Like you and your father a follower of Mielikki. Even-minded and focused on the task at hand, which usually means to hunt whatever prey that is most plentiful at the moment. Conservation of game is important after all.

Traits

  • Blessed Touch: You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.
  • Kin Bond: Once per day when you fail a saving throw while your sibling is within 30 feet, you may reroll that saving throw using your sibling's saving throw modifier. If you and the sibling are twins or otherwise part of a multiple birth, you gain a +2 trait bonus on the rerolled saving throw. Your sibling must be willing to grant you the reroll. If you fail the saving throw, you and your sibling are dazed for 1 round.

Cleric Special Abilities

  • Aura: A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Spells

  • Channel Energy: 1d6+1 (DC 13) 5 times/day

Feats

  • Human → Point Blank Shot
  • Level 1 → Precise Shot

Skills

Skill Ranks per Level: 2 + Int modifier (+1) + Racial modifier (+1) → 4

Skill Ranks Placed 123456789101112Tot
*Appraise
*Diplomacy
*Heal 1 1
Intimidate
*Knowledge (Arcana)
Knowledge (History)
*Knowledge (Nobility)
*Knowledge (Planes)
*Knowledge (Religion) 1 1
*Linguistics
Perception
*Profession (Hunter) 1 1
*Sense Motive 1 1
*Spellcraft
Hit Points (no Con) 11 11
Favored Class Bonus hp

Resourses

  • Copper Pins: 50
  • Silver Shields: 50
  • Gold Crowns: 50
  • Platinum: 0

Items

  • Weapons
    • Longbow
    • Long spear
  • Armor: (suits of armor) → Studded leather armor
  • Belts: (belts and girdles)
  • Body: (robes and vestments)
  • Chest: (mantles, shirts, and vests)
  • Eyes: (eyes, glasses, and goggles)
  • Feet: (boots, shoes, and slippers)
  • Hands: (gauntlets and gloves)
  • Head: (circlets, crowns, hats, helms, and masks)
  • Headband: (headbands and phylacteries)
  • Neck: (amulets, brooches, medallions, necklaces, periapts, and scarabs)
  • Ring #1: (rings)
  • Ring #2: (rings)
  • Shield: (shield)
  • Shoulders: (capes and cloaks)
  • Wrist: (bracelets and bracers)
  • Slotless:
  • Potions
  • Scrolls
  • Wands

Spells

DC = 10 + Level + Wisdom bonus +4

Level 0 -- DC 14 -- Spells 3

  • Light
  • Create Water
  • Stabilise

Level 1 -- DC 15 -- Spells 2

Level 2 -- DC 16 -- Spells 0 + 1

Level 3 -- DC 17 -- Spells 0 +1

Level 4 -- DC 18 -- Spells 0 +1