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A sailor in his youth, his passion for travel and new lands grew until he took up living the ideal of Fharlanghn and bringing word of him to people everywhere by constantly wandering the world. He is not an adventurer, nor a full-on challenge for adventurers to fight, but would make a good ally for an adventuring group, giving them aid or guidance in the moment they need it, and moving on when he is done.

Tor Hiertaal, Wandering High Priest of Fharlanghn    CR 15

Male Human Cleric 12, Horizon Walker 3

Neutral Medium Humanoid (Human)

Init +1, Senses Listen +11; Spot +5

Languages Common, Elven, Dwarven, Draconic


AC 21, touch 11, flat-footed 20 (+1 Dex, +7 Armor, +3 Shield)

hp 112 (15d8 HD)

Immune Immune to fatigue; exhausted conditions are reduced to fatigue.

Fort +14, Ref +8, Will +12

Dodge Feat


Spd 20 (in armor)

Melee Quarterstaff (+2) +16/+11/+6 (1d6+3/x2)

Ranged Light Crossbow (+2) +15 (1d8+2/x2)

Base Atk +12; Grp +13

Space 5 ft.; Reach 5 ft.

Atk Options +1 to attacks and to damage against creatures from desserts, forests or hills.

Combat Gear 20 bolts, 2 screaming bolts (DMG 227)

Special Actions Turn Undead

Cleric Spells Prepared (CL12; save DCs are 13 + spell level)

6th — find the path, wind walk + anti-magic field

5th — commune, plane shift, wall of stone + teleport

4th — air walk, dismissal, tongues + dimension door

3rd — create food & water, helping hand, locate object, protection from energy, water walk + fly

2nd — augury, bear's endurance, find traps, hold person, remove paralysis + shield other

1st — bane, bless, divine favor, doom, endure elements, sanctuary + longstrider

Cantrips — create water, detect magic, detect poison, light, mending, resistance

Cleric Spells Known

Domains Protection, Travel


Abilities Str 12 (+1), Dex 12 (+1), Con 16 (+3), Int 12 (+1), Wis 16 (+3), Cha 13 (+1)

SQ Terrain Mastery (Desert, Forest, Hills)

Feats Combat Casting, Dodge, Endurance, Lightning Reflexes, Weapon Focus: Quarterstaff

Skills Balance +0*, Climb -3*, Concentration +10, Craft: shipmaking +3, Diplomacy +5, Heal +5, Hide +1*, Knowledge Arcana +2, Knowledge History +3, Knowledge Geography +9, Knowledge Religion +10, Knowledge The Planes +2, Listen +11, Move Silently +1*, Profession Sailor +5, Ride +3, Spellcraft +8, Spot +5, Survival +7

Possessions Quarterstaff +2, Lt Crossbow +2, 20 bolts, 2 screaming bolts, Glamered Scale Mail +3, Hvy Wooden Shield of Arrow Deflection +1, Folding Boat, Rope of Climbing, Boots of the Winterlands, Incense of Meditation; Potions: Cure Lt Wounds, Hide From Animals, Mage Armor, Blur, Darkness, Fox's Cunning; Scrolls: Divination, Restoration, Remove Curse, Remove Disease.

* Includes adjustments for Armor Check Penalty and class features.

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