Kaddock Tanrov

6' 2" tall with an almost shaved head. Kaddock has several tattoos that show on his arms and neck.


Male Human (Shoanti) Oracle 1
NG Medium Humanoid (Human)
Init 1; Senses Perception +0


AC 15, touch 11, flat-footed 14   (4 armor, 1 Dex)
hp 11 (1d8
Fort 2, Ref 1, Will 2
Weakness Haunted


Spd 30 ft.
Melee Morningstar +2 (1d8
2/20/x2) and
   Unarmed Strike 2 (1d32/20/x2)
Oracle Spells Known (CL 1, 2 melee touch, +1 ranged touch):
1 (4/day) Ghost Sound (DC 14), Divine Favor, Cure Light Wounds (DC 14), Protection from Evil
0 (at will) Mage Hand, Create Water, Light, Detect Magic, Guidance


Str 14, Dex 12, Con 14, Int 8, Wis 10, Cha 16
Base Atk
0; CMB +2; CMD 13
Feats Extra Revelation, Selective Channeling
Traits Focused Mind, Scholar of Ruins: Knowledge: Dungeoneering
Skills Acrobatics -2, Climb -1, Escape Artist -2, Fly -2, Heal +4, Knowledge: Religion +3, Ride -2, Sense Motive +4, Stealth -2, Survival +4, Swim -1
Languages Common, Shoanti
SQ Channel Positive Energy (Su), Channel Positive Energy 1d6 (4/day) (DC 13) (Su), Safe Curing (Su)
Combat Gear Morningstar, Hide Shirt; Other Gear Backpack (empty), Candle, Case, map or scroll (empty), Chalk, 1 piece (2), Fishhook (2), Flask, Flint and steel, Grappling hook, Hammer, Holy symbol, wooden: ???? (2), Lamp, common, Oil (1-pint flask), Piton (2), Rations, trail (per day) (3), Rope, silk (50 ft.), Sack (empty), Spell component pouch, Sunrod, Tindertwig, Torch


Channel Positive Energy (Su) Channel Positive Energy
Channel Positive Energy 1d6 (4/day) (DC 13) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Focused Mind +2 to Concentration checks
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10’ away.
Safe Curing (Su) Casting healing spells does not provoke AoO
Selective Channeling Exclude targets from the area of your Channel Energy.

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Kaddock grew up with his mother Wren Tanrov and knew his father until the age of 10. His father was a proud Barbarian of the Shriikirri-Quah tribe. His father disappeared shortly after Kaddock’s 10th birthday on a normal hunting trip. There are a few rumors amongst the tribe as to what happened on that day but no one has or will speak to Kaddock about what happened.

Several years later during Kaddock’s middle teen years he ran away and abandoned his part of the tribe that made home in the Velashu Uplands. He was and is still upset at them for not telling him what happened to his father. During this time away and wandering alone something happened to Kaddock that he still doesn’t fully understand but is not sure he ever wanted. He was touched by the goddess Pharsama one night while alone. Shortly after this Kaddock started to notice strange things happening around him. Strange gust or noises or if he dropped something it never seemed to be appear where it should.

A few years later Kaddock learned the truth of this encounter with Pharasma and that he has been given a gift/curse from the goddess and had become and oracle of her will and beliefs. He learned and was instructed to follow a certain course and it would one day reveal the truth about his father and the fate that was determined for Kaddock . The feeling the had directed him on that path pushed him to start his search in Standpoint and mentioned something of a pair of gnomes that he would have to follow.

Kaddock Tanrov

Rise of the Runelords Brotherhoodbrew