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Drexel

Patmos

Mar 18th, 2013
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  1. =========================================================================================================
  2. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  3. =========================================================================================================
  4. Name: Patmos
  5. Gender: Male
  6. Race: Aasimar
  7. Age: 126
  8. Height:5' 5"
  9. Weight: 165 lbs
  10. XP: 0
  11. Alignment: Chaotic Good
  12. Classes: Cleric Separatist: 1
  13. Favored Class: Cleric
  14. Deity: Wouldn't you like to know?
  15. Init +0; Senses Normal Perception +3 darkvision 60 ft
  16. =========================================================================================================
  17. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  18. =========================================================================================================
  19. STATISTICS
  20. STR 12(+1), DEX 12(+1), CON 14(+2), INT 14(+2), WIS 16(+3), CHR 14(+2)
  21. Base Attack 0 CMB 1; CMD 12
  22. =========================================================================================================
  23. DEFENSES
  24. AC 15, Touch 11, flat footed 14
  25. (+1 Dex, +4 armour, +0 feats)
  26. hp 9 (1d8)
  27. Fort +3, Ref +1, Will +5/7 vs mind
  28. =========================================================================================================
  29. OFFENSE
  30. Speed 20 (30 w/o armor)
  31. Melee
  32. [Heavy Flail, +1 (1d10+1 19/20/x2)]
  33. Ranged
  34. [Sling, +1 ( 1d4 20/x2)]
  35.  
  36.  
  37. Special Attacks channel positive energy 5/day (DC 12, 1d6 [+1 vs. undead])
  38. Domain Spell-Like Abilities (CL 1st; concentration +4)
  39.  
  40. Cleric Spells Prepared (CL 1st; concentration +4)
  41.  
  42. 1st—Protection from Evil(D), cure light wounds, shield of faith
  43. 0th (at will)—detect magic, Read Magic, stabilize
  44.  
  45. D Domain spell; Domains Good, Void
  46. =========================================================================================================
  47. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  48. =========================================================================================================
  49. Class/racial traits:
  50.  
  51. Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
  52.  
  53. Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
  54.  
  55. Immortal Spark Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.
  56.  
  57. Scion of Humanity Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
  58.  
  59. Fast-Talker
  60. You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age.
  61.  
  62. Benefit: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
  63.  
  64. Garbage Picker
  65.  
  66.  
  67. You grew up in or around your city's rubbish-strewn shores and spent your spare time digging through trash looking for things worth selling.
  68.  
  69. Benefit: You gain a +3 trait bonus on Perception checks to search for concealed items.
  70.  
  71. =========================================================================================================
  72. Class Features/Extraordinary Abilities (Ex)
  73.  
  74. Weapon and Armor Proficiency
  75.  
  76. Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
  77.  
  78. Aura (Ex)
  79.  
  80. 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).
  81.  
  82. Spells
  83.  
  84. A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.
  85.  
  86. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
  87.  
  88. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
  89.  
  90. Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
  91.  
  92. Channel Energy (Su)
  93.  
  94. Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
  95.  
  96. A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
  97.  
  98. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
  99.  
  100. A cleric must be able to present her holy symbol to use this ability.
  101.  
  102. Domains
  103.  
  104. A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
  105.  
  106. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
  107.  
  108. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
  109.  
  110. (Editor's Note: A complete listing of cleric domains can be found here: Cleric Domains)
  111.  
  112. Orisons
  113.  
  114. Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
  115.  
  116. Spontaneous Casting
  117.  
  118. A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
  119.  
  120. An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
  121.  
  122. A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).
  123.  
  124. Chaotic, Evil, Good, and Lawful Spells
  125.  
  126. A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
  127.  
  128. Bonus Languages
  129.  
  130. A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
  131.  
  132. Forbidden Rites
  133.  
  134. A separatist cleric selects one domain from her deity’s domain list, and a second domain that is not on her deity’s domain list. This second domain cannot be an alignment domain that doesn’t match the cleric’s or her deity’s alignment. For example, a lawful good separatist cleric of a neutral good deity cannot choose the Chaos or Evil domain with this ability, but can select the Lawful domain even though her deity isn’t lawful.
  135.  
  136. Granted powers from the cleric’s second domain function as if the cleric’s level, Wisdom, and Charisma were 2 lower than normal (minimum level 1) in terms of effect, DC, and uses per day. This also means the separatist doesn’t gain the domain’s higher-level ability until 2 levels later than normal. If the second domain grants additional class skills, the separatist gains these as normal.
  137.  
  138. In all other respects, this ability works like and replaces the standard cleric’s domain ability.
  139.  
  140. Good Domain
  141. Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  142.  
  143. Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
  144.  
  145. Void Domain
  146.  
  147. Guarded Mind (Ex): You gain a +2 insight bonus on saving throws against all mind-affecting effects.
  148.  
  149. Part the Veil (Su): At 8th level, you can lace spells you cast with the raw madness that waits in the outer darkness. Activating this ability is a swift action that you must use as you cast a spell that targets a single creature and that allows a Will saving throw to negate or reduce the spell’s primary effect. If the target fails to resist the spell, the target is also confused for a number of rounds equal to the spell’s level as visions of the void cause temporary insanity.
  150.  
  151. The victim can attempt a new saving throw each round to end the effect—these additional saving throws apply only to the additional confusion effect and not to the original spell effect. Part the veil is a mind-affecting effect. You can use this ability a number of times per day equal to 1/2 your class level.
  152.  
  153.  
  154.  
  155. =========================================================================================================
  156. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  157. =========================================================================================================
  158. Feats
  159. Scribe Scroll (Item Creation)
  160. You can create magic scrolls.
  161. .Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
  162. See magic item creation rules for more information.
  163. =========================================================================================================
  164. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  165. =========================================================================================================
  166. Skills
  167.  
  168. Acrobatics--------------------Dex|+1|(Abimod+1)(-----------)(Ranks 0)
  169. Appraise----------------------Int|+2|(Abimod+2)(Class Skill)(Ranks 0)
  170. Bluff-------------------------Cha|+7|(Abimod+2)(Class Skill)(Ranks 1) +1 Bonus
  171. Climb-------------------------Str|+1|(Abimod+1)(-----------)(Ranks 0)
  172. Craft-------------------------Int|+2|(Abimod+2)(Class Skill)(Ranks 0)
  173. Diplomacy---------------------Cha|+2|(Abimod+2)(Class Skill)(Ranks 1)
  174. Disable Device----------------Dex|+X|(Abimod+1)(-----------)(Ranks 0)
  175. Disguise----------------------Cha|+2|(Abimod+2)(-----------)(Ranks 0)
  176. Escape Artist-----------------Dex|+1|(Abimod+1)(-----------)(Ranks 0)
  177. Fly---------------------------Dex|+1|(Abimod+1)(-----------)(Ranks 0)
  178. Handle Animal-----------------Cha|+X|(Abimod+2)(-----------)(Ranks 0)
  179. Heal--------------------------Wis|+7|(Abimod+3)(Class Skill)(Ranks 1)
  180. Intimidate--------------------Cha|+2|(Abimod+2)(-----------)(Ranks 0)
  181. Knowledge (arcana)------------Int|+X|(Abimod+2)(Class Skill)(Ranks 0)
  182. Knowledge (dungeoneering)-----Int|+X|(Abimod+2)(-----------)(Ranks 0)
  183. Knowledge (engineering)-------Int|+X|(Abimod+2)(-----------)(Ranks 0)
  184. Knowledge (geography)---------Int|+X|(Abimod+2)(-----------)(Ranks 0)
  185. Knowledge (history)-----------Int|+X|(Abimod+2)(Class Skill)(Ranks 0)
  186. Knowledge (local)-------------Int|+X|(Abimod+2)(-----------)(Ranks 0)
  187. Knowledge (nature)------------Int|+X|(Abimod+2)(-----------)(Ranks 0)
  188. Knowledge (nobility)----------Int|+X|(Abimod+2)(Class Skill)(Ranks 0)
  189. Knowledge (planes)------------Int|+X|(Abimod+2)(Class Skill)(Ranks 0)
  190. Knowledge (religion)----------Int|+X|(Abimod+2)(Class Skill)(Ranks 0)
  191. Linguistics-------------------Int|+X|(Abimod+2)(Class Skill)(Ranks 0)
  192. Perception--------------------Wis|+3/5|(Abimod+3)(-----------)(Ranks 0)
  193. Perform-----------------------Cha|+2|(Abimod+2)(-----------)(Ranks 0)
  194. Profession--------------------Wis|+X|(Abimod+3)(Class Skill)(Ranks 0)
  195. Ride--------------------------Dex|+1|(Abimod+1)(-----------)(Ranks 0)
  196. Sense Motive------------------Wis|+3|(Abimod+3)(Class Skill)(Ranks 0)
  197. Sleight of Hand---------------Dex|+X|(Abimod+1)(-----------)(Ranks 0)
  198. Spellcraft--------------------Int|+5|(Abimod+2)(Class Skill)(Ranks 1)
  199. Stealth-----------------------Dex|+2|(Abimod+1)(-----------)(Ranks 1)
  200. Survival----------------------Wis|+3|(Abimod+3)(-----------)(Ranks 0)
  201. Swim--------------------------Str|+1|(Abimod+1)(-----------)(Ranks 0)
  202. Use Magic Device--------------Cha|+X|(Abimod+2)(-----------)(Ranks 0)
  203. =========================================================================================================
  204. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  205. =========================================================================================================
  206. Spells
  207.  
  208. 0 Level(Orisons):
  209.  
  210. Detect Magic Detects spells and magic items within 60 ft.
  211. Read Magic Read scrolls and spellbooks.
  212. Stabilize Cause a dying creature to stabilize.
  213.  
  214. 1st level:
  215.  
  216. Cure Light Wounds Cures 1d8 damage + 1/level (max +5).
  217. Protection from Evil +2 to AC and saves, plus additional protection against selected alignment.
  218.  
  219. =========================================================================================================
  220. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  221. =========================================================================================================
  222. Inventory
  223.  
  224. =========================================================================================================
  225. Money:
  226. 52gp 5sp 98cp
  227. Traveler's outfit-------------(4 lbs)
  228. Heavy Flail-------------------(1d10 damage, 19–20/×2 crit, bludgeoning,[disarm,trip] 10 lbs ) 15gp
  229. Chainshirt--------------------(Armor: +4 Maxdex:+4 Penalty:–2 20% SFailure. 25 lbs) 100gp
  230. Sling------(50 Bullets)-------(1d4 damage, crit x2) 5sp
  231. ---Backpack-------------------(4 lbs)
  232. Whetstone---------------------(2 lbs) 2cp
  233. Bedroll-----------------------(5 lbs)
  234. Beltpouch(4x)-----------------(2 lbs) 3gp
  235. Candles(10x)------------------(5 lbs)
  236. Flint And Steel---------------(- lbs)
  237. Mess Kit----------------------(1 lbs)
  238. Rope, ----------------(50 ft, 10 lbs)
  239. Soap--------------------------(- lbs)
  240. Component Pouch---------------(- lbs)
  241. Torches(10x)------------------(10 lbs)
  242. Waterskin---------------------(4 lbs)
  243. ---Waterproof Bag-------------(1/2 lbs)
  244. Rations, trail(5x)------------(1 lb)
  245. Soap--------------------------(- lbs)
  246. History and Future of Mankind(book) (10 lbs)
  247. Holy Symbol Compartment-------(- lbs) 5gp
  248. Defaced iron holy Symbol------(- lbs) 5gp
  249. Paper(10x)--------------------(- lbs)
  250. Ink(2x)-----------------------(2 ounces, - lbs)
  251. Writing Quill(3x)-------------(- lbs)
  252.  
  253. 93.5 lbs
  254.  
  255.  
  256.  
  257. =========================================================================================================
  258. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  259. =========================================================================================================
  260. Backstory:
  261.  
  262. =========================================================================================================
  263. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  264. =========================================================================================================
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