Race: Aasimar Class: Undead Lord (Cleric Archetype) Level: 1 (Xp for 2) Experience: 0 Alignment: N Languages: Common, Northern Isle, Draconic, Celestial Deity: Teg-Natha & Teg-Selen (N)(A less worshiped pair of deities promoting inclusive communities and kinship between all creatures, including the undead) First Seen: Dunn Wright Inn Location: Cave of (Un)Death Background: Open
- Please indicate Racial and Level Adjustments
STR: 10 +0 (00 pts) DEX: 14 +2 (05 pts) CON: 10 +0 (00 pts) INT: 13 +1 (03 pts) WIS: 17 +3 (07 pts) (+02 Racial) CHA: 16 +3 (05 pts) (+02 Racial)
- Please specify the nature of Special and Miscellaneous Adjustments
- Please note your choice for HP Method ('Roll' or 'Max-2') where it says '(HP Option)'
(Max-2) HP: 08 = [1d8=8] + CON (00) + FC (00) (Cleric) AC: 15 = [10 + DEX (02) + Armor (03) + Shield (00) + Misc (00)] AC Touch: 12 = [10 + DEX (02) + Misc (00)] AC Flatfooted: 13 = [10 + Armor (03) + Shield (00) + Misc (00)] INIT: +02 = [DEX (02) + Misc (00)] BAB: +00 = [Cleric (00)] CMB: +00 = [BAB (00) + STR (00) + Misc (00)] CMD: 12 = [10 + BAB (00) + STR (00) + DEX (02) + Misc (00)] Fortitude: +02 = [Cleric (02) + CON (00) + Misc (00)] Reflex: +02 = [Cleric (00) + DEX (02) + Misc (00)] Will: +05 = [Cleric (02) + WIS (03) + Misc (00)] Speed: 30' Resistance: 5 acid, cold, electricity Damage Reduction: 00 Spell Resistance: 00 Spell Failure: 00
- Please specify the nature of Special and Miscellaneous Adjustments
CrossBow,Lt: Attack: +02 = [BAB (00) + DEX (02) + Misc (00) + Magic (00)] Damage: 1d08+0, Crit: 19/x2, Range: 80' Morningstar: Attack: +00 = [BAB (00) + STR (00) + Misc (00) + Magic (00)] Damage: 1d08+0, Crit: 20/x2, Special: None
Important Class FeaturesEdit
Channel Negative Energy 1d6, 6/day, Will DC 14 to halve damage Spontaneously Cast Inflict Spells Death's Kiss: Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. 1 round duration, 6/day Command Undead
Corpse Companion (Blue)Edit
Blue Human Skeleton Medium Undead Initiative +2; Senses darkvision 60 ft.; Perception +0 -------------------- DEFENSE -------------------- AC 17, AC(T) 12, AC(FF) 15 (+3 Armor, +2 Dex, +2 Natural)(ACP -1) HP 11 (Max-2, 1d8, Toughness+3) Fort +0, Ref +2, Will +2 DR 5/bludgeoning; Immune cold, undead traits -------------------- OFFENSE -------------------- Speed 30 ft. Melee Scimitar +2 (1d6+2,18-20/x2), claw –3 (1d4+1) or 2 claws +2 (1d4+2) or Dagger +2 (1d4+2), Range 10' Ranged Javelin +2 (1d6+2/×2), Range 30' -------------------- STATISTICS -------------------- Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10 Base Atk +0; CMB +2; CMD 14 Feats: Toughness -------------------- GEAR -------------------- Equipment Cost Weight Explorer's Outfit 10 gp 00 lb Parade Armor 25 gp 20 lb Shield 00 gp 00 lb Scimitar (Melee) 15 gp 04 lb Dagger (Melee backup) 02 gp 01 lb Javelin (x3) 03 gp 06 lb Backpack 02 gp 02 lb Rope, Hemp (50ft)(x2) 02 gp 20 lb Plank, Collapsable 04 sp 10 lb Wandermeal (4 servings) 04 cp 02 lb Chalk (6x) 06 cp 00 lb Total: 59.50gp 65 lb Light Medium Heavy Max Weight: 0-066 067-133 134-200 -------------------- APPEARANCE/PERSONALITY -------------------- When out and about, Blue wears clothing that covers his skeletal nature: A full lightly armored cloak, with the hood up, long pants, and long sleeved shirt, gloves and boots, as well as a cap that covers his head, and a small undecorated face mask, in the image of a smiling visage. When not concerned about concealing his nature, Aedgar lets Blue take off the disguise, and show off the bright blue paint that covers his bones. Blue may have a little more personality than other skeletons, but that is an reflection upon his master, and the relatively open ended commands he gives, as much as anything else. -------------------- SPECIAL ABILITIES -------------------- Traits: An undead creature possesses the following traits (unless otherwise noted in a creature's entry). No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon’s DC). Darkvision 60 feet. Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning. Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects. Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points. Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead. Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry. Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor. Undead do not breathe, eat, or sleep.
Ability Adjustments: +2 WIS, +2 CHA Size: Medium Speed: 30' Favored Class: Cleric Darkvision: Aasimars can see in the dark up to 60 feet. Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks. Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equals the aasimar's class level). Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Armor/Weapons: Simple Weapons, Light Armor, Medium Armor, Non-Tower Shields Aura (Ex): 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: 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. 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. 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). 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. Channel Energy (Su):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. 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). 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. A cleric must be able to present her holy symbol to use this ability. Domains: 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. 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. 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. Orisons: 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. Spontaneous Casting: 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). 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). 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). Chaotic, Evil, Good, and Lawful Spells: 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. Death Magic: An undead lord must select the Death domain (and the Undead subdomain). She does not gain a second domain. In all other respects, this works like and replaces the standard cleric’s domain ability. Death’s Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Corpse Companion (Su): With a ritual requiring 8 hours, an undead lord can animate a single skeleton or zombie whose Hit Dice do not exceed her cleric level. This corpse companion automatically follows her commands and does not need to be controlled by her. She cannot have more than one corpse companion at a time. It does not count against the number of Hit Dice of undead controlled by other methods. She can use this ability to create a variant skeleton such as a bloody or burning skeleton, but its Hit Dice cannot exceed half her cleric level. She can dismiss her companion as a standard action, which destroys it. Bonus Feats: All undead lords gain Command Undead as a bonus feat. In addition, at 10th level, she may select one of the following as a bonus feat: Channel Smite, Extra Channel, Improved Channel, Quick Channel, Skeleton Summoner, Undead Master. Unlife Healer (Su): At 8th level, the undead lord’s spells, spell-like abilities, and supernatural abilities used to heal undead heal an extra 50% damage. At 16th level, these effects automatically heal the maximum possible damage for the effect + the extra 50%. This does not stack with abilities or feats such as Empower Spell or Maximize Spell. Death's Embrace (Ex): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.
Command Undead (Class): As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict. Selective Channeling: When you channel energy, you can choose a number of (Level 1) targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Ease of Faith (Faith): You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you. Capable(Perception): You gain a +1 trait bonus to that Perception and it becomes a permanent class skill
- Please specify the nature of Miscellaneous or Special Adjustments.
- Skills with a blank 'Total' may not be used untrained.
Skill Points: 04 = [Base (02) + INT (01)/Level; FC (01)] (Cleric) Skills Total Rank CS Ability ACP Misc Acrobatics 01 0 0 2 -1 +0 Appraise 01 0 0 1 +0 Bluff 03 0 0 3 +0 Climb -01 0 0 0 -1 +0 Craft ( ) 01 0 0 1 +0 Diplomacy 10 1 3 3 +3* Disable Device 0 0 2 -1 +0 Disguise 03 0 0 3 +0 Escape Artist 01 0 0 2 -1 +0 Fly 01 0 0 2 -1 +0 Handle Animal 0 0 3 +0 Heal 03 0 0 3 +0 Intimidate 03 0 0 3 +0 Knowledge (Arcana) 0 0 1 +0 Knowledge (Dngnrng) 0 0 1 +0 Knowledge (Engnrng) 0 0 1 +0 Knowledge (Geography) 0 0 1 +0 Knowledge (History) 0 0 1 +0 Knowledge (Local) 0 0 1 +0 Knowledge (Nature) 0 0 1 +0 Knowledge (Nobility) 0 0 1 +0 Knowledge (Planes) 0 0 1 +0 Knowledge (Religion) 05 1 3 1 +0 Linguistics 0 0 3 +0 Perception 09 1 3 3 +2 (Racial) Perform ( ) 03 0 0 3 +0 Profession ( ) 0 0 3 +0 Ride 01 0 0 2 -1 +0 Sense Motive 07 1 3 3 +0 Sleight of Hand 0 0 2 -1 +0 Spellcraft 0 0 1 +0 Stealth 01 0 0 2 -1 +0 Survival 03 0 0 3 +0 Swim -01 0 0 0 -1 +0 Use Magic Device 0 0 3 +0 * +1,Ease Of Faith, +2 Race
Spell Lists (Prepared)Edit
Orisons: Light Guidance Mending Level 1: Cause Fear (domain) Bless Cure Light Wounds Spell Like Abilities Daylight (1/day)
Equipment Cost Weight Explorer's Outfit 00 lb Parade Armor 25 gp 20 lb Shield 00 gp 00 lb Morningstar (Melee) 08 gp 06 lb Light Crossbow (Ranged) 35 gp 04 lb Bolts (30) 03 gp 03 lb Unholy Symbol (wooden) 01 gp 00 lb In pockets: Earplugs (4x) 12 cp 00 lb Chalk (3x) 03 cp 00 lb Ink (1 oz. vial) 08 gp 00 lb Inkpen (2x) 02 sp 00 lb Paper, rice (5 sheets) 25 cp 00 lb Total: 80.60gp 33 lb Light Medium Heavy Max Weight: 0-033 034-066 067-100
PP: 00 GP: 09 SP: 09 CP: 00 Gems/Jewelry/Other: 0000
Starting Cash +150.00 gp Initial purchases: Explorer's Outfit (starting) -00.00 gp Explorer's Outfit (for Blue) -10.00 gp Parade Armor -25.00 gp Parade Armor (for Blue) -25.00 gp Morningstar (Melee) -08.00 gp Light Crossbow (Ranged) -35.00 gp Bolts (30) -03.00 gp Unholy Symbol (wooden) -01.00 gp Scimitar (Melee) -15.00 gp Dagger (Melee backup) -02.00 gp Javelin (x3) -03.00 gp Backpack -02.00 gp Rope, Hemp (50ft)(x2) -02.00 gp Plank, Collapsable -00.40 gp Wandermeal (4 servings) -00.04 gp Earplugs (4x) -00.12 gp Chalk (9x) -00.09 gp Ink (1 oz. vial) -08.00 gp Inkpen (2x) -00.20 gp Paper, rice (5 sheets) -00.25 gp ------------ Cash As Of 2012-07-12: +09.90 gp
Size: Med Gender: Male Age: 27 Height: 5'1" Weight: 135 lbs Hair Color: Dark Brown Eye Color: Golden Skin Color: Pale Appearance: Standing casually in a beautiful dark grey cloak, in which a pattern has been stitched: light grey and red trace the locations of the skeleton and major blood vessels of the wearer. When Aedger moves, it is easy to see where small armor plates have been sewn into the cloak, and hear the chains reinforcing the joints. Around his neck hangs a necklace with a pendant in the shape of two clasped hands: one human, the other skeletal. A morningstar is securely fastened in the small of his back, and a light crossbow is loosely tied to his waist. He often looks around, taking in his surroundings, and establishing the location of his allies, usually expecting trouble to start at the drop of a hat. Demeanor: Aedger is almost always respectful of everyone he meets, keeping an open mind about others' beliefs, if for no other reason than he would like them to keep an open mind about his. He finds that the best way to avoid trouble is to avoid notice, and doesn't draw attention to himself, or his abilities without reason.
Aedger was raised by a human family of farmers in the more tolerant Northern Isles. They taught him the value of life, hard work, and practicality. His father often worked with a local necromancer, providing him with food from the farm, in exchange for undead labor. Aedger worked to learn the power of the undead, so that he could help his family continue to farm, and help others too. Because the workers didn't need food or pay, Aedger's family was able to help the poor and sick, and this spirit of community was ddeply instilled in Aedger. Aedger joined the military of Illi Esse, and for a brief time found a calling as a combat instructor (benign undead make wonderful target practice). He needed to move on though, and find new ways to help, so he made his way to the Glass City, in hopes of advancing his career, and his cause, and maybe one day he will return home, and become a farmer himself.
Aedger: #996633 153, 102, 051 http://www.colorhexa.com/996633 Blue: #003399 000, 051, 153 http://www.colorhexa.com/003399
[SBLOCK='MiniStats'] [Color=996633]Aedger Beinn, Aasimar Cleric (Undead Lord) 1 [b]Init:[/b] [/Color] +2 [Color=996633][b]AC:[/Color] 15[/b], [Color=996633]t:[/Color]12, [Color=996633]ff:[/Color]13 [b][Color=996633]HP:[/Color] 08[/b] [b][Color=996633]CMB:[/color][/b] +0 [b][Color=996633]CMD:[/Color][/b] 12 [b][Color=996633]Speed: [/Color][/b] 30ft. [b][Color=996633]Fort:[/Color][/b] +2 [b][Color=996633]Ref:[/Color][/b] +2 [b][Color=996633]Will:[/Color][/b] +5 [b][Color=996633]Resist 5:[/Color][/b] Cold, Acid, Electric [b][Color=996633]Senses:[/Color][/b] Darkvision 60ft [b][Color=996633]Current Effects:[/color][/b] None [b][Color=996633]In Hand: [/Color][/b]Nothing [b][Color=996633]Special Powers[/Color][/b] Channel Negative Energy [b]1d6[/b], 6/day, Will DC 14 [Color=996633]Used: [b]0[/b][/Color] Death's Kiss: 1 round duration, 6/day [Color=996633]Used: [b]0[/b][/Color] Command Undead [Sblock='Spells Prepared:'][b][Color=996633]Orisons:[/Color][/b] Light Guidance Detect Magic [b][Color=996633]Level 1:[/Color][/b] (DC 14) Cause Fear (domain) Bless Cure Light Wounds [b][Color=996633]Spell Like Abilities[/Color][/b] Daylight (1/day) [/Sblock] [Color=996633][b]Attacks:[/Color][/b] [b]Crossbow, Light:[/b] +2 Attack, 1d8+0, 19/x2, 80' [b]Bolts: [Color=993333]30[/b][/Color] [b]Morningstar:[/b] +0 Attack, 1d8+0, 20/x2 [b][Color=996633]Carrying:[/Color][/b] Holstered: Crossbow, Light & Bolts Morningstar [Sblock='Pockets']Earplugs (4x) Chalk (3x) Ink (1 oz. vial) Inkpen (2x) Paper, rice (5 sheets) [/Sblock] ---- [Color=336699]Blue, Skeletal Companion (Medium Undead) [b]Init:[/b] [/Color] +6 [Color=336699][b]AC:[/Color] 17[/b], [Color=336699]t:[/Color]12, [Color=336699]ff:[/Color]15 [b][Color=336699]HP:[/Color] 08[/b] [b][Color=336699]CMB:[/color][/b] +2 [b][Color=336699]CMD:[/Color][/b] 14 [b][Color=336699]Speed: [/Color][/b] 30ft. [b][Color=336699]Fort:[/Color][/b] +0 [b][Color=336699]Ref:[/Color][/b] +2 [b][Color=336699]Will:[/Color][/b] +2 [b][Color=336699]Immune:[/Color][/b] Cold [Color=336699]Undead Traits[/Color] [b][Color=336699]DR:[/Color][/b] 5/bludgeoning [b][Color=336699]Senses:[/Color][/b] Darkvision 60ft [b][Color=336699]Current Effects:[/color][/b] None [b][Color=336699]In Hand: [/Color][/b]Nothing [b][Color=336699]Attacks:[/Color][/b] [b][Color=336699]Scimitar[/color][/b] +2 (1d6+2,18-20/x2), [Color=336699]claw[/color] –3 (1d4+1) or [Color=336699]2 claws[/color] +2 (1d4+2) or [Color=336699]Dagger[/color] +2 (1d4+2), Range 10' or [Color=336699]Javelin[/color] +2 (1d6+2/×2), Range 30' Remaining: [b]3[/b] [b][Color=336699]Carrying:[/Color][/b] Holstered: Scimitar Dagger Javelins [sblock='Backpack']Rope, Hemp (50ft)(x2) Plank, Collapsable Wandermeal (4 servings) Chalk (6x) [/Sblock] [img]http://images3.wikia.nocookie.net/livingpf/images/thumb/e/ed/Aedger_Beinn.jpg/180px-Aedger_Beinn.jpg[/img][img]http://images1.wikia.nocookie.net/livingpf/images/thumb/b/b2/1342541056597_c6a62.png/180px-1342541056597_c6a62.png[/img] [/SBLOCK]
XP Received: 1714 Treasure Received: 1821 GP 0000 Gems/Jewelry Items
Level 2: Class: Class BAB: +0 to +0 Fort: +0 to +0 Ref: +0 to +0 Will: +0 to +0 Feat: Feat Features: Class Features HP: Max -2 or Link to IC Roll, +1 FC Bonus (If Chosen) Skill Pts: +0 = +0 (Class) +0 (Race) +00 (Old Total) +1 (FC Bonus if Chosen) = 00 (New Total) Level 2 to Level 3 Next, and so on . . .
- Approval (July 12. 2012) (HolyMan) level 1
- Approval (July 21, 2012) (Satin Knights) level 1