Living Pathfinder RPG

Ioseph Vors (HolyMan)

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Basic Information

      Race: Human
     Class: Cleric
     Level: 2
Experience: 2,749
 Alignment: Neutral Good
 Languages: Common
     Deity: Helerion, the Bright One, Lord of Light,
            Protector of the Realm


  • Please indicate Racial and Level Adjustments
STR: 14 +2 (05 pts)
DEX: 16 +3 (05 pts), +2 racial adjustment
CON: 14 +2 (05 pts)
INT: 10 +0 (00 pts)
WIS: 14 +2 (05 pts)
CHA: 10 +0 (00 pts)

Combat StatisticsEdit

(Max-2)       HP:  23 = [2d8=14] + CON (04) + Feat (03) + FC (02) (Cleric)
              AC:  20 = [10 + DEX (03) + Armor (07) + Misc (00)]
        AC Touch:  13 = [10 + DEX (03) + Misc (00)]
   AC Flatfooted:  17 = [10 + Armor (07) + Misc (00)]
            INIT: +03 = [DEX (03) + Misc (00)]
             BAB: +01 = [Cleric (01)]
             CMB: +03 = [BAB (01) + STR (02) + Misc (00)]
             CMD:  16 = [10 + BAB (01) + STR (02) + DEX (03) + Misc (00)]
       Fortitude: +06 = [Cleric (03) + CON (02) + resistance (01)]
          Reflex: +04 = [Cleric (00) + DEX (03) + resistance (01)]
            Will: +06 = [Cleric (03) + WIS (02) + resistance (01)]
           Speed:  20'
Damage Reduction:  00/Any
Spell Resistance:  00
   Spell Failure:  n/a

Weapon StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
Lg. Warhammer: Attack: +01 = [BAB (01) + STR (02) + Wrong Size (-2) + Misc (00)]
               Damage: 2d6+3(B), Crit: 20/x3, Special: Size-Large

Dagger(melee): Attack: +03 = [BAB (01) + STR (02) + Misc (00)]
               Damage: 1d4+2(S/P), Crit: 19-20/x2

Dagger(range): Attack: +04 = [BAB (01) + DEX (03) + Misc (00)]
               Damage: 1d4+2(S/P), Crit: 19-20/x2, Range: 10'

Racial FeaturesEdit

Ability Adjustments: +2 to any one ability (DEX)
               Size: Medium
              Speed: 30'
      Favored Class: Cleric
         Bonus Feat: Humans select one extra feat at first level.
            Skilled: Humans gain one additional skill rank at first level, and
                     one additional skill rank whenever they gain a level.
          Languages: Begin play knowing Common. Humans with high INT scores can
                     chose to learn any language they want (other than secret 
                     languages such as Druidic).

Class FeaturesEdit


Prof. with all simple weapons, light armor, medium armor, and shields (except...
tower). Also proficient with the favored weapon of their deity. (warhammer)

Aura (Ex):
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful
aura corresponding to the deity’s alignment (see the detect evil spell for

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.

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.

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

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. Cleric domains are listed at the end of this
class entry.

Defense (Protection Subdomain): 
Granted Powers: Your faith is your greatest source of protection, and you
can use that faith to defend others. In addition, you receive a 
+1 resistance bonus on saving throws. This bonus increases by 1 for every
5 levels you possess.

Deflection Aura (Su): 
Once each day, you can emit a 20- foot aura for a number of rounds equal
to your cleric level. Allies within the aura gain a +2 deflection bonus to
AC and CMD.

Domain Spells: 1st—shield, 2nd—barkskin, 3rd—protection from energy, 
4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 
7th—deflection, 8th—mind blank, 9th—prismatic sphere.

Strength Domain: 
Granted Powers: In strength and brawn there is truth—your faith gives you
incredible might and power.

Strength Surge(Sp): 
As a standard action, you can touch a creature to give it great strength.
For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric
level (minimum +1) to melee attacks, combat maneuver checks that rely on
Strength, Strength-based skills, and Strength checks. You can use this 
ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—enlarge person, 2nd—bull's strength, 3rd—magic vestment,
4th—spell immunity, 5th—righteous might, 6th—stoneskin, 7th—grasping hand,
8th—clenched fist, 9th—crushing hand.

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.

Bonus Languages: 
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.


Toughness (Human Bonus):
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you
gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain
+1 hit points whenever you gain a Hit Die (such as when you gain a level).

Extra Channel (1st lvl):
Benefit: You can channel energy two additional times per day.


Focused Mind (Magic):
Benefit: You gain a +2 trait bonus on concentration checks.

Bully (Social):
Benefit: You gain a +1 trait bonus on Intimidate checks, and Intimidate 
is always a class skill for you.


Skill Points: 06 = [Base (02) + INT (00)/Level; FC (00), Human (02)] (Cleric)
   Max Ranks: 02

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics              00     0       0       3     -3   +0
Appraise                00     0       0       0          +0
Bluff                   00     0       0       0          +0
Climb                   -1     0       0       2     -3   +0
Craft (       )         00     0       0       0          +0
Diplomacy               00     0       0       0          +0
Disable Device                 0       0       3     -3   +0
Disguise                00     0       0       0          +0
Escape Artist           00     0       0       3     -3   +0
Fly                     00     0       0       3     -3   +0
Handle Animal                  0       0       0          +0
Heal                    06     1       3       2          +0
Intimidate              06     2       3       0          +1(trait)
Knowledge (Arcana)             0       0       0          +0
Knowledge (Dngnrng)            0       0       0          +0
Knowledge (Engnrng)            0       0       0          +0
Knowledge (Geography)          0       0       0          +0
Knowledge (History)     04     1       3       0          +0
Knowledge (Local)              0       0       0          +0
Knowledge (Nature)             0       0       0          +0
Knowledge (Nobility)           0       0       0          +0
Knowledge (Planes)             0       0       0          +0
Knowledge (Religion)    04     1       3       0          +0
Linguistics                    0       0       0          +0
Perception              02     0       0       2          +0
Perform    (       )    00     0       0       0          +0
Profession (       )           0       0       2          +0
Ride                    00     0       0       3     -3   +0
Sense Motive            06     1       3       2          +0
Sleight of Hand                0       0       3     -3   +0
Spellcraft                     0       0       0          +0
Stealth                 00     0       0       3     -3   +0
Survival                02     0       0       2          +0
Swim                    00     0       0       3     -3   +0
Use Magic Device               0       0       0          +0

Spell Lists (Prepared)Edit

0 Level                    Level 01
* guidance                * shield of faith
* stabilize               * magic weapon
* light                   * bless
* mending                 * d -shield 


Equipment                        Cost     Weight
Traveler's Outfit                  free   00  lb
+1 breastplate                 1,350 gp   30  lb
warhammer(large)                  24 gp   10  lb
dagger                             2 gp   01  lb
pearl of power(lvl 1)          1,000 gp   00  lb
Backpack                           2 gp   02  lb
  torches(2)                     .02 gp   02  lb
  flint&steel                      1 gp   00  lb
  rations(2days)                   1 gp   02  lb
  waterskin                        1 gp   04  lb
  healer's kit(20/20)             50 gp   01  lb
  oil(2 flasks)                   .2 gp   02  lb
  acid                            10 gp   01  lb
Holy Symbol, wood                  1 gp   00  lb
Bedroll                           .1 gp   05  lb
Rope(hemp,50')                     1 gp   10  lb
Spell Component Pouch              5 gp   02  lb

                           Total Weight:  72  lb
          Medium Encumbrance by weight and armor

            Light  Medium   Heavy    
Max Weight: 0-58  59-116  117-175


PP: 00
GP: 597
SP: 4
CP: 3



      Size: Medium
    Gender: Male
       Age: 32
    Height: 6'2"
    Weight: 250lbs
Hair Color: bald
 Eye Color: blue
Skin Color: light to tan
Appearance: A close fanatactic Vors tries hard to keep up appearance but,
            the only thing that he owns that is kept up to par is his 
            oversized warhammer a "gift" from an old priest who said that 
            it should not be kept stored in some attic somewhere, but 
            put once more into Helerion's service. 
  Demeanor: Given a choice Vors would sit around and pray all day and sleep 
            inbetween. He cares little for evil and doesn't like to see good 
            people suffer. He is quite and pious and hard to anger but when
            he does become angry woe to those in his way.


Characters will not be considered ready for review without at least a brief background. Please insert background here (type over this text).

Adventure LogEdit

Uncertain Whereabouts DM:Qik

      XP Received: 914 final XP total
Treasure Received: 1,041.75 GP final payout
                   0000 Gems/Jewelry

The Kidnapper's Trail DM:toasterferret

       XP Received: 1,085 XP
 Treasure Received: 1,164 GP 
                    0000 Gems/Jewelry
                    0000 Items  

DM CreditsEdit

2 credits added 05/06/12

Character Level 1
- 420 XP
- 360 GP

1 credit added 09/30/12
Character Level 2
- 330 XP
- 330 GP

Level UpsEdit

  Level 2:
    Class: Cleric
      BAB: +0 to +1
     Fort: +2 to +3
      Ref: +0 to +0
     Will: +2 to +3
     Feat: n/a
 Features: n/a
       HP: +09 = 06 (Max-2) + 02 (CON) + 01 (favored class) [Old Total 14]
Skill Pts: +03 = 02 (Class) + 01 (Race) [Old Total 03]

  Level 3:
    Class: ??? 
      BAB: +1 to ??
     Fort: +3 to ??
      Ref: +0 to ??
     Will: +3 to ??
     Feat: ???
 Features: ???
       HP: ??? [Old Total 23]
Skill Pts: ??? [Old Total 06]


  • Approval (18 August 2011) (Satin Knights) level 1
  • Approval (20 August 2011) (perrinmiller) level 1
  • Approval (10 May 2011) (Qik) level 2

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