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Samwynn

Basic Information[]

      Race: Human
     Class: Cleric
     Level: 1
Experience: 0
 Alignment: Neutral Good
 Languages: Common, Halfling (bonus), Dwarven (bonus), Landadel (regional)
     Deity: Cortesia
First Seen: URL to introduction appearance at DWI
  Location: URL-new-post.html to current game
Background: Open


Abilities[]

+2 WIS (Racial)

STR:  8 -1 (-2 pts)
DEX: 10 +0 (0 pts)
CON: 12 +1 (2 pts)
INT: 14 +2 (5 pts)
WIS: 18 +4 (10 pts)
CHA: 14 +2 (5 pts)

Combat Statistics[]

  • 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)'
      HP (Max-2):  09 = [1d8 + CON (01) + FC (00)] (Cleric)
              AC:  16 = [10 + DEX (00) + Scale mail (5) + Shield (1) 
                        + Natural (00) + Size (00) + Misc (00)]
        AC Touch:  10 = [10 + DEX (00) + Size (00) + Misc (00)]
   AC Flatfooted:  16 = [10 + Scale mail (5) + Shield (1) + Natural (00) 
                        + Size (00) + Misc (00)]
            INIT: +00 = [DEX (00) + Misc (00)]
             BAB: +00 = [Cleric (00)]
             CMB: -01 = [BAB (00) + STR (-1) + Misc (00)]
             CMD:   9 = [10 + BAB (00) + STR (-1) + DEX (00) + Misc (00)]
       Fortitude: +04 = [Cleric (02) + CON (01) + Misc (01)]
          Reflex: +01 = [Cleric (00) + DEX (00) + Misc (01)]
            Will: +07 = [Cleric (02) + WIS (04) + Misc (01)]
           Speed:  20'
Damage Reduction:  00/Any
Spell Resistance:  00
   Spell Failure:  30%

Weapon Statistics[]

  • Please specify the nature of Special and Miscellaneous Adjustments
Longsword: Attack: -1 = [BAB (00) + Strength (-1) + Misc (00) + Magic (00)]
           Damage: 1d8, Crit: 19-20/x2
    Sling: Attack: +0 = [BAB (00) + Dexterity (0) + Misc (00) + Magic (00)]
           Damage: 1d4, Crit: 20/x2, Range: 50 ft.

Racial Features[]

Ability Adjustments: +2 (Wisdom)
               Size: Medium
              Speed: 30'
      Favored Class: Cleric (+ 1 skill rank, once)
         Bonus Feat: Humans select one extra feat at 1st level.
             Skills: Humans gain an additional skill rank at first level 
                     and one additional rank whenever they gain a level.

Class Features[]

Cleric


      Armor/Weapons: 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 deity. (Longsword).

               Aura: A cleric of a good deity has a particularly 
                     powerful aura corresponding to the deity’s 
                     alignment

     Channel Energy: A good cleric channels positive energy and can 
                     choose to deal damage to undead creatures or to 
                     heal living creatures. 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.  Creatures that take damage from 
                     channeled energy receive a Will save to halve the 
                     damage. Creatures healed by channel energy cannot 
                     exceed their maximum hit point total—all excess 
                     healing is lost. This is a standard action that does 
                     not provoke an attack of opportunity. A cleric can 
                     choose whether or not to include themselves in this 
                     effect.

                     If used to heal, the damage healed is equal to 1d6 
                     points of damage.

                     If used to damage, the damage dealt is equal to 
                     1d6+1 points of damage (Sun Domain).

                     The DC of this save is equal to 12 (10 + 1/2 the 
                     cleric's level [0] + the cleric's Charisma mod [2])
                     Undead do not add their channel resistance to their 
                     saves when you channel positive energy. 

                     Channel energy may be used 7 times per day (3 + the 
                     cleric's Charisma modifier [2] + 2 additional times
                     [Extra Channel Feat]).

Spontaneous Casting: A good cleric can channel stored spell energy into 
                     healing spells that he 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).

         Sun Domain: Whenever you channel positive energy to harm undead
                     creatures, add your cleric level to the damage dealt. 
                     Undead do not add their channel resistance to their 
                     saves when you channel positive energy. 

  Protection Domain: You receive a +1 resistance bonus on saving throws. 
                     This bonus increases by 1 for every 5 levels you 
                     possess.

    Resistant Touch: As a standard action, you can touch an ally to grant 
                     him your resistance bonus for 1 minute. When you use 
                     this ability, you lose your resistance bonus granted 
                     by the Protection domain for 1 minute. You can use 
                     this ability 7 times per day (3 + the cleric's Wisdom 
                     mod [4]).

Feats[]

Selective Channeling (Level 1): When you channel energy, you can choose a 
                                number of targets in the area up to your 
                                Charisma modifier. These targets are not 
                                affected by your channeled energy.

  Extra Channel (Human Bonus): You can channel energy two additional times 
                               per day.

Traits[]

Knowledgeable (General): You gain a +1 trait bonus to Knowledge (Religion) and
                         Knowledge (Arcana). Knowledge (Arcana) is a 
                         permanent class skill. 

   Sacred Touch (Faith): As a standard action, you may automatically stabilize 
                         a dying creature merely by touching it.

Skills[]

  • Please specify the nature of Miscellaneous or Special Adjustments.
  • Skills with a blank 'Total' may not be used untrained.
Skill Ranks: 06 = [Base (02) + INT (02)/Level; FC (01), Misc (01)] (Cleric)

Skills                Total   Rank     CS   Ability   ACP  Misc
Acrobatics              -5     0       0    Dex (0)   -5   +0
Appraise                +2     0       0    Int (+2)       +0
Bluff                   +2     0       0    Cha (+2)       +0
Climb                   -6     0       0    Str (-1)  -5   +0
Craft (       )         +2     0       0    Int (+2)       +0
Diplomacy               +6    +1      +3    Cha (+2)       +0
Disable Device                 0       0       -      -5   +0
Disguise                +2     0       0    Cha (+2)       +0
Escape Artist           -5     0       0    Dex (0)   -5   +0
Fly                     -5     0       0    Dex (0)   -5   +0
Handle Animal                  0       0       -           +0
Heal                    +8    +1      +3    Wis (+4)       +0
Intimidate              +2     0       0    Cha (+2)       +0
Knowledge (Arcana)      +7    +1      +3    Int (+2)       +1 (Trait)
Knowledge (Dngnrng)            0       0       -           +0
Knowledge (Engnrng)            0       0       -           +0
Knowledge (Geography)          0       0       -           +0
Knowledge (History)     +6    +1      +3    Int (+2)       +0
Knowledge (Local)              0       0       -           +0
Knowledge (Nature)             0       0       -           +0
Knowledge (Nobility)           0       0       -           +0
Knowledge (Planes)             0       0       -           +0
Knowledge (Religion)    +7    +1      +3    Int (+2)       +1 (Trait)
Linguistics                    0       0       -           +0
Perception              +4     0       0    Wis (+4)       +0
Perform    (       )    +2     0       0    Cha (+2)       +0
Profession (       )           0       0       -           +0
Ride                    -5     0       0    Dex (0)   -5   +0
Sense Motive            +8    +1      +3    Wis (+4)       +0
Sleight of Hand                0       0       -      -5   +0
Spellcraft                     0       0       -           +0
Stealth                 -5     0       0    Dex (0)   -5   +0
Survival                +4     0       0    Wis (+4)       +0
Swim                    -6     0       0    Str (-1)  -5   +0
Use Magic Device               0       0       -           +0

Spell Lists (Known)[]

=Level 0=
Create Water           Creates 2 gallons/level of pure water.
Detect Magic           Detects spells and magic items within 60 ft.
Detect Poison          Detects poison in one creature or object.
Guidance               +1 on one attack roll, saving throw, or skill check.
Light                  Object shines like a torch.
Mending                Makes minor repairs on an object.
Purify Food and Drink  Purifies 1 cu. ft./level of food or water.
Read Magic             Read scrolls and spellbooks.
Resistance             Subject gains +1 on saving throws.
Spark                  Ignites flammable objects.
Stabilize              Cause a dying creature to stabilize.
Virtue                 Subject gains 1 temporary hp.

=Level 1=
Air Bubble             Creates a small pocket of air.
Ant Haul               Triples carrying capacity of a creature.
Bless                  Allies gain +1 on attack rolls and saves against fear.
Bless Water            Makes holy water.
Command                One subject obeys selected command for 1 round.
Compel Hostility       Compels opponents to attack you instead of your allies.
Comprehend Languages   You understand all spoken and written languages.
Cure Light Wounds      Cures 1d8 damage + 1/level (max +5).
Dancing Lantern        Animates a lantern that follows you.
Deathwatch             Reveals how near death subjects within 30 ft. are.
Detect Alignment       Reveals creatures, spells, or objects of alignment.
Detect Undead          Reveals undead within 60 ft.
Divine Favor           You gain +1 per three levels on attack and damage rolls.
Diagnose Disease       Detect and identify diseases.
Endure Elements        (Domain) Exist comfortably in hot or cold regions.
Entropic Shield        Ranged attacks against you have 20% miss chance.
Forbid Action          Target obeys your command to not do something.
Hide from Undead       Undead can't perceive one subject/level.
Know the Enemy         Gain +10 on a monster Knowledge check.
Magic Stone            Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon           Weapon gains +1 bonus.
Moment of Greatness    Doubles a morale bonus.
Obscuring Mist         Fog surrounds you.
Protection from Align. +2 to AC, saves, plus protection against alignment.
Reinforce Armaments    Strengthens targeted weapon or armor.
Remove Fear            Suppresses fear or gives +4 on saves against fear for 
                       one subject + one per four levels.
Remove Sickness        Suppress disease, nausea, and the sickened condition.
Restore Corpse         Skeletal corpse grows flesh.
Sanctify Corpse        Prevent a corpse from becoming an undead creature.
Sanctuary  (Domain)    Opponents can't attack you, and you can't attack.
Shield of Faith        Aura grants +2 or higher deflection bonus.
Summon Minor Monster   Summon 1d3 Tiny animals
Summon Monster I       Summons extraplanar creature to fight for you.
Sun Metal              Cause a melee weapon to erupt in flames, 
                       dealing extra dmg.

Spell Lists (Prepared)[]

=Level 0= (3 spells known)     =Level 1= (2+1 spells known)
*Detect Magic                  *Bless
*Guidance                      *Command
*Spark                         *Sanctuary (Domain)

Equipment[]

Equipment                        Cost     Weight
Scholar's's Outfit                         0  lb
Scale mail armor                  50 gp   30  lb
Light steel shield                 9 gp    6  lb
Longsword                         15 gp    4  lb
Sling                              0 gp    0  lb
  Bullets (x10)                    1 sp    5  lb
Holy symbol (silver)              25 gp    1  lb
Backpack                           2 gp    2  lb
  Bedroll                          1 sp    5  lb
  Holy text                       10 gp    3  lb
  Lamp                             1 sp    1  lb
  Oil (3 flasks)                   3 sp    3  lb
  Tindertwig                       1 gp    0  lb
  Incense (10 sticks)             10 gp    1  lb
  Trail Rations (7 days)         3.5 gp    7  lb
Belt Pouch                         1 gp  0.5  lb
  Ink (vial)                       8 gp    0  lb
  Inkpen                           1 sp    0  lb
  Sealing wax                      1 gp    1  lb
Scroll Case                        1 gp  0.5  lb
  Parchment (10 sheets)            2 gp    0  lb
Water skin                         1 gp    4  lb

                           Total Weight:  74  lb

            Light  Medium   Heavy    
Max Weight: 0-26    27-53   54-80

Finances[]

PP: 00
GP: 09
SP: 08
CP: 00

Gems/Jewelry/Other:
0000

Details[]

      Size: Medium
    Gender: Male
       Age: 30
    Height: 5' 8"
    Weight: 280 lbs
Hair Color: Brown
 Eye Color: Brown
Skin Color: Pale
Appearance: 
  Demeanor: 

Background[]

Brother Samwynn is an expert in theological studies and has spent most of his adult life in pursuit of that knowledge.  He has lived as a monastic, meditating over old religious texts and scrolls.  Recently though, he has felt the call to walk the world for a time and bring the light of his goddess to those in need of it.  This has compelled him to leave the safe life of meditative study behind and take up the sword as an adventurer.  Secretly, Sam considers himself to be a reformer and he wishes nothing more than to see the division between the churchs of Cortesia and Cortessa healed and the worship of the two-faced goddess restored.

Adventure Log[]

[link=Twist Tree adventure here]

      XP Received: 0000
Treasure Received: 0000 GP
                   0000 Gems/Jewelry
                        Items

Level Ups[]

  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 . . .

Approvals[]

  • Approval (Date) (Judge 01) level 1
  • Approval (Date) (Judge 02) level 1
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