Living Pathfinder RPG Wiki
Advertisement
Y

Basic Information

      Race: Aasimar
     Class: Cleric
     Level: 6
Experience: 15,001 XP (21000 TNL)
 Alignment: Lawful Good
 Languages: Common, High Landellian, Celestial, Draconic, Sylvan, Abyssal, Infernal, Giant, Undercommon, Gnoll, Goblin
     Deity: Amenthia, the Healing Hand
First Seen: The Dunn Wright Inn
  Location: Don't Let It Go!
Background: Open


Abilities

STR: 14 +2 (5 pts)
DEX: 14 +2 (5 pts)
CON: 11 +0 (1 pts)
INT: 10 +0 (0 pts)
WIS: 18 +4 (7 pts, +2 racial, +1 level-up)
CHA: 14 +3 (2 pts, +2 racial)

Combat Statistics

(Max -2)      HP:  44 = [6d8(38) + Toughness(6)]
              AC:  23 = [10 + DEX(2) + Armor(7) + Shield(3) + Defl(1)]
     Barkskin AC:  25 = [10 + DEX(2) + Armor(7) + Shield(3) + Nat(2)+ Defl(1)]
        AC Touch:  13 = [10 + DEX(2)+ Defl(1)]
   AC Flatfooted:  21 = [10 + Armor (7) + Shield(3)+ Defl(1)]
            INIT:  +2 = [DEX(2)]
             BAB:  +4 = [Cleric(4)]
             CMB:  +6 = [BAB(4) + STR(2)]
             CMD:  18 = [10 + BAB(4) + STR(2) + DEX(2)]
       Fortitude:  +7 = [Cleric(5) + CON(0) + Domain(2)]
          Reflex:  +6 = [Cleric(2) + DEX(2) + Domain(2)]
            Will: +11 = [Cleric(5) + WIS(4) + Domain(2)]
           Speed:  20'
              SR:  10 vs. Evil Spells & Spells cast by Evil Outsiders

Weapon Statistics

   Morningstar: Attack: +7 = [BAB(4) + STR(2) + MWK(1)]
                Damage: 1d8+2, Crit: 20/x2, Type: B&P, Silver
        Dagger: Attack: +6 = [BAB(4) + STR(2)/DEX(2)]
                Damage: 1d4+2, Crit: 19-20/x2, Rng 10'
Light Crossbow: Attack: +7 = [BAB(4) + DEX(2) + MWK(1)]
                Damage: 1d8, Crit: 19-20/x2, Rng: 80'
      Javelins: Attack: +6 = [BAB(4) + DEX(2)]
                Damage: 1d6+2, Crit: 19-20/x2, Rng 30'

Racial Features

Ability Adjustments: +2 (Wisdom), +2 (Charisma)
               Size: Medium
              Speed: 30'
      Favored Class: Cleric (Skill Point x6)
 Exalted Resistance: Gains spell resistance 5+level against spells and spell-like
                     abilities with the evil descriptor, as well as any spells and
                     spell-like abilities cast by evil outsiders.  Replaces
                     celestial resistance.
         Darkvision: Can see in the dark 60ft.
      Daylight (Sp): Aasimars can use daylight once per day as a spell-like
                     ability (caster level equal to the aasimar's class level).
        Truespeaker: Gain a +2 bonus on Linguistics and Sense Motive checks, and
                     learn two languages each time a rank in Linguistics is gained.
                     Replaces skilled.

Class Features

Cleric

         Armor/Weapons: Light, Medium, Shield (-Tower) / Simple
                  Aura: Has a particularly powerful aura of good/lawful.
Channel Energy (5/day): Can release wave of energy by channeling through holy
                        symbol as standard action. Does 3d6 healing to living or
                        damage to undead. Will SV DC15 (10+Cha+.5CL) for 1/2 dmg.
               Domains: Healing & (Defense) Protection
               Healing: Rebuke Death (7/day): Touch living creature below 0 HP as
                        standard action, healing 1d4+3. (+1 for 2 CLs)
               Defense: Receive a +2(1 +1/5 CL) resistance bonus on saving throws.
                        Deflection Aura (Su): (1x/day), you can emit a 20-foot
                        aura for 6 rounds (= CL). Allies within the aura gain a
                        +2 deflection bonus to AC and CMD.
               Orisons: Can prepare 4 orisons per day & may cast repeatedly.
   Spontaneous Casting: Can "lose" any prepared spell (not orison or domain spell)
                        to cast any cure spell of the same spell level or lower. 

Feats

           Toughness (Level 1): Gain +3 HP, beyond 3rd level gain additional
                                HP/level.
Selective Channeling (Level 3): Can choose 2 targets that are not affected when
                                channeling energy.
        Shield Focus (Level 5): Increase the AC bonus granted by any shield 
                                you are using by 1.

Traits

Sacred Conduit (Faith): When channeling energy gain +1 trait
                        bonus to save DC of channeled energy.
  Focused Mind (Magic): Gain a +2 trait bonus on concentration checks.

Skills

Skill Points: 18 = [CLR(2)x6 + INT(0) + FC(6)]

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics              -1     0       0       2     -3   +0
Appraise                +0     0       *       0          +0
Bluff                   +2     0       *       2          +0
Climb                   -1     0       0       2     -3   +0
Craft (       )         +0     0       *       0          +0
Diplomacy               +6     1       3       2          +0
Disable Device                 0       0       2     -3   +0
Disguise                +2     0       0       2          +0
Escape Artist           -1     0       0       2     -3   +0
Fly                     -1     0       0       2     -3   +0
Handle Animal                  0       0       2          +0
Heal                    +8     1       3       4          +0
Intimidate              +2     0       0       2          +0
Knowledge (Arcana)      +4     1       3       0          +0
Knowledge (Dngnrng)            0       0       0          +0
Knowledge (Engnrng)            0       0       0          +0
Knowledge (Geography)          0       0       0          +0
Knowledge (History)            0       *       0          +0
Knowledge (Local)              0       0       0          +0
Knowledge (Nature)             0       0       0          +0
Knowledge (Nobility)           0       *       0          +0
Knowledge (Planes)      +4     1       3       0          +0
Knowledge (Religion)    +9     6       3       0          +0
Linguistics             +6     1       3       0          +2 race
Perception              +5     1       0       4          +0
Perform    (       )    +3     0       0       2          +0
Profession (       )           0       *       2          +0
Ride                    -1     0       0       2     -3   +0
Sense Motive           +10     2       3       4          +2 race
Sleight of Hand                0       0       0     -3   +0
Spellcraft              +6     4       3       0          +0
Stealth                 -1     0       0       2     -3   +0
Survival                +4     0       0       4          +0
Swim                    -1     0       0       2     -3   +0
Use Magic Device               0       0       2          +0

* = untrained class skill

Spell Lists (Prepared)

0 Level (4/day Known)      Level 01 (4+1+1 per day)   Level 02 (4+1 per day)
* Purify Food and Drink    * Bless                    * Lesser Restoration
* Create Water             * Divine Favor             * Hold Person
* Guidance                 * Shield of Faith          * Sound Burst
* Detect Magic             * Doom                     * Sound Burst 
                           D Cure Light Wounds        D Barkskin 

Level 03 (3+1 per day)
* Searing Light
* Dispel Magic 
* Searing Light 
D Cure Serious Wounds

Spontaneous Cast Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds

Orisons   DC13
1st Level DC14
2nd Level DC15
3rd Level DC16

Caster Level = 6 (+2 For Concentration)

Equipment

Equipment                        Cost     Weight
Explorer's Outfit                 --         --   lb  (left at home)
Cold-Weather Outfit                8    gp   --   lb
Chain Mail +1                   1300    gp   40   lb
Shield, +1 Light Wooden         1153    gp    5   lb
MWK Silver Morningstar           398    gp    6   lb
+1 Ring of Protection           2000    gp    -   lb
Javelins, Cold Iron (5)           10    gp   10   lb
Wooden Holy Symbols (3)            3    gp    0   lb
Spell Component Pouch              5    gp    2   lb
Masterwork Backpack               50    gp    4   lb
  Bedroll                        0.1    gp    5   lb 
  Blanket                        0.2    gp    1   lb 
  Winter blanket                 0.5    gp    3   lb  
  Masterwork Light Crossbow      335    gp    4   lb
  Crossbow Bolts (30)              3    gp    3   lb
  Dagger                           2    gp    1   lb
  Wand of CLW                    750    gp    0   lb
  Scroll Case (waterproof)         2    gp    ½   lb
  Scrolls CMW (2)                300    gp    0   lb
  Scrolls Endure Elements (8)    200    gp    0   lb
  Cleats                           5    gp    2   lb
  Snowshoes                        5    gp    4   lb
  Waterskin                        1    gp    4   lb
  6 Days of Trail Rations          3    gp    6   lb
  Alchemist's Fire                20    gp    1   lb
  Liquid Ice                      40    gp    2   lb
  Acid                            10    gp    1   lb
  Alkali Flask                    15    gp    1   lb
  Bottled Lightning               40    gp    1   lb
  Holy Water                      25    gp    1   lb
Belt Pouch                         1    gp    ½   lb
  Healing Kit (10 uses)           50    gp    1   lb
  Antiplague                      50    gp    0   lb
  Antitoxin                       50    gp    0   lb
  Potion of CMW                  300    gp    0   lb 
                               ========     ======
                       Totals:  7134.7  gp  109   lb

            Light  Medium   Heavy    
Max Weight: 0-66*  67-133*  134-200*
* Masterwork Backpack

Consumed or Destroyed Items    
 (none yet)                       0 gp
                                ======
                Total Consumed:   0 gp

Finances

                 Initial Character Money:   +150   gp
               earned on first adventure:  +5102   gp
                                         ============
                         Career Earnings:   5252   gp
                       Carried Inventory:  -7134.7 gp
             consumed or destroyed items:     -0   gp
                   living accommodations:     -0   gp
                                         ============
                                 Coinage:    117.3 gp

Details

      Size: Medium
    Gender: Male
       Age: 68
    Height: 6' 0"
    Weight: 188
Hair Color: Silver Grey
 Eye Color: Emerald Green
Skin Color: Golden Tan
Appearance: Clean, neat and well groomed.
  Demeanor: Friendly, helpful and chipper.

Background

Yosephus grew up in the small village of Whiteoak with his human mother. He never knew his celstial father who had been killed before the child was born. The people of Whiteoak decided that the appearance of a angelic child in their village was a good omen, as was his great height which seemed to them to mean that he was closer to the heavens which are thought to be above the clouds. Yosephus was the recipient of many favors over the years because of this. But the child was confused as childhood friends grew to maturity while he remained a child, growing at a much slower rate. Young Yosephus enjoyed spending time with a friend of his mother's, a retired adventurer and cleric of Amenthia. He saw promise in the boy for a path of piety.

When Yosephus was a mere 35 years old and still looked to be about 9 years old by human standards, his mother passed. He chose to leave the village and travel to the city of Tritower where he joined the clergy of Amenthia. He spent the next 30 years serving Amenthia as a priest and the clergy of Amenthia viewed his appearance as a good omen, as well as his great height which they viewed meant that he was closer to the heavens above.

Recently the young (by aasimar standards) cleric has moved to the city of glass to spread the truth of Amenthia to the locals. He hopes that his great height and angelic appearance will influence the masses to follow Amenthia, the Healing Hand.

Adventure Log

  Beginning to Adventure:                       150 GP
  Return to Boar's Ridge 
                Received:    4,833 XP         5,102 GP
Don't Let It Go! - Mid Adventure (3 Aug 2015)
                Received:    5,308 XP             0 GP

          Running Totals:   10,141 XP         5,252 GP

Level Ups

     Date: Sep 8th  2016
    Class: Cleric
      BAB: +4
     Fort: +5
      Ref: +2
     Will: +5
     Feat: None
  Ability: none
 Features: +1 2nd Level Spell & +1 3rd Level Spell
       HP: +7 = (d8 Max -2), +1 Toughness
Skill Pts: +3 = +2 (Class), +1 (FC Bonus), +15 (Old Total)
= 18 (New Total)

     Date: Jan 4th, 2016
    Class: Cleric
      BAB: +3
     Fort: +4
      Ref: +1
     Will: +4
     Feat: Shield Focus
  Ability: none
 Features: 1 third level spell + Domain
           Channel Energy 3d6
           Protection Domain Resistance +2
       HP: +7 = (d8 Max -2), +1 Toughness
Skill Pts: +3 = +2 (Class), +1 (FC Bonus), +12 (Old Total)
= 15 (New Total)

Rebuilt

Advertisement