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Basic Information[]

      Race: Aasimar
     Class: Cleric
     Level: 4
Experience: 6003 XP (10000 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: 10 +0 (0 pts)
DEX: 10 +0 (0 pts)
CON: 13 +1 (3 pts)
INT: 14 +2 (5 pts)
WIS: 18 +4 (7 pts, +2 racial, +1 level-up)
CHA: 16 +3 (5 pts, +2 racial)

Combat Statistics[]

(Max -2)      HP:  34 = [4d8(26) + CON(1)x4 + Toughness(4)]
              AC:  19 = [10 + DEX (0) + Armor (6) + Shield (3)]
        AC Touch:  10 = [10 + DEX (0)]
   AC Flatfooted:  19 = [10 + Armor (6) + Shield (3)]
            INIT:  +0 = [DEX (0)]
             BAB:  +3 = [Cleric (3)]
             CMB:  +3 = [BAB (3) + STR (0)]
             CMD:  13 = [10 + BAB (3) + STR (0) + DEX (0)]
       Fortitude:  +5 = [Cleric (4) + CON (1) + Domain (1)]
          Reflex:  +2 = [Cleric (1) + DEX (0) + Domain (1)]
            Will:  +9 = [Cleric (4) + WIS (4) + Domain (1)]
           Speed:  20'

Weapon Statistics[]

   Morningstar: Attack: +3 = [BAB (3) + STR (0)]
                Damage: 1d8, Crit: 20/x2, Type: B&P
        Dagger: Attack: +3 = [BAB (3) + STR (0)]
                Damage: 1d4, Crit: 19-20/x2
Light Crossbow: Attack: +3 = [BAB (3) + DEX (0)]
                Damage: 1d8, Crit: 19-20/x2, Special: Range Increment 80'

Racial Features[]

Ability Adjustments: +2 (Wisdom), +2 (Charisma)
               Size: Medium
              Speed: 30'
      Favored Class: Cleric (Skill Point x4)
 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.
               Halo: Can create light centered on head at will as a spell-like
                     ability, gains a +2 circumstance bonus on Intimidate checks
                     against evil creatures and on saving throws against becoming
                     blinded or dazzled.  Replaces darkvision.
      Incorruptible: Can cast corruption resistance against evil once per day as a
                     spell-like ability. If used on self, the duration increases
                     to 1 hour per level.  Replaces spell-like ability.
        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 (6/day): Can release wave of energy by channeling through holy
                        symbol as standard action. Does 2d6 healing to living or
                        damage to undead. Will save DC 14 for half damage.
               Domains:
               Healing: Rebuke Death (7/day): Touch living creature below 0 HP as
                        standard action, healing 1d4+1.
            Protection: Receive a +1 resistance bonus on saving throws.
                        Resistant Touch (7/day): Can Touch ally to transfer
                        resistance bonus for 1 minute as standard action.
               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 3 targets that are not affected when
                                channeling energy.

Traits[]

Sacred Conduit (Faith): When channeling energy gain +1 trait
                        bonus to save DC of channeled energy.
  Fast-Talker (Social): Gain +1 trait bonus on Bluff checks
                        and Bluff always class skill.

Skills[]

Skill Points: 20 = [CLR(2)x4 + INT(2)x4 + FC(4)]

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics              -3     0       0       0     -3   +0
Appraise                +2     0       *       2          +0
Bluff                  +10     3       3       3          +1 trait
Climb                   -3     0       0       0     -3   +0
Craft (       )         +2     0       *       2          +0
Diplomacy              +10     4       3       3          +0
Disable Device                 0       0       0     -3   +0
Disguise                +3     0       0       3          +0
Escape Artist           -3     0       0       0     -3   +0
Fly                     -3     0       0       0     -3   +0
Handle Animal                  0       0       3          +0
Heal                   +10     3       3       4          +0
Intimidate              +3     0       0       3          +0
Knowledge (Arcana)             0       *       2          +0
Knowledge (Dngnrng)            0       0       2          +0
Knowledge (Engnrng)            0       0       2          +0
Knowledge (Geography)          0       0       2          +0
Knowledge (History)            0       *       2          +0
Knowledge (Local)              0       0       2          +0
Knowledge (Nature)             0       0       2          +0
Knowledge (Nobility)           0       *       2          +0
Knowledge (Planes)             0       *       2          +0
Knowledge (Religion)    +7     2       3       2          +0
Linguistics            +10     3       3       2          +2 race
Perception              +4     0       0       4          +0
Perform    (       )    +3     0       0       3          +0
Profession (       )           0       *       3          +0
Ride                    -3     0       0       0     -3   +0
Sense Motive           +12     4       3       4          +2 race
Sleight of Hand                0       0       0     -3   +0
Spellcraft                     0       *       2          +0
Stealth                 -3     0       0       0     -3   +0
Survival                +4     0       0       4          +0
Swim                    -3     0       0       0     -3   +0
Use Magic Device               0       0       3          +0

* = untrained class skill

Spell Lists (Prepared)[]

0 Level                    Level 1                         Level 2
* Create Water             * Bless                         * Lesser Restoration
* Guidance                 * Hide from Undead              * Silence
* Purify Food and Drink    * Shield of Faith               * Cure Moderate Wounds (Domain)
* Resistance               * Cure Light Wounds (Domain)    * Unprepared
                           * Unprepared

Equipment[]

Equipment                        Cost     Weight
Explorer's Outfit                 --         --   lb  (left at home)
Cold-Weather Outfit                8    gp   --   lb
Scale Mail +1                   1200    gp   30   lb
Mithral Heavy Steel Shield +1   2020    gp    5   lb
Masterwork Morningstar           308    gp    6   lb
Wooden Holy Symbol                 1    gp    0   lb
Masterwork Backpack               50    gp    4   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
  Potion of CMW                  300    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
  Antiplague                      50    gp    0   lb
  Antitoxin                       50    gp    0   lb
                               ========     ======
                       Totals:  5241    gp   76   lb

            Light  Medium   Heavy    
Max Weight: 0-38*  39-76*   77-115*
* 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:  -5241 gp
             consumed or destroyed items:     -0 gp
                   living accommodations:     -0 gp
                                         ==========
                                 Coinage:     11 gp

Details[]

      Size: Medium
    Gender: Male
       Age: 68
    Height: 6'-6"
    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:    1,270 XP             0 GP

          Running Totals:    6,003 XP         5,252 GP

Level Ups[]

     Date: August 3, 2015
    Class: Cleric
      BAB: to +3
     Fort: to +4
      Ref: +1
     Will: +4
     Feat: none
  Ability: Wisdom +1
 Features: 1 second level spell, 
           1 first level spell
       HP: +8 = (d8 Max -2) +1 Con, +1 Toughness
Skill Pts: +5 = +2 (Class), +2 Int, +1 (FC Bonus), +15 (Old Total)
= 20 (New Total)

     Date: February 11, 2015
    Class: Cleric
      BAB: +1 to +2
     Fort: +3 to +3
      Ref: +0 to +1
     Will: +3 to +3
     Feat: Selective Channeling
 Features: 1 second level spell, 
           1 bonus second level spell,
           1 domain second level spell,
           channel energy 2d6
       HP: +7 = (d8 Max -2) +1 Con
Skill Pts: +5 = +2 (Class), +2 Int, +1 (FC Bonus), +10 (Old Total)
= 15 (New Total)

     Date: September 17, 2014
    Class: Cleric
      BAB: +0 to +1
     Fort: +2 to +3
      Ref: +0 to +0
     Will: +2 to +3
 Features: 1 Orison, 1 first level spell
       HP: +7 = (d8 Max -2) +1 Con
Skill Pts: +5 = +2 (Class) +2 Int +1 (FC Bonus), +5 (Old Total)
= 10 (New Total)

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