Thread: Kingmaker [Pathfinder] - Character Profiles

Player a2znut Character Name Carmes Alignment Lawful Evil Gender Female Race Human Image Languages Taldane, Kelish, Infernal Class and levels Cleric 1 Traits Frightening Speed Your careful study of Achaekeks kills has unlocked a divine speed in you. Once per day during a combat encounter, you can move an additional 5 feet as a part of a move action without penalty. Fate's Favoured Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. Ability Scores Strength 16Point Buy2Human Racial 18 Modifier 4 Dexterity 14Point Buy 14 Modifier 2 Constitution 14Point Buy 14 Modifier 2 Intelligence 12Point Buy 12 Modifier 1 Wisdom 14Point Buy 14 Modifier 2 Charisma 12Point Buy 12 Modifier 1 Initiative Dex 2 2 Max HP Base 1d8 Con 2 FCB 1 11 Current HP 11 Speed 30ft Saves Fortitude Base 2 Con 2 4 Reflex Base 2 Dex 2 2 Will Base 2 Wis 2 4 AC 10Base2Dex4Armour 16 Touch AC 10Base2Dex 12 FlatfootedAC 10Base4Armour 14 Flatfooted Touch AC 10Base 10 CMD 10Base0BAB4Str2Dex 16 CMA 0BAB4Str 4 BAB 0 Attacks Longspear 4 Melee 1d86 Sling 1 Ranged 1d34 Racial Traits Fey Magic Mountain, Acrobatics, Perception The character has a mystic connection to one terrain type, selected from the ranger's favoured terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 the spell's level the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities. In addition, select two of the following skills Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge nature, Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. Lastly, the human also gains low-light vision. This trait replaces skilled. Bonus Feat Humans select one extra feat at 1st level. Skills Acrobatics 1Rank3Class Skill2Dex 6 Disguise 1Rank3Class Skill1Cha 5 Perception 1Rank 3Class Skill2Wis2 6 u Feats u Exotic Weapon Proficiency Sawtooth Sabre You make attack rolls with the weapon normally. Combat Reflexes Combat You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. Sacred Summons When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting time of 1 round. u Class abilities u Favoured Class Cleric Bonus 1 HP Aura Ex A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment. 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 12 the cleric's level the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point totalall 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. When you create a cleric character, decide whether she uses the standard form of channel energy or a variant presented here based on one aspect of her deity's portfolio. Once this choice is made, it cannot be altered. Variant channeling has the same area of effect, save DCs, uses per day, and other rules relating to channeling energy. Feats and abilities that modify or present alternative uses for channeled energy such as Command Undead and Turn Undead work normally with these variant channeling abilities. A variant channeling either modifies positive channeled energy when used to heal or modifies negative energy when used to harm. When using positive energy to heal, affected creatures gain only half the normal amount of healing but also receive a specific beneficial effect. When channeling negative energy to harm, affected creatures take only half the normal damage but take an additional penalty or harmful effect a successful saving throw negates the additional penalty or effect but does not reduce the damage any further. Creatures that would normally ignore the effect of a particular channel such as undead with respect to a positive energy channel used to heal ignore the variant effect of that channel. Murder Creatures gain a bleed effect equal to your channel penalty. Domain 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. Deception You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills. Sudden Shift Sp In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 your Wisdom modifier. Tactics You are a crusader for your god, always ready and willing to fight to defend your faith. Seize the Initiative Su Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 your Wisdom modifier. 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. 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. u Spells u Orisons Create Water Creates 2 gallonslevel of pure water. Detect Magic Detects spells and magic items within 60 ft. Light Object shines like a torch. 1st Level Spells Divine Favour You gain 1 per three levels on attack and damage rolls. Negate Aroma Subject cannot be tracked by scent. Magic Weapon Weapon gains 1 bonus. Spell Like Abilities MountainHills Flare Dazzles one creature 1 penalty on attack rolls. Know Direction You discern north. Virtue Subject gains 1 temporary hp. Recharge Innate Magic Regain one use of all 0 and 1st-level spell-like abilities of a racial trait. u Equipment u Cold Weather Outfit Longspear Sling Chainshirt Blanket Clerics Kit Backpack Bedroll Belt Pouch Candles 10 Holy Text of Achaekek Flint and Steel Iron pot Mess Kit Wooden Plate Wooden Bowl Wooden Cup Wooden Fork Wooden Knife Wooden Spoon Hemp Rope 50ft Soap Spell Component Pouch Torches 10 Trail Rations 5 Waterskin Wooden Holy Symbol of Achaekek Grooming Kit Comb Scissors Nail File Sponge Hairbrush Miniature Mirror Soap Chewing Stick Tooth Powder u Kinks and Sexual Details u Orientation Bisexual Player Yes Group Public Exhibition Tentacles Bestiality Character Yes Praying Mantis Female on male rape Group Exhibition Player No Scat Watersports Vomit Sexual GoreVore Character No Not being in control Tentacles Bestiality Backstory Coming soon.