About Arasmes Vors
Human Cleric 2
Encumbrance 70.5 lbs (medium)
Scimitar (15 gp, 4 lbs)
Buckler (5 gp, 5 lbs)
Backpack (2 gp, 2 lbs)
Funds 4 gp, 2 sp, 7 cp
0th ( 4 ): Create Water, Light, Mending, Purify Food & Drink
1st (3+1): Bless, Divine Favor, Obscuring Mist, + Burning Hands
• BASTARD (Campaign): You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)
• BIRTHMARK (Faith): This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.
• HERO'S FORTUNE (Luck): You gain a hero point. The maximum number of hero points you can have at any one time is increased to 5.
• WEAPON FINESSE (Combat): With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
• AURA (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
• CHANNEL ENERGY (Su) (5/d - 1d6): A cleric can release a wave of energy by channeling the power of his faith through his holy 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 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. 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.
• DOMAINS: 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.
--FIRE BOLT (Sp) (6/d - 1d6): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
--FIRE RESISTANCE (Ex): At 6th level, you gain resist fire 10.
--DOMAIN SPELLS: 1st—burning hands, 2nd—produce flame, 3rd—fireball
--RESTORATIVE TOUCH (Su) (6/d): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
--HEALER'S BLESSING (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
--DOMAIN SPELLS: 1st—cure light wounds, 2nd—remove disease, 3rd—cure serious wounds
• 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).
• BARRED ALIGNED SPELLS (Evil): A cleric can’t cast spells of an alignment opposed to her own or her deity’s. Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Hero Points (4/5):
ACT OUT OF TURN: You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.
BONUS: If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero Points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).
EXTRA ACTION: You can spend a hero point on your turn to gain an additional standard or move action this turn.
INSPIRATION: If you feel stuck at one point in the adventure, you can spend a hero point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent.
RECALL: You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.
REROLL: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.
SPECIAL: You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.
CHEAT DEATH: A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character’s holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.
Arasmes was born to a Keleshite servant woman, Kyra, when her employer a powerful nobleman, forced himself upon her. When her pregnancy began to show itself, she was cast out from the household. Luckily, she was taken in by a friendly family of farmers.
When Arasmes was born, Kyra noticed a mark on the palm of his left hand. Closer investigation revealed a birthmark in the shape of an angel. Kyra recognized it as the symbol of the goddess of her homeland, Sarenrae.
Kyra taught Arasmes everything she knew about the devotion to Sarenrae and of her culture. The relgion came easy to him as he seemed to possess some divine connection to the goddess.
When Arasmes was older, he found out about the other half of his parentage, that his father was a noble. Wanting to learn more of his roots in the Brevoyan culture, he travelled to learn more of the nobleman, in hopes of eventually meeting him. Unfortunately, he ran afoul of the nobleman's family who cruelly shut down his enquiries at every turn until, finally, Arasmes gave up, realizing there was no way to truly prove his Brevoyan lineage. It seemed that side of his family was not something he would want to associate with.
Still, Arasmes held out hope for a better world, the risk of a civil war in Brevoy receding with the upcoming nupitals of Sellemius and Orlovski. Perhaps he could rid himself of his melancholia in Restov amongst the celebrants...