Kwava

Celen's page

327 posts. Alias of TheNine.


Full Name

Celen Hopesheart

Race

Aasimar

Classes/Levels

Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

Gender

Male

Size

Medium

Special Abilities

Alter Self 1/day 7 pt resistance in acid,cold,electricity Darkvision 60 ft

Alignment

NG

Deity

Nethys

Languages

Common, Celestial, Draconic

Occupation

Scribe, apothecary

Strength 12
Dexterity 15
Constitution 11
Intelligence 14
Wisdom 18
Charisma 16

About Celen

Male Aasimar Cleric (Nethys) 1
NG Medium Native Outsider
Init +2 (+2 dex); Perception +4
BAB +0

Defense:

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DEFENSE
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AC 12, touch 12, flat-footed 10 (armor +0,Dex +2)
hp 14 (1d8+0. 1d6+0)
Fort +5, Ref +3, Will +9

offense:

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OFFENSE
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Speed 30 ft.
Melee: Quarterstaff +1 to hit (1d6+1/20x2)
Ranged: light Crossbow +2 to hit (1d8/19-20x2) rng: 80 ft
Ammo: 20 bolts,
Secondary weapons: Dagger +1m/+2r to hit (1d4+1/19-20x2)

stats:

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STATISTICS
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Str 12, Dex 15, Con 11, Int14, Wis 18, Cha 16

Base Atk +0; CMB +1 ; CMD 13


feats:

Feats: Combat Casting - You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Scribe Scroll (bonus from Rune Domain)You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

skills:

Skills(trained):Spellcraft + 7
Background Craft Caligraphy + 7,Proffession Apothecary +9
Skills (Untrained) : Acrobatics +2, Appraise +2, Bluff +3, Diplomacy +3, Disguise +3, Heal +8,Intimidate +3,Perception +4,Ride +2, Sense Motive +4, Stealth +2, Survival +4, Swim +1
Knowledge skills (trained) Arcana +7,Religion +6,Knowledge Geography +7 Knowledge local +6


traits:

Traits:Stargazer - +2 trait bonus on knowledge checks to id alien creatures abilities and weaknesses. Gain a +1 bonus on knowledge geography checks, and it is a class skill Celen is treated as if he Possessed the Technologist feat for the purposes of resolving checks with that skill.

Unscathed: You are amazingly resistant to energy attacks because of either your upbringing or magical experimentation. Each type of energy resistance you have (if any) increases by 2 points.

Languages: Common, Celestial, Draconic, Elven

Combat Gear:Quarterstaff, light Crossbow (20 bolts) dagger

Other Gear:Clerics Kit Price 16 gp; Weight 32 lbs.

This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol. 2x Cure light Wounds Scroll, 1 scroll of entropic Shield, 1 scroll of Endure Elements
Healer's Kit
Price 50 gp; Weight 1 lb.

This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer's kit is exhausted after 10 uses.

Artisan's tools for Scribing
Assets: 30 gp

Cleric Domains:

Protection
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Resistant Touch (Sp): 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 a number of times per day equal to 3 + your Wisdom modifier.

Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.

Rune
Granted Powers: In strange and eldritch runes you find potent magic. You gain Scribe Scroll as a bonus feat.

Blast Rune (Sp): As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two cleric levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your cleric level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spell Rune (Sp): At 8th level, you can attach another spell that you cast to one of your blast runes, causing that spell to affect the creature that triggers the rune, in addition to the damage. This spell must be of at least one level lower than the highest-level cleric spell you can cast and it must target one or more creatures. Regardless of the number of targets the spell can normally affect, it only affects the creature that triggers the rune.

Domain Spells: 1st—erase, 2nd—secret page, 3rd—glyph of warding, 4th—explosive runes, 5th—planar binding (lesser), 6th—glyph of warding (greater), 7th—instant summons, 8th—symbol of death, 9th—teleportation circle.


Channel Positive Energy 1d6 6/day:

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.


spells per day:

0-level 3/day
1- level 2+1 domain

spells known/memorized:

0 - Mending, Detect Magic, Light
1 - Bless, Shield of Faith, D - Sanctuary


Sorceror:
our celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.
Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Arcane spells known - 0 level(drench,spark,mage hand,arcane mark) - 4 1st level - 2 (Shield,mage armor)
Spells per day - 1 - 3+1


special abilities:

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SPECIAL ABILITIES
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Darkvision 60ft
Alter Self (spell like ability) - 1/day (caster level = class level)
Celestial resistance - acid,cold, and electricity resistance 5


Appearance:

Appearance: Celen is tall and athletic looking, with brilliant sky blue eyes and perfectly bronzish tanned skin no matter the weather. His white blonde hair hangs loosely about his shoulders perfectly straight no matter what he does with it. His smile too is perfect too just the right amount of charm and roguishness to make the men slap him on the back and the maidens heart to race just a little.

backstory:

Backstory:Its a story as old as time. Traveling clerical mother and her son wander into a small town at the edge of a forboding woodland, searching for a rare moss as an ingrediant for a potion that his mother was hired to make for some noble in a distant land. The problem was that same rare moss was being farmed by a sadistic evil wizard hiding in an old tower in the woods. He was using the moss in vial concoctions transforming the beasts of the woodlands into mindless beasts. When good and evil meet in a dark forest battle is usually the outcome. Celen's mother drove the evil wizard back to his tower, taking the battle there.
Fate struck then as well, Celen was young, but he was close enough to adulthood that his mother couldnt keep him from following her in. There after the evil man escaped via magic to the uppermost room in his tower they discovered a poor innocent tiefling young woman locked away in the basement. Celen, despite her crimsony purple toned skin claw like nails and tiny horns was instantly smitten with the teen girl. His heart bled when they learned not only was she some tormented prisoner there, occasional forced into vial acts, She was also the evil wizards daughter. His mother bade him go, take the young maid out of the tower and to wait for her at the edge of the forest... only as night fell a large explosion that could be felt a few miles away erupted from the direction of the tower.
Both celen and the young tiefling, (Hepzibah was her name) rushed back to the side to find the tower shatterd, a small crater stood where once the half fallen tower had been, stone and mortar scattered everywhere.
The young Aasimar was devastated, if it hadnt been for the tieflings comforting presence who knows what would have happened. They waited in town for almost two weeks before they made their way from that sad land. Their wandering took them across the inner sea,And he took up his mothers faith, and the young tiefling and aasimar grew closer and closer together eventually realizing how much in love they were with one another.
They were still traveling the lands wandering like leaves on the wind, when the happened across a small village in Numeria when winter weather and the fact Hepzibah was very very pregnant stopped them for the winter. . . and when their first daughter Jyacynth was born, they never left. They set up a small home, gradually adding to it until a small alchemists lab was set up. It seemed like a perfect idea, especially since they both had training from their parents all that time long time ago, and the local wizard Khonnir Baine took the young couple under his proverbial wing for a while. While Hepzibah helped him in his shop He cultivated Celen's thirst for the unknown in the sky. Things seem to be going very well now, The rude glares torwards his wife and daughter have lessened... and Hepzibah is with child again Life couldnt have been more peaceful...then the fire went out. If that wasnt bad enough their mentor the wizard Khonnir Baine has disapeared investigating it.

family:

Family: Hepzibah is a a half inch taller than her husband, though she appears even taller when she wears her favorite boots. (they have heels) If it wasnt for her crimson-purple hued skin and horns, men would certainly stare when she walked by. She has a slight green tinge to her very long blond hair that she keeps pulled back in a tight braid. She is full figured and deceptively strong and has a slightly wicked streak her husband has been trying to break her off for years now. She dabbles in making poisons, though not many know of it (including her husband) and is often seen singing in the back of the shop as she does housework... except of course when she is behind the counter when her husband is away.
Jyacynth - Their 3 year old little girl is a precious and unfortunate thing. She has a pinkish tone to her skin, (the obvious mixture between her two parents) but its not just her skin tone that is confused. She has beautiful blue eyes like her father, but her feet end in jet black furry little hooves. Pale curls fall from her head to her shoulders but floppy cute little jet black bunny like ears sprout from her head. Still For the most part she is a happy child, Her parents have kept her from mingling with any of the local children so far, afraid that her... oddities will make her the target of too much cruelty.

build:
Intended Level scheme: lvl 1 - Cleric lvl 2 - Monk, Lvl 3 Sorcerer, Level 4 Cleric (DEX)Level 5 CLeric, Level 6 Monk, Level 7 Sorcerer Level 8 Cleric (CON) Level 9 Sorcerer Lvl 10 Cleric, Level 11 Sorcerer Level 12 Cleric, Level 13 Sorcerer

statustracker:

Init+1 Perception+4
Ac15(+1Dex,+4armor) Touch 11 Flat-Footed 14
Fort+5 Ref+1 Will+9 (Resistances: acid, cold, and electricity resistance 5, +2 Saves vs Poison)
Hp: 28/28
Bolts: 10/10
bolts+1 5/5
Spells
Sorc spells1st: 1/4
Cleric spells used: Bless
Temporary Mods: