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Paracount Julistar

Luther Lightblade's page

377 posts. Alias of Chainmail.

Full Name

Luther Lightblade


Aasimar Init: +3 / Percep +14/Sense Motive +8/ Darkvision 60' CMD=14


Cleric 3 Hit Points: 21/21 AC18/ff17/t11 F+5/R+3/W +8 Channel 6/6

About Luther Lightblade

Luther Lightblade
Cleric of Abadar (Travel+Protection{defense} domains)
Level 3
Languages=Common, Celestial
Hit Points: 21/21
Alignment = Lawful Good (Aura is Lawful Neutral)
Init: +3 / Perception +14 / Darkvision 60'

effect of Luther's Channeling:
A precise yet melodious jingling sound fills the air (associated with keys of the City from Abadar). Those affected momentarily feel as if they are encompassed and sheltered within some vast structure that towers around them. There is a visible outline like a door-frame around Luther, with warmth and light streaming in from behind Luther, casting him in shadow.


Middle aged (+1 mental -1 physical)
ST=12; WI=18; CH=16; CO=12; DX=12; IN=8;

Melee: +2
Range: +2


Cleric = 2-1+FC= 2
ACP = Armour Check Penalty =
Format: Total = [ranks] + stat + trained(?) +other(noted)
Acrobatics: 1 = 0 + 1 + 0 - 2;
Appraise: +0 = 0 -1 + +1trait;
Bluff: +3 = 0 + 3 + 0;
Climb: 1 = 0 + 1 + 0 -ACP;
Craft: -1 = 0 -1 + 0;
Diplomacy: + 9 = [1] + 3 + 3 + 2(Race);
Disable Device: NA = NA + DEX Mod + 0 -4;
Disguise: 3 = 0 + 3 + 0;
Escape Artist: 1 = 0 + 3 + 0 -2;
Handle Animal: +3 = 0 + 3;
Heal: + 8 = [1] + 4 + 3CS;
Intimidate: 3 = 0 + 3 + 3CS;
Know(Arcana): NA = NA +1 + 0;
Know(Histor): NA = NA +1 + 3;
Know(Nobles): NA = NA +1 + 0;
Know(Planes): NA = NA +1 + 0;
Know(Religo): NA = NA +1 + 0;
Linguistics: NA = NA +1 + 0;
Perception: +14 = [3] + 4 + 3 + 2 + 2(traits);
Ride: 1 = 0 + 3 + 0 -AcP;
Sense Motive: +8 = [1] + 4 +3CS;
Sleight of Hand: NA = NA;
Spell Craft: NA = NA;
Stealth: 1 = 0 + 1 + 0 -ACP;
Survival: +4 = 0 + 4 + 0;
Swim: 1 = + 1 -ACP;
Use Magical Device: N = N;

Class features:

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

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 one 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 one 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 who worships 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 casts 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 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled 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. 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, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

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).

Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

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.

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.

Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

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—shield, 2nd—barkskin, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—deflection, 8th—mind blank, 9th—prismatic sphere.

Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection

Feats, Traits and Racial Traits:

Selective Channel
Heavy Armor

Reactive (+2 Initiative)
Eyes and Ears of the City--Abadar (Perception Class Skill and +1)
Golden Attendant: You work as a servant or deacon at the Temple of Golden Key in Fort Inevitable, the largest and most ornate temple in the Echo Woods region. You serve at the pleasure of High Mother Dremagne, priestess of Abadar. However, most of your time is spent following the wishes of the junior acolytes and lay priests.
You gain a +1 trait bonus on Perception and Appraise checks, and once per week you can reroll an Appraise check and take the higher result (you must announce that you are using this ability before the results of the check are known).

You have always had difficulty learning and retaining information, and know very little about the world beyond the obvious and what pertains to your profession.

Effect: Choose one Knowledge skill (Religion). You cannot attempt untrained Knowledge checks with any other Knowledge skills, even if the check's DC is 10 or lower. If you have access to a library that covers a specific Knowledge skill, you may attempt an untrained Knowledge check with a –2 penalty.

Racial Traits:
Defense Racial Traits

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits

Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception.

Magical Racial Traits
Spell-Like Ability (Sp): Daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Senses Racial Traits
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

AC, Saves, Attacks:

AC: 18 = 10 + 5(Armour)+1(Dex)+2(shield);
Touch: 11 = 10 + 1(Dex);
Flat: 17 = 10 + 5(Armour)+2(shield);

Fort: +5 = 3(base) +1(CON) +1(domain);
Ref: +3 = 1(base) + 1(DEX) +1(domain);
Will: +8 = 3(base) + 4(WIS) +1(domain);

Melee: 3 = 2(base) + 1(STR);
Range: 3 = 2(base) + 1(DEX);
CMB: 3 = 2(bab) + 1(STR);
CMD: 14 =10 + 2(bab) + 1(STR) + 1(DEX);

spell memorized:

Level 0 - enhance diplomacy; light; guidance; resistance
Level 1 (DC15) - Magic Weapon, Command, Command, Shield(D)
Level 2 (DC16) - Summon Monster 2, Bull's Strength, Barkskin(D)

gear gp cost/weight #:

Wand of CLW with 14 charges
43lbs or less=light 44-86=medium
Cold weather outfit (0/7)
light crossbow
Mwork light crossbow
34 bolts
five wooden holy symbols abadar
scale mail
hvy metal shield
backpack (2/2)*
2 liter waterskins (2/8)*
4 days trail rations (2/4)*
50 ft hemp rope with grapnel (11/9)*
inkpen and 10 sheets parchment (2.1/0)
inkwell (1/0)
bedroll (.1/5)*
winter blanket (.5/3)*
2 large sacks (.2/1)*
collapsible 10 foot pole (.05/8)
Total = (
medium encumbrance by weight without pack
Wealth = 1pp 5gp 5cp


Appearance: Careful study shows Luther's skin is somewhat pale. He has fine and angular features accentuated by long and lustrous dark hair. He dresses in a well made coat, buttoned and brown over another coat of armor.

Luther's parents were sorcerers with amazing magical talent and passion. Their commitment to each other as a couple and to their new son did not come close to their commitment to magic and fighting evil. Unfortunately Luther showed none of his parent's arcane talent, but he did have talents that quickly interested the Church of Desna. Like his parents, though, he was not the most intelligent or diligent. His talents came naturally and he refused to study much trusting his celestial heritage and instincts to carry the day. People tended to like him and not many of his teachers made him apply himself. After showing an aptitude for the clergy, his parents dropped Luther of at the Temple of the Golden Key in Fort Inevitable to study there after earning favor with the Church of Abadar. This apprenticeship to increase his knowledge would allow his parents to continue to explore the world and leave Luther in an environment where he would be forced to learn and apply himself.

Most of the other clerics Luther knew at Fort Inevitable really enjoyed studying the various dieties and religions, but not Luther. He did choose Abadar as his patron deity over Desna after some soul searching. He snuck out of the most ornate temple in the Echo Woods Region, the Temple of the Golden Key, and spent his time socializing with the city watch of Fort Inevitable and visiting his many lady friends rather than meditating and studying in the massive temple. Luther was cautioned by the city watch to stay alert for external clues and the rowdier soldiers were very critical of fancy 'book learning. Drinking and gambling were the primary interests of the City Guard. Luther now notices much more than the average priest, but has a huge block about learning or knowing the most basic knowledge skills. One of Luther's teachers, High Mother Dremagne, was so frustrated with Luther's lack of knowledge, she made up Luther a list of flashcards for all the deities and their holy symbols. These flashcards have the picture of all the deities possible holy symbols, the name of the deity, and a face with an expression. Smiley faces are for good deities, frowny faces for evil deities, and a neutral expression for neutral deities. Luther hopes this will be enough to get by. He doesn't refer to the Abadar or Desna card any more, but he needs all the others. Thanks to these cards, Luther can research and talk on the just the most basic of religious topics.
Although Luther was often in trouble at the Temple of the Golden Key, a visit to Mother Dremagne was usually the result of Luther's shirking of his studies. Mother Dremagne had a soft spot for the amiable but thick student and took these opportunities to show Luther real examples of faith and law and how important a moral code was by discussing real events where the high clergy carried the day with skill, might, and magic. The other students and teachers thought Luther was getting scolded and punished, but she would sigh and spend some quality time teaching him and filling the many gaps in his knowledge. Luther considers Mother Dremagne a mentor and surrogate mother. He is on his way to investigate the Spire on her behalf, and he will do anything to succeed at his mission and make her proud.

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