Lieutentant Pavo Voc

Pahleg's page

354 posts. Alias of CampinCarl9127.


Full Name

Lightning Pahleg

Race

Aasimar

Classes/Levels

Cleric 4 | AC 15, Touch 10, FF 15 | HP 35/35 | F +7, R +2, W +8 | Init +0 | Perc +5

Gender

Male

Size

Medium

Age

24

Special Abilities

Jolly Cooperation

Alignment

NG

Deity

Auorink

Location

By your side!

Languages

Common, Celestial

Occupation

Sunbro

Strength 14
Dexterity 10
Constitution 14
Intelligence 8
Wisdom 17
Charisma 14

About Pahleg

Statistics:
Male Human Cleric 4
NG Medium Humanoid (Human)
Init +0; Senses Perception +5; darkvision
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DEFENSE
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AC 15, touch 10, flat-footed 15 (+5 armor)
hp 35
Fort +7, Ref +2, Will +8
Resist acid 5, cold 5, electricity 5
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OFFENSE
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Speed 30 ft.

Melee Longspear +5 (1d8+3)
Dagger +5 (1d4+2)

Ranged
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STATISTICS
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Str 14, Dex 10, Con 14, Int 8, Wis 17, Cha 14
Base Atk +3; CMB +5; CMD 15
Traits Sun-Blessed, Blessed Touch
Feats Selective Channeling, Extra Channel
Skills (4 points; 8 cleric, -4 INT)
ACP -4
(1) Diplomacy +8
(2) Heal +8
(0) Perception +5
(1) Sense Motive +7
*ACP applies to these skills
Non-Standard Skill Bonuses
+2 Diplomacy (race)
+2 Perception (race)
Languages Common, Celestial

Special Abilities:

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SPECIAL ABILITIES
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Celestial Resistance Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

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

Spell-Like Ability Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).

Darkvision Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Sun-Blessed Whenever you're affected by a healing effect that would heal more hit points than your maximum hit point total, you gain the excess healing as temporary hit points. You can gain up to a number of temporary hit points per day equal to your character level in this way. These temporary hit points last for 1 minute.

Blessed Touch You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.

Seer's Mirror A small shard of a mirror. The more shards one collects, clearer things become.

Aura of Good 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 Positive Energy 2d6 (7/7) 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. 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.

Sun Domain

Sun's Blessing Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Domain Spells 1st—sun metal, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

Lightning Domain

Electricity Bolt As a standard action, you can unleash a scorching bolt of divine lightning from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of electricity. If you hit the foe, the electricity bolt deals 1d6 points of electricity 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.

Electricity Resistance At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.

Domain Spells 1st—shocking grasp, 2nd—aggressive thundercloud, 3rd—lightning bolt, 4th—ball lightning, 5th—lightning arc, 6th—chain lightning, 7th—elemental body IV (electricity only), 8th—stormbolts, 9th—ride the lightning.

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).

Spells:

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SPELLS
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0th Detect Magic
Enhanced Diplomacy
Guidance
Light

1st Liberating Command
Protection from Evil
Sanctuary
Shield of Faith
Sun Metal

2nd Aggressive Thundercloud
Life Pact
Shield Other
Spiritual Weapon

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 0 lb.

Money 0 Souls
Dagger (1 soul)
Wooden Holy Symbol of Auorink (1 soul)
Seer's Mirror Shard

Background:

Pahleg was born to nomads at noon during a lunar eclipse, high on a mountain under the blazing heat of the sun. His free-spirited parents had no problem when he came of age and decided to join the faith, wishing him well in his new life. It was found quickly by the priests he was auspicious of Auorink, his natural heritage allowing him to call upon the sun and cut through the darkness. He was also a very cooperative and friendly person. He took to healing easily and his divine magic seemed to even bolster those he healed. But while he understood the doctrine of Auorink and took it as an intrinsic part of him, his upbringing made him slow to learn facts so his education spanned little behind the god himself.

Pahleg had rescued an old woman from a group of undead one day and she insisted on rewarding him with a vision of his future. She gave him a mirror that she claimed had special powers, and that if it was taken to the birthplace of the holder it would reveal their destiny. Ever the eternal optimist Pahleg took her advice and went to the top of the mountain where he was born. As he reached the summit it was storming and he held the mirror up to see his destiny. A cloudy vision formed and was growing clearer, but then an arc of lightning came down and struck the cleric. The next thing he knew he awoke in a the labyrinth wearing nothing but rags and with no possessions but his holy symbol and a shard of the mirror he was given.

Appearance and Personality:

Pahleg is a moderately tall aasimar with a strong build. He has curly, light brown hair and bright green eyes over a warm smile and strong chin.

Pahleg is an eternal optimist and always looks for the good in people and the world. He's not naive, but he tries to make the best of every situation. He forms friendships fast and tries to bond people together to work better as a group.

Auorink:
Auorink

NG God of sun, teamwork, lightning

Firstborn son of an elder deity, Auorink is god with few supporters despite being very well liked. Auorink dislikes his father's strict moral code and brother's lack of self-control, and thus chose the middle-way in order to help everyone in the best way.

Auorink is like the bright sun in the sky: he'll continue to shine to everyone, but those who don't like sun won't get any sun. Followers of Auorink are ever so helpful for everyone they meet, but acknowledge that cooperation is not for everyone. For those, there is always another option: sun beams of lightning!

Clerics of Auorink follow the following guideline:
1) I will engange in jolly cooperation with anyone and everyone I meet.
2) I will help and assist whenever I can.
3) Sometimes I cannot help everyone. When my companions' interests conflict, I will look for a middle-way in order to cooperate with everyone.
4) People have right to refuse my aid.
5) If one would harm others or do uncooperation, I will call for thunder and lightning to smite them.
6) PRAISE THE SUN

Domains Community, Glory, Good, Lightning*, Sun
Subdomains Cooperation, Heroism, Friendship, Day, Light