| Abbas Garshta |
Well if Abbas, akvius and polina can have their characters ready by tomorrow I'll introduce you all at once. And sorry moksha 6 should be enough. so if you guys wanna sort a little about what you may know each other in discussion I'll say you were given the same charter to explore the stolen lands.
There is something that I have been meaning to try and Abbas is the perfect character for it, so with your permission, I am changing him around. He will still be a cleric, but I am going to take the Evangelist archetype. Abbas will be a buffer / debuffer and combat / healing support. Outside of combat he will be diplomacy / intimidate character.
Abbas
Still have to select spells, and new equipment but the equipment other than changing breastplate for something light, and changing scimitar for longbow will remain pretty much the same.
[B]Abbas Garshta
Male Human Cleric 2 (Evangelist)
NG Medium humanoid (human)
Init: +0, Senses: Perception +3
Aura: Aura of Good,
DEFENSE
AC 10, Touch 10, Flat-footed 10 ()
HP 20 (2d8)+4
Fort: +5, Ref: +0, Will: +6
OFFENSE
Speed: 30 ft. (6 Squares)
Space 5 ft. by 5 ft. Reach 5 ft.
Special Attacks Fascinate,
*:Domainspell.
Deity Sarenrae; Domains Heroism Subdomain,
STATISTICS
Str 14, Dex 10, Con 14, Int 10, Wis 16, Cha 14
Base Atk: +1, CMB: +3, CMD: 13
Feats: Armor Proficiency, Light, Martial Weapon Proficiency (Longbow), Skill Focus (Intimidate)
Skills: Bluff +2, Climb +2, Diplomacy +7, Disguise +2, Heal +3, Intimidate +7, Perception +3, Perform (Oratory) +7, Perform (Untrained) +2, Sense Motive +3, Survival +6, Swim +2,
Languages:Common
SpecialQualities: Aura, Aura of Good, Bardic Performance, Bonus Feat, Countersong, Inspire Courage, Orisons, Public Speaker, Sermonic Performance, Single-Minded, Skilled, Spontaneous Casting, Touch of Glory (6/day),
Possessions
SPECIALABILITIES
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).
Aura of Good (Ex) You project a moderate good aura.
Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired.
Bonus Feat Humans select one extra feat at 1st level.
Community-Minded Any morale bonuses you confer upon your allies through your own abilities or spells last 2 additional rounds.
Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Domains
Fascinate (Su) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 13) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Pioneer (Survival) You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you've learned how to survive on the rugged frontier. With the wilderness ever at your door, you've also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family's land, you've joined the expedition into the Stolen Lands. You begin play with a horse.
Public Speaker An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by 4.
Sermonic Performance An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the evangelist's performance skill. However, an evangelist gains only the following types of bardic performance: countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level. Sermonic performance replaces the 1st-, 9th-, and 15th-level channel energy abilities. This caps the cleric's channel energy damage at 7d6 points.
Single-Minded An evangelist focuses her skills and learning on proclamation rather than the fine details of the church's deeper mysteries or martial training. Thus, she may select only one domain and does not gain medium armor proficiency or shield proficiency.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast command (1st), enthrall (2nd), tongues (3rd), suggestion (4th), greater command (5th), geas/quest (6th), mass suggestion (7th), sympathy (8th) and demand (9th) as a spell of listed level by sacrificing a prepared spell of the same level or higher.
Touch of Glory (Sp) You can cause you hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a +2 bonus to a single Charisma-based skill check or Charisma ability check. This ability lasts for one hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus 6 times per day.
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(HP 20 AC:10 T:10 F:10 Saves F:+5 R:+0 W:+6 CMB:+3 CMD:13 Init:+0 Perc: +3
Created using PCGen 6.03.04 on Aug 13, 2014
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