Hope I'm not too late it took me longer than I thought to finish up his background as I got more and more into it.
Introducing Damien Keyes, priest of Abadar, and former Lamm's Lamb.
Damien Keyes:
Damien Keyes
Male human (Varisian) cleric of Abadar 1
LN Medium humanoid (human)
Init +1; Senses Perception +7
Aura deflection aura (2 ft.)
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Defense
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AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 12 (1d8+4)
Fort +5, Ref +3, Will +5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +1 (1d4+1/19-20) or
. . morningstar +1 (1d8+1)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 12, 1d6)
Cleric Spells Prepared (CL 1st; concentration +3)
. . 1st—bless[D], divine favor, magic weapon
. . 0 (at will)—detect magic, guidance, light
. . D Domain spell; Domains Protection (Defense[APG] subdomain), Nobility (Leadership[APG] subdomain)
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Statistics
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Str 13, Dex 12, Con 12, Int 10, Wis 15, Cha 14
Base Atk +0; CMB +1; CMD 12
Feats Additional Traits, Toughness
Traits deft dodger, ease of faith, eyes and ears of the city, personal addiction
Skills Acrobatics -5 (-9 to jump), Diplomacy +7, Knowledge (nobility) +4, Knowledge (religion) +4, Linguistics +4, Perception +7, Sense Motive +6
Languages Common, Shoanti, Varisian
SQ inspiring command
Combat Gear healer's kit; Other Gear scale mail, heavy steel shield, crossbow bolts (10), dagger, light crossbow, morningstar, backpack, bedroll, belt pouch, candle (10), flint and steel, holy text (The Order of Numbers)[UE], mess kit[UE], spell component pouch, trail rations (5), waterskin, wooden holy symbol of Abadar, 10 gp
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Special Abilities
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Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Defense) 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.
Cleric Domain (Leadership) Deflection Aura (1 rounds, 1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Inspiring Command (1 allies) (Su) Allies gain +2 Attack AC, CMD, skill checks
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Background:
Damien was orphaned at the age of eight. His memory of his parents was the only bright spot of his troubled youth. Taken in by an aunt who had no more use for another mouth to feed and by a cousin who had even less. Constantly berated and beaten he eventually ran away from “home”.
The mean streets of Korvosa were no place for a kid and soon Damien was starving and alone until, one day, he happened to be in the local neighborhood market begging for scraps to eat and he saw a group of boys and girls his own age stealing food and trinkets from the market stalls.
Curious he followed the group until he was caught by a pockmarked faced man and dragged into a nearby building. The man, named Yargin, beat and kicked Damien, demanding to know why he was following the others. Scared and crying Damien explained that he was lost and alone and was hoping to find protection with the ‘gang’ of kids. The beating stopped and Yargin dragged Damien roughly into another room within the tenement. Tossed to the ground he looked up to see a middle aged man looking down on him curiously. The man grilled him mercilessly, asking him the same questions the other had over and over until finally he smiled a yellow toothed smile and simply said ”He’ll do. Bring me Lannis though. He screwed up by letting himself be followed and he’ll have to pay for that”
Soon Damien was running the streets as part of the older boy, Lannis’, crew. Years passed and Damien grew into a teenager and second in command of Lannis’ gang. It was then the Lamm introduced Damien to Shiver, a wonderful drug, whose vivid lifelike dreams, made Damien forget about his life for a while. One day while they were all stoned Lannis offered, for a silver piece, to let Damien lose his virginity to his “girlfriend” Aleziella, a pretty elven girl. Intrigued Damien paid for the go but he, and she were so wasted neither of them could remember much of the encounter.
Turned out that what Lamm gave as a reward, he withheld as punishment. Lamm used Shiver as a way to keep the older children in line and Damien soon learned that the hard way. Getting caught dipping into a marks purse Damien panicked and ran. Chased by a pair of guards he almost led them back to Lamm’s lair that was until Yargin and the gangs enforcer, a half orc who only went by the name Giggles because he had an odd habit of finding everything and nothing to be funny, ambushed the watchmen and killed them. That night Gaedren took away Damien’s dreams as he cut him off from his drugs.
Days passed and soon Damien couldn’t stand it any longer. He broke into Gaedren’s stash and took several vials of Shiver and downed them all. Crashing to the floor he began to convulse as Lamm soon discovered him. Angry Lamm had Yargin and Giggles take the boys body and, as a reward for years of service, dump him in an alleyway to die. And die he might have done if it were not for a wandering watch patrol and a priest of Abadar, Gideon Hightower, who happened to be with them. Gideon used his healing skills and saved the boy’s life.
Waking up in the Bank of Abadar Damien couldn’t believe what had happened. Lamm, a man Gideon thought of as a “father” had betrayed him and left him for dead. It took almost a week for Damien to recover and Gideon visited him every day and the two talked and soon became friends. Once whole Damien decided to stay with the temple and to become, like Gideon, a priest of Abadar even going so far as to adopt the name Keyes and a symbol of his new found life.
Years passed by and soon Damien, as a full fledged priest, began taking patrol duty with the city watch. It was during one of these patrols that he cam across his old “friend” Lannis again, stopping him from robbing a young man at knifepoint. Arresting him Damien began interrogating Lannis for information about Lamm’s whereabouts. It was then that he found out that Lannis was no longer with Lamm. It turns out that soon after Alezzella, after somehow cursing him to sleep, had left him he had messed up badly and Lamm had him beaten and run off. Still Lannis had kept in touch with some of his crew and had known where Lamm’s latest hideout was. Damien pleaded with his patrol sergeant to check it out, which they did, only to Find that Lamm had abandoned it. That was the first of many times Damien would chase down Lamm only to find that the slippery bastard had moved on, always one step ahead of the law, and each time it grew more and more personal for Damien.
Finally, one night Damien received word that Lamm had taken up residence in an old abandoned fishery on the river. Joining the patrol in that area Damien began subtly steering them towards the docks and his goal, bringing Gaedren Lamm down one way or the other.
As far as previous interactions, the only one would be Aziella (see background). I couldn't see him having any contact with Sykes as he just arrived in Korvosa, Although with Joeseph he could have been one of the guardsmen working a case that he might have been investigating. If chosen we could flesh that out later.
Hey all, I'm working on building a replacement character for an ongoing CotCT campaign, their divine character dropped out do to RL issues and I've decided to step up and fill in, but I'm at a loss.
I'm leaning towards a vanilla Cleric of Abadar with the Defense and Nobility domains. Since Lamm is already dead I've been given the go ahead by the GM to replace the campaign trait with another trait. Since my concept is someone who works with the Korvosan guard on occasion I've taken the Eyes and Ears of the City and Child of the Temple traits (with the Deft Dodger trait for the Pride (Respect my Authoritah) drawback).
The plan is a support type character with buffs and ranged combatant (melee, if necessary).
I'd appreciate a hand in building the character and any advice would be greatly appreciated.
The Build So Far:
Damien Cross
Male human (Varisian) cleric of Abadar 1
LN Medium humanoid (human)
Init +2; Senses Perception +8
Aura deflection aura (2 ft.)
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Defense
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AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 12 (1d8+4)
Fort +4, Ref +4, Will +6
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +0 (1d4/19-20) or
. . dagger +0 (1d4/19-20) or
. . light mace +0 (1d6)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks channel positive energy 4/day (DC 11, 1d6)
Cleric Spells Prepared (CL 1st; concentration +4)
. . 1st—bless[D], divine favor, magic weapon
. . 0 (at will)—detect magic, guidance, light
. . D Domain spell; Domains Protection (Defense[APG] subdomain), Nobility (Leadership[APG] subdomain)
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Statistics
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Str 10, Dex 14, Con 12, Int 10, Wis 16, Cha 13
Base Atk +0; CMB +0; CMD 12
Feats Point-Blank Shot, Toughness
Traits child of the temple, deft dodger, eyes and ears of the city
Skills Acrobatics -2 (-6 to jump), Diplomacy +1 (-1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Heal +7, Knowledge (nobility) +5, Knowledge (religion) +5, Linguistics +4, Perception +8, Sense Motive +3 (+1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +4
Languages Common, Shoanti, Varisian
SQ inspiring command, pride
Other Gear armored coat[APG], heavy steel shield, crossbow bolts (10), dagger, dagger, light crossbow, light mace, backpack, bedroll, belt pouch, candle (10), flint and steel, holy text (The Order of Numbers)[UE], mess kit[UE], spell component pouch, trail rations (5), waterskin, wooden holy symbol of Abadar, 21 gp
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Special Abilities
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Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Defense) 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.
Cleric Domain (Leadership) Deflection Aura (1 rounds, 1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Inspiring Command (1 allies) (Su) Allies gain +2 Attack AC, CMD, skill checks
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
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Hey all,
I'm currently playing a Cleric 6/Radiant Servant of Pelor 7 and was wondering where to go once I hit RSoP 10. I was thinking about going into Divine Disciple (PGtF) but would like to get some additional feedback.
The campaign isn't especially undead heavy and it will go to 20th level (and possibly beyond) so I'm looking for some advice on what Prestige Class to pick up next.
Please keep any recommendations to WotC core plus Forgotten Realms sourcebooks (NO Eberron or Dragonlance)
Cassandra Morningstar:
CASSANDRA MORNINGSTAR CR 13
Female Human Cleric 6 Radiant Servant of Pelor 7
NG Medium Humanoid
Init +0; Listen +5, Spot +5
Languages Common
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AC 24, touch 11, flat-footed 24
. . (+9 armor, +3 shield, +1 deflection, +1 natural)
hp 82 (6d8+7d6+26)
Divine Health (Ex)
Fort +13, Ref +5, Will +18
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Speed 20ft.
Melee weapon +1 Mace, Heavy +12/+7 (1d8+3) and
. . Dagger +11/+6 (1d4+2) and
. . Masterwork Longsword +12/+7 (1d8+2) and
. . Shield Bash +11/+6 (1d4+2) and
. . Unarmed Strike +11/+6 (1d3+2)
Ranged weapon Longbow, Comp. (Str +2) +9/+4 (1d8+2)
Space 5 ft.; Reach 5 ft.
Base Atk +9/+4; Grp +11
Combat Gear +1 Arrows, +1 Full Plate, +1 Mace, Heavy, +1 Shield, Heavy Steel, Dagger, Longbow, Comp. (Str +2), Masterwork Longsword, Shield Bash
Cleric Spells Prepared (CL 6, +11 melee touch, +9 ranged touch):
7 (DC 22, 1/day) - Holy Star, Sunbeam
6 (DC 21, 2/day) - Heal, Bolt of Glory, Lucent Lance
5 (DC 20, 4/day) - Righteous Might, Break Enchantment, Cure Light Wounds, Mass, Command, Greater, Life's Grace
4 (DC 19, 5/day) - Blessing of the Righteous, Fire Shield, Freedom of Movement, Magic Weapon, Greater, Shield of Faith, Mass, Summon Hound Archon
3 (DC 18, 5/day) - Searing Light, Cure Serious Wounds, Daylight, Light of Wisdom, Light of Venya, Magic Vestment
2 (DC 17, 6/day) - Bear's Endurance, Cure Moderate Wounds, Consecrate, Divine Insight, Hand of Divinity, Light of Faith, Light of Mercuria
1 (DC 16, 7/day) - Cure Light Wounds, Divine Favor, Endure Elements, Light of Lunia, Protection from Evil, Shield of Faith, Sign, Vision of Glory
0 (DC 15, 6/day) - Light, Guidance, Detect Magic, Mending, Create Water, Read Magic
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Abilities Str 15 Dex 10 Con 14 Int 10 Wis 20 Cha 12
SQ Augment Healing, Aura (Ex), Cast Healing spells at +1 caster level, Circlet of Persuasion, Divine Spell Power, Divine Vigor, Divine Ward, Glory, Greater Turning (4/day) (4/day), Healing, Maximize Healing (Ex), Radiance, Spontaneous Casting, Subtype - Human, Sun, Turn Undead (8/day) (Su), Type - Humanoid
Feats Armor Proficiency (Heavy), Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Medium), Augment Healing, Divine Spell Power, Divine Vigor, Divine Ward, Extra Turning, Martial Weapon Proficiency - All, Scribe Scroll, Shield Proficiency, Shield Proficiency, Simple Weapon Proficiency - All, Simple Weapon Proficiency - All
Skills Balance -6, Bluff +4, Climb -4, Concentration +16, Diplomacy +11, Disguise +4, Escape Artist -6, Gather Information +4, Heal +10, Hide -6, Intimidate +4, Jump -8, Knowledge: Religion +9, Move Silently -6, Spellcraft +13, Swim -10
Possessions combat gear plus Alchemist's fire (flask), Antitoxin (vial), Bedroll, Belt of Priestly Might, Circlet of Persuasion, Cleric's vestments, Cloak of Resistance, +1, Dimension Stride Boots, Flint and steel, Gloves of Dexterity, +2, Handy Haversack (31 @ 54.5 lbs), Healer's kit, Holy symbol, gold, Holy water (flask), Mirror, small steel, Periapt of Wisdom, +2, Pouch, belt (empty), Rations, trail (per day), Ring of Protection, +1, Rope, hempen (50 ft.), Signal whistle, Spell component pouch, Sunrod, Tanglefoot bag, Thunderstone, Traveller's Outfit (Free), Waterskin, Whetstone
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Augment Healing +2 dam healed per spell level of Conjuration [Healing] spell cast.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Aura of Warding (Su) All allies within 10 ft gain a +2 morale bonus to Will saves.
Cast Healing spells at +1 caster level You cast Healing spells at +1 caster level.
Circlet of Persuasion +3 competence bonus to CHA-based checks (skills already included).
Divine Health (Ex) Immune to all diseases, including magical ones.
Divine Spell Power Free, burn turn/rebuke & roll turn chk, apply as mod to divine CL for 1 rd.
Divine Vigor Stand, use 1 turn to give +10 ft to speed and X temp Hp for Y mins.
Divine Ward 1/day, 10 min, ward 1+1/used turn ally, use 1 turn, cast tch as short for 24 hr.
Glory +2 bonus to turn undead and +1d6 on the turning damage roll.
Greater Turning (4/day) (4/day) You can perform a Greater Turning against Undead once per day.
Healing You cast healing spells at +1 caster level.
Maximize Healing (Ex) All Healing domain spells are Maximized for free.
Radiance Double illumination radius of light spells, +1 spell level to counter darkness.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Subtype - Human Subtype for a set of humanoids who do not share a common language.
Sun Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
Turn Undead (8/day) (Su) A good cleric can turn undead; an evil cleric can rebuke undead.
Type - Humanoid Unless otherwise noted humanoids have these features.
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