Father Zastoran

Abbas Garshta's page

94 posts. Alias of Papa-DRB.


Full Name

Abbas Garshta

Race

NG Male Human (Varisian) cleric 1

Classes/Levels

(HP 9 AC:17 T:10 F:17 Saves F:+3 R:+0 W:+5 CMB:+1 CMD:11 Init:+0 Perc: +7)

About Abbas Garshta

Abbas Garshta
Male Human (Varisian) cleric 1
NG Medium humanoid (human)
Init +0, Senses Perception +7
Aura aura of good

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DEFENSE
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AC 17, touch 10, flat-footed 17 (+6 armor, +1 shield, )
hp 9 ((1d8)+1)
Fort +3, Ref +0, Will +5

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OFFENSE
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Speed 20 ft.
Melee scimitar +1 (1d6+1/18-20)
Melee shield, light wooden -3 (1d3+1)
Ranged crossbow, light +0 (1d8/19-20)
Special Attacks Channel Positive Energy (1d6, DC 12, 8/day),

Prepared Spells
Cleric (CL 1st; concentration +4)
1st-bless, command(DC 14), *detect secret doors
0th-create water, light, stabilize(DC 13)
*:Domain spell.
Deity Sarenrae; Domains Restoration Subdomain, Revelation Subdomain

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STATISTICS
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Str 13, Dex 10, Con 12, Int 10, Wis 16, Cha 14,
Base Atk +0; CMB +1; CMD 11
Feats Extra Channel, Selective Channeling
Skills Diplomacy +6, Knowledge (Geography) +5, Knowledge (History) +4, Knowledge (Religion) +4, Perception +7, Perception (Notice Hidden Object) +11, Perception (See Through Disguise) +11, Sense Motive +7,
Traits Exalted of the Society, Exchange Agent (Knowledge (Geography)),
Languages Celestial, Common, Varisian
SQ aura, aura of good, bonus feat, guided eyes, humanoid traits, orisons, restorative touch, skilled, spontaneous casting,
Gear rations, trail (4), scimitar, chainmail, shield, light wooden, holy symbol, silver, backpack, waterskin, filled, bolts, crossbow (10) (2), pouch, belt, crossbow, light, 4.0 gp

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SPECIAL ABILITIES
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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 faint good aura.
Background Skill (Knowledge (Geography), Knowledge (History))
Bonus Feat Humans select one extra feat at 1st level.
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this ability 8 times per day.
Cleric Extra Channel
Domains
Exalted of the Society The vaults of the Grand Lodge in Absalom contain many secrets of the divine powers of the gods, and you have studied your deity extensively. You may channel energy one additional time per day.
Exchange Agent (Knowledge (Geography)) Although you're a relative newcomer to Magnimar, you're not some naive stranger. You've been sent by the Pathfinder Society lodge in your home country to learn more about Varisia by experiencing the frontier firsthand. After arriving, you reported to the Magnimar lodge and placed your expertise at the venture-captain's disposal. To represent your experience in distant lands, choose a country other than Varisia as your homeland and gain one of the languages spoken in that country as a bonus language (see Pathfinder Campaign Setting: The Inner Sea World Guide). Additionally, choose one of the following skills: Handle Animal, Knowledge (geography), Linguistics, or Survival. You gain a +1 trait bonus on checks made with this skill and it is always a class skill for you.
Guided Eyes (Su) Perception is always a class skill for you. In addition, whenever you make a skill check to see through a disguise or find something that is hidden or concealed, you gain a +4 sacred bonus on the check.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
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.
Restorative Touch (Su) You can touch a creature, letting the healing power of your deity from through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability 6 times per day.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You 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).

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FEATS
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Extra Channel
You can channel divine energy more often.
You can channel energy two additional times per day.
Selective Channeling
You can choose whom to affect when you channel energy.
When you channel energy, you can choose 2 targets in the area. These targets are not affected by your channeled energy.

Description:

At 6 feet, 180 pounds (183 cm, 82 kg), Abbas is taller and larger than the average resident of Magnimar. He is wearing chainmail, with a scimitar at his hip, and a shield, backpack and light crossbow on his back, under a cloak. Even though he is a mature adult, he has allowed his hair and beard to grow, and as it is un-naturally early white, he looks gives the impression that he is much older and wiser, which serves him well when dealing with folks as he is usually under estimated.

History:

Born and raised on the streets of Absalom, Abbas never knew his real name of his family. Even though just a street urchin, he managed to sneak into many of the libraries, especially the libraries of the various gods, where he learned many things. One day, when he again was caught in the library, he, as usual, managed to talk his way out of being in trouble, but before he was told to leave, a senior acolyte of the temple, Sarenrae as it happens, intervened with the guard who was escorting him out.

"I see you have been caught again" the acolyte named Jared said to him. "What is your name?"
"I don't have a name sir, everyone just calls me kid" and he starts to head to the door with the guard.
"Wait, as you seem to be able to read and write, and interested in these holy books, how would you like to be a student of Sarenrae, and stay in the temple under my tutelage."

As his eyes are now shining, he nods his head and says emphatically "Yes"
Jared goes on to say, "and now that you are here, I shall give you a name little brother. You will be known as Abbas, and you have have my last name of Garshta, if that pleases you."

Saying his new name over and over again, Abbas nods his agreement and then as Jared instructed the guard, he is taken to a small room that houses other first year students, and is shown a mattress and blanket as well as a small chest for his things.

Over the years Abbas grew physically to be the man he is today, as well as gaining much knowledge about the lands however even after taking his priestly vows, he remained in the Temple of Sarenrae in Absalom, rather than going out on the road. When he reached his 30th birthday, his initial instructor, Jared, now a senior priest of the Temple called him in to speak with him.

"Abbas, I have a mission for you. It is well past time that you left the Temple and went into the world, putting your knowledge and devotion to work for the betterment of Golorian. Now, I know that this is not what you really wish, but we have decided that you will go to Magnimar and report to Pathfinder Captain Sheila Heidmarch. She has called for new Pathfinders for a mission, and you would be a good fit. Gather what equipment you need from the Temple armory, pray to Sarenrae for your spells, and head to the docks where a ship will take you to Magnimar in the morning."

Although quite nervous, and a little scared as he had spent almost twenty years in the Temple, Abbas gathered his equipment, stayed up all night praying and headed to the docks in the morning, where boarding a ship named Dolphin, he undertook the journey to Magnimar. Some time later, when he arrived, he was given directions to the Heidmarch Manor and headed there directly.

Other Information:

PbP stats
Race Line in Profile:
NG Male Human (Varisian) cleric 1
Class Line in Profile
(HP 9 AC:17 T:10 F:17 Saves F:+3 R:+0 W:+5 CMB:+1 CMD:11 Init:+0 Perc: +7)

Created using PCGen 6.08.00 RC5 on Feb 8, 2020