Hellknight Armiger

Aeden Havok's page

80 posts. Alias of Jesse Heinig.


Full Name

Aeden Havok

Classes/Levels

INACTIVE - GAME DIED

Size

Medium

Age

20

Alignment

Neutral Good

Deity

Aurora Starshine

Languages

Common, Orc, Goblin

Occupation

Traveling priest

Strength 16
Dexterity 11
Constitution 13
Intelligence 12
Wisdom 18
Charisma 15

About Aeden Havok

Aeden Havok
Cleric 2
NG Medium humanoid (human, orc)
Init +0; Senses Perception +4, darkvision 60'
Experience Points: 2,402

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Defense
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AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
HP 15 (2d8, +4 Con)
Fort +5 (+3 base, +1 Con, +1 trait), Ref +0 (+0 base, +0 Dex), Will +7 (+3 base, +4 Wis)

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Offense
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Speed 30 ft. (20 ft. in armor)
Melee Cold iron rapier +4 (1d6+3/18-20/x2; piercing)
Melee Cold iron dagger +4 (1d4+3/19-20/x2; piercing or slashing)
Ranged Thrown cold iron dagger +1 (1d4+3/19-20/x2/10 ft.; piercing or slashing)
Cleric Spells Prepared: (CL 2nd; concentration +5)
• 1st—bless, cure light wounds (d), divine favor, shield of faith
• 0 (at will)—detect magic, guidance, mending, stabilize

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Statistics
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Str 16, Dex 11, Con 13, Int 12, Wis 18, Cha 15
Base Atk +1; CMB +4; CMD 14
Languages: Common, Orc, Goblin

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Feats
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Shaman's Apprentice racial trait
Endurance: Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

Level 1
Selective Channeling: You can choose whom to affect when you channel energy.
Prerequisite: Cha 13, channel energy class feature.
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.

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Traits
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Beacon of Faith (Faith): You wield the might of your faith with power and clarity.
Benefit: Once per day as a free action, you may treat your caster level as if it were 2 levels higher when using one of the granted powers of your domain or inquisition, or when casting one of your domain spells.

Life of Toil (Social): You have lived a physically taxing life, working long hours for a master or to support a trade. Hard physical labor has toughened your body and mind.
Benefit: You gain a +1 trait bonus on Fortitude saves.

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Skills
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Total skill ranks: 8 (4 cleric, +2 Int, +2 Human-Raised)

Diplomacy +7 (2 ranks, +2 Cha, +3 class skill)
Heal +9 (2 ranks, +4 Wis, +3 class skill)
Knowledge (religion) +5 (1 rank, +1 Int, +3 class skill)
Spellcraft +6 (2 ranks, +1 Int, +3 class skill)
Swim +4 [-2] (1 rank, +3 Str)

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Untrained Skills
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Climb +3 [-3] (+3 Str)
Handle Animal +2 (+2 Cha)
Intimidate +2 (+2 Cha)
Perception +4 (+4 Wis)
Sense Motive +4 (+4 Wis)
Stealth +0 [-6] (+0 Dex)

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Gear
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Total starting wealth: 150 gp

Traveler's outfit (free starting outfit)
Cold iron rapier (40 gp, 2 lbs.)
Cold iron dagger (4 gp, 1 lb.)
Scale mail armor (50 gp, 30 lbs.)
Heavy wooden shield (7 gp, 10 lbs.)
Wooden holy symbol (1 gp)
Backpack (2 gp, 2 lbs.)
[
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Canteen (2 gp, 1 lb.)
• Grooming kit (1 gp, 2 lbs.)
• Trail rations, 5 days (2 gp 5 sp, 5 lbs.)
• 45 gp, 15 sp, 6 cp
]

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Special Abilities
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Half-Orc

Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
Shaman’s Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Human-Raised: Some half-orcs raised as humans lack their cousins’ ferocity and training in orc weapons, but pick up a bit of their human parents’ skills. They gain the human’s skilled racial trait. This racial trait replaces orc ferocity and weapon familiarity.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Cleric 2

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.

Domains selected:
Fire
Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire 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.
Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.
Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

Healing
Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—cure critical wounds (mass), 9th—heal (mass).

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).
An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

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Backstory
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Description: Aeden has thick black hair and a slightly green-hued complexion, as befits a half-orc, along with a strong jaw and somewhat thick and prominent incisors that push outward from her lower lips. Her ears are slightly swept back and pointed. In spite of her orcish heritage, she keeps herself well-groomed and presentable, with a straight posture and confident but not aggressive demeanor.
Aeden is taller than many human women and solidly built, with powerful arms and legs and a tough, muscular body.
When exploring she wears metal scale armor and bears a heavy wooden shield, but in deference to her goddess's preferences she carries a light rapier. She wears a holy symbol of Aurora Starshine on a leather cord about her neck and favors brown or black colors on her boots, cloak, and similar clothing accessories.

Hair: Black
Eyes: Red-brown
Height: 6'
Weight: 225 lbs.

Background: Aeden hails from an unusual family; her parents were of two different worlds, her mother an orc shamaness, her father a human warrior. Though humans and orcs often skirmish along borderlands where they fight over territory, their unusual kinship came about when her mother was on a vision quest that took her into human territory.
Aeden had one brother, who was killed in a scuffle with thugs as a teenager.
Aeden had difficulty fitting in as a child, and other human children often tormented her. To overcome this she became very personable and learned to be disarming and congenial. She also focused on keeping her appearance presentable so that people's first impressions of her would be approachable, rather than assuming that she was some kind of monster.
Aeden's mother raised her strictly and often took her on walks in the woods to teach her about the world around her and to try to open her to the voices of spirits. Aeden never developed that aptitude; instead, she channeled her significant insight into more structured religious formality. While her father was not a highly-educated man, he did see to it that she had some level of formal tutelage, and when she became a young woman she became an acolyte in the church of Aurora Starshine.
While Aeden still feels the weight of prejudice and has a deep-seated anger over the horrible conditions that led to her brother's death, she does her best to overcome those feelings and lead a positive example as a priestess of the goddess of life.

Personality Traits: Aeden is surprisingly good-natured and approachable. She lacks the usual half-orcish fervor, temper, or crudeness. Instead, she is well-spoken and empathetic. Many of these traits are learned characteristics, gained from hard lessons of her youth while dealing with human neighbors who assumed that as a half-orc she was automatically stupid and violent.
Aeden is awkward around children. She doesn't dislike them, but she is always afraid of accidentally hurting them.
Aeden likes medium-sized dogs; she dislikes tiny "rat hunters" and "petty noble accessories." She is indifferent to cats and birds.
Aeden enjoys both white and red meat (rare) and likes thick, filling food, whether it's gruel, noodles, or rye bread. She dislikes most kinds of fruit and enjoys dark, bitter ales and beers.
Aeden likes swimming (although she is only of moderate skill) and actually enjoys reading.
Aeden has never had a serious romantic relationship - after one incident in which one of the boys in town asked her to dance but it turned out to be a cruel prank, she has been very withdrawn and hesitant to accept that anyone might actually be legitimately interested in a relationship with her.