Rohkar Cindren

Aerrodin Mayweather's page

76 posts. Alias of JohntheVast.


Full Name

Aerrodin Mayweather

Race

Human

Classes/Levels

Cleric 1(Fire,Good)

Stats:
| HP(8/8) | Init. +2 | Per +4 | Spd: 20ft. | AC(18),ff(16),t(12) | Saves(+2/+2/+6 (+8 vs. charms, comp., and emotion)

Gender

Male

Size

Medium

Age

24

Special Abilities

Firebolt 6/7 day, Touch of Good 7/7 day, Channel Energy 4/7 day (1d6).

Alignment

CG

Deity

N/A

Strength 10
Dexterity 14
Constitution 8
Intelligence 12
Wisdom 18
Charisma 14

About Aerrodin Mayweather

Description:

5'11", 155lbs. dark brown ruffled hair, brown eyes. Aerrodin appears much older than he is (roughly 39) as a result of the undead taint still lingering in his bloodline. However, despite his rather grim appearance, Aerrodin is friendly and conversational to those who strike up a conversation with him, although his aristocratic family line has left him rather protective of his name and honor, and can develop a nasty sarcastic streak.

Beliefs:

Core Belief: Love is good, the goodness of love is what drives, and it's this fiery passion that is the reason for living: not gold, nor fame, nor achievement, nor any other thing is worth the fight for each breath. Whether it is love for spouse, or family, or friend, or a general compassion for all, we should each, out of love and respect for one another, aid each other in pursuit of these worthy goals.
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
- The injury or killing of a person/being/creature that does not pose a threat to the life or ability of another person/being/creature to strive for life and/or love is wrong. Creatures of animalistic intelligence can be killed for food and livelihood, but not for sport or entertainment.
- To defile the grave with necromancy is despicable, as it is wrong to use the loved one of another as a tool.
- Detaining a living creature with intelligence beyond that of an animal for reasons other than law and protection of others is deplorable, excluding the relationship of parent and child.
- Neither theft from the living or the honored places of the dead, nor lying are permissible: the truth ought to be told unless it endangers others, and theft dishonors the wishes of others. Loot taken from treasure hordes is fair game so long as it is not left in memorial.
- The sanctity of marriage, respect for the laws of good lands, and fair treatment of the young and old are also required.

Backstory:

Highlights:
-Comes from aristocratic family stretching back 15 generations.
-Five generations back, Lord Lewis Mayweather attracted the ire of a cult of necromancers due to his stringent laws banning any and all of it's practice and calling for cruel death sentences on those who did. The necromancers called upon a wraith, and sent it to consume Lewis in his sleep one gloomy winter evening. However, Lewis was prepared, and so escaped with his life, though he was left sickly by the attack. This trait has passed down the line to the last Mayweather, Aerrodin.
- The last thirty years have seen most of the Mayweather estate lost to warlords and their ilk, as those of the Mayweather family are of poor constitution, unable to defend their estates\ properly.
- Aerrodin was raised on the lap of his great uncle Rubart, who recounted the Mayweather family fortune in it's heyday. Aerrodin, given such a name to live up to at such a young age, remains vain and unwilling to be seen as a fool, though he has largely recanted his past life.
- Once, on a sailing trip with this same uncle on a large lake near their holding, a great gale stormed up suddenly, and both he and the uncle were tossed into the waves, and the schooner smashed to splinters. Rubart is presumed drowned, as his body was never found. However, Aerrodin was picked up on the shore by a family of swampwhispers, pickpockets forced to the brim of society for their clans past suspected ties to necromancers. However, rather than killing him out of revenge, they instead took him in, fed him, and clothed him with a warm cloak.
- Aerrodin was forced to rethink his life, and consider that his family's estate was nearly certainly doomed, and that while he was poor of health, he had survived solely on the generosity of his enemies. Further recognizing his lack of chance at a normal life, he spent years in contemplation, and began on a self-appointed path to find the greater purpose of life... a search he began at 16.
- Aerrodin has since been searching, and only at the age of 21 did he come to determine that compassion was not merely a way of life, but the only worthwhile endeavor in life. As such, he returned home briefly and abandoned his title, drawing the ire of his family. He's been slightly embittered by this, and while he still maintains his beliefs, he quickly becomes annoyed with those that value wealth, power and position and those who attempt to sway him with such. Further, he remains a friend to all, but has trouble forming any close relationships.

Traits:

Principled:
-2 Bluff, +2 against against charms, compulsions, and emotion effects.
Death Touched:
+1 Fort.
Pride:
-2 on Diplomacy/Sense Motive against those who threaten, accuse, or challenge me until they apologize.

Aerrodin Mayweather, 1st lvl. Cleric(Fire and Good)
HP: 8
Init. +2
Perception +4
Move: 30ft.(20ft.),
XP: 100
======Attack/Defense=========
CMB:+0 CMD:12 BAb+0
AC: 18(+2 Dex, +5 Scale, +1 Shield ), ff:16, t:12
Atk: Morningstar, +0 (1d8)[x2]
Atk: Touch +2
Saves Fort +2, Ref +2, Will +6
=============================

Skills:

Skills (2 + 1 human + 1 Int.)
Arm.Chk.Pen. -5
+8 Heal(1, C, +4 Wis.)(+2 with kit 7/10)
+5 Knowledge, Religion(1, C, +1 Int.)
+8 Sense Motive (1, C, +4 Wis.)
+5 Spellcraft (1, C, +1 Int.)

Feats/Languages:

Languages: Common, Celestial
Feats: Combat Casting, Extra Channeling, Godless Healing (heal self 1d8+HD once a day when at half or lower health).

Special Attacks:


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.

Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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.

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).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).

Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.


Special Qualities:


Aura(Ex): Chaotic Good

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.

Spells, Typical:

Spells Prepared (3/2+1)
*Domain Spell:
Orison- Stabilize, Read Magic, Light
1st lvl- Comprehend Languages, Remove Fear, Protection from Evil*

Equipment:
Wealth:261 gp,
Weight, Carried: 65.5lbs.
Weight, Totaled: 220.5lbs.
Loads: (Light 33, Medium 66, Heavy 100)

Details:

Item Cost Wt.
Arms and Armor 63 41
Backpack 2gp (2lbs at camp)
Blanket .3gp 3lbs
Flint/Steel, Fishhook 1.1gp -
Ink, Inkpen, 5 sheets of parchment 9.3gp -
Rations(5) 2.5gp, (4 of 5 lbs at camp)
Waterskin 1gp 4lbs
Components Pouch 5gp, 2lbs
Healer's kit 50gp 1lbs
Holy Symbol 1gp -
Scroll Case 1gp .5lbs
-Entropic Shield, Detect Poison, Hide from Undead, Magic Weapon, Mending 100gp -
Traveller's Outfit 1gp 5lbs
Holy Water 25gp 1lbs
Coins 6gp,8sp
Total 261.0gp 65.5lbs (58.5lbs, 7lbs at camp)

Arms/Armor
Morningstar, 8gp, 6lbs
Scale Mail, 50gp, 30lbs
Light Shield, Wooden 3gp, 5lbs