About AlessandAlessand
Defense CMD AND CMB Spoiler:
Initiative +1 AC 11, touch 11, Flat Footed 10 (+0 Dex) with no armor. AC 16, touch 11, flat footed 15 with armor. Shield of faith makes AC 18, touch 13, FF 17. HP 9 (1d8+1) Fort +3 Ref +1 Will +4 CMB: +2 CMD 13 Concentration 1d20+3 Offense Spoiler:
Speed 30ft Melee +1 Ranged +1 Scimitar +1 1d6 18-20/x2 Sling +1 1d4 20/x2 50' range Dagger +1 either ranged or melee. 1d4+1 19-20/x2 10' range Statistics, Feats, Skills, Racial Traits
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Str 12 Dex 12 Con 13 Int 14 Wis 15 Cha 16 BAB +0 CMB +1, CMD +2 Feats 1 Angel Blood - +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage. (Feats to Earn: Level 3: Channel Force, (Level 7/9 Angel Wings) Traits:
Skills:
Languages
Racial Traits:
Class Abilities:
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Channel Energy 1d6 Domains: Healing and Heroism (Glory subdomain): Power for Healing at first, sacrificed Glory Subdomain 1st level power, although I do still get the boon for the turning undead. Sacrificing the 8th level Healing domain power, so I am plugging that information in here too, so full progression for spells is out there. Healing Domain:
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—mass cure critical wounds, 9th—mass heal. Heroism Domain:
Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies. Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—Heroism, 4th—holy smite, 5th—righteous might, 6th—Heroism (Greater), 7th—holy sword, 8th—holy aura, 9th—gate. False Arcanist (Ex): At 1st level, a hidden priest is able to disguise his cleric spellcasting, presenting it as arcane magic of some kind. Typically, this is as alchemist, bard, sorcerer, or wizard magic, and the cleric disguises the words and gestures of the cleric spell with accoutrements appropriate to his apparent profession. He must make a skill check (DC 10 + twice the level of the spell) to disguise his casting and successfully cast the spell. The type of skill check depends on the type of caster he pretends to be: Craft (alchemy) for alchemist, Perform for bard, Knowledge (arcana) for sorcerer or wizard. Using Spellcraft to identify the spell works normally, though unless the observer beats the DC by 10 or more, she doesn’t suspect the source of the magic is divine. For example, a hidden priest pretending to be an alchemist wants to cast cure light wounds on a wounded townsperson. If he makes a DC 12 Craft (alchemy) check, he disguises his spellcasting as the mixing of an alchemical extract or potion (perhaps with the words disguised as reciting an obscure formula or talking herself through the list of ingredients), which he gives to the target. An observer making a DC 16 Spellcraft check can identify his spell as cure light wounds, but doesn’t realize his “alchemical” methods are a sham unless her check result is 26 or higher. When the hidden priest uses this ability, he must still provide any divine focus components for the spells he casts. However, the divine focus doesn’t need to be an obvious symbol of his faith. It could be a small coin, tattoo, or garment bearing the symbol, whether presented openly, disguised, or hidden within a larger picture. For example, a hidden priest of Sarenrae may use a coin with an ankh or sunburst, a complex tattoo or scar that has an ankh shape hidden within it, a glove with an ankh stitched on the inside of the palm, and so on. He must use this replacement divine focus just as he would his true one (for example, he couldn’t leave the coin in his shoe). If a spell requires a divine focus with a specific or minimum cost, the replacement divine focus must be of similar value to be used as the divine focus. A hidden priest adds half his class level (minimum +1) on all Bluff skill checks to send secret messages about religious matters, and on all Sense Motive checks to recognize similar messages. He also adds this bonus on Perception and Sense Motive checks relating to agents of the laws against his religion (including city guards in lands where these laws are in effect). This ability replaces one of the cleric’s two 1st-level domain powers (her choice). Unseen Devotion (Su): At 8th level, a hidden priest can apply the Silent Spell and Still Spell feats to a spell he is about to cast. This does not alter the level of the spell or the casting time. He can use this ability once per day at 8th level and one additional time per day for every four additional cleric levels beyond 8th. Even though this ability does not modify the spell’s actual level, he cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that he is capable of casting. This ability always applies both feats (the cleric cannot use it to just apply one or the other). This ability replaces one of the cleric’s two 8th-level domain powers (his choice). Spell information and Spells Prepared:
Gear and carrying capacity: Spoiler:
Light Load 43, Medium Load 86, Heavy Load 130 With MW Backpack STR 13: Light 50 Medium 100 Heavy 150 Total Gear Weight: 73 pounds for everything, Medium Load (plus the fraction that coin weighs is still well under a Heavy load). He usual load is his sword, sling, dagger, armor, shield, and tools waterskin and backpack (total weight 50 pounds... on the nose.) Funds: 4 gold, 3 Silvers. Dagger +1, 1d4 19-20 10' Range P 2#
Character Background and livelihood:
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Alessand grew up in Poverty in the Narrows. He knew his mother, but his father died to some thug's knife, probably because of his Qadiran descent. He's a devout follower of Sarenrae. Despite his poverty, he made the trek over to Aroden's View, and became a follower of Father Basri. He feels sorry for Father Basri, despite not sharing his faith, he began working to help keep the old Basilica in shape, doing carpentry and carving work for him.
Alessand knows his true faith, Sarenrae, is strongly looked down upon, so he presents himself as a simple carpenter who is dabbling in Arcane magic, perhaps as a way to bridge the gap and bring back Aroden, or perhaps to simply combine Arcane and Divine magics, he is unsure. What he is sure of, sadly, is that there is a great deal of poverty next to the wealth of the Taldor elite. He has a small home in the Narrows, and returns to it nightly, but he keeps a small lockbox hidden within a spot in the Basilica of Aroden where he helped to carve, so that he can keep what little coin he does earn. When he's not working for Father Basri, he is doing charity work, especially in the narrows. He rarely carries coin, instead bringing bread and vegetables to the needy, and small, hand-carved wooden figurines to the children to play with. It's not much, but he is trying. More than once Alessand has been beaten, sometimes within an inch of his life. Each time he has felt that his life force struggled back to his body, and then he found himself awake, usually without the handful of things he was trying to give to the poor. He works as a carpenter at the Basilica of Aroden as well as any other places that will allow him to work. He loves the simple work. - Motivation: Why are you interested in Taldan politics? Why would someone take interest in you regarding politics? He wants to see projects to improve the plight of the poor in Taldor. The narrows could be a much better place, and with less crime if they would simply invest. But the nobles don't want to do so. Further, while he is a follower of Sarenrae, he feels that he is a divine messenger that will need to be heeded. All he needs is an ear. - Rollplay vs Roleplay: How will your character contribute to the group in combat? What about out of combat? In combat, he is a dedicated healer and very secondary warrior. I intend him to be highly charismatic and dedicated to light armor and a scimitar. Try to keep him moving and away from harm (he's not terribly strong). - Progression: How do you plan to mechanically develop the character (ie dips, multiclassing, PrCs, etc)? If you don't have a plan yet, that is ok. Cleric all the way. I do have questions in a separate spoiler. Mechanics are done except for the first level feat. - Background: What is the characters backstory? Doesn't need to be a novel, but at least 1-3 paragraphs of an overview. (IE what is your history, what are you doing now and what are you trying to achieve in the future): I put this in the character's link to Taldor. The only addition is that he's trying to improve the lot of the poor. Work programs, perhaps even expanding Oppara so that the Narrows becomes more open and crime less prevalent there, so people can have real homes. As far as age, probably late 20's as far as age is concerned, young enough to be impetuous, but old enough to have seen the effect of poverty. |