Shelyn

Amanda Magevia's page

1 post. Organized Play character for Tiger Claw.


Full Name

Amanda

Race

Human

Classes/Levels

Cleric 1

Gender

Female

Size

Medium

Age

27

Alignment

NG

Deity

Shelyn

Occupation

Pilgrim

Strength 10
Dexterity 12
Constitution 12
Intelligence 11
Wisdom 14
Charisma 18

About Amanda Magevia

Background

Spoiler:
Everyone loves Amanda. She's beautiful, charming and friendly. Raised in Kintargo, good luck has followed her all her life, and she wants to share it with the world.
Amanda's father died when he was very young in a mining cave-in, leaving her mother to take care of the child alone. For a long time, it was a challenge to feed them both working as a washerwoman. But young Amanda's beautiful voice made it's way into the ears and hearts of the citizens of Kintargo. She would never see the inside of the famous opera house, there were always a few coppers in her tin cup at the end of the day.
Amanda and her mother shared a deep love for one another, and when an illness took her, Amanda was heartbroken. She found solace in the teachings of Shelyn, and as she grew in faith, she found that travel was her favorite way to share her song with the people of the world.

Cleric - Pilgrim [L1]
1: Player name: Tiger Claw
2. Character name:
3. Class and Level: [L1]
4. PFS#: 194213-3
5. Faction: none
Init +1; Senses: Perception +2
[Move 30']
STATISTICS
20 Points
Str [10][+0][10][00p][+0 Race]
Dex [12][+1][12][02p]
Con [12][+0][12][02p]
Int [11][+0][11][01p]
Wis [14][+2][16][05p]
Cha [18][+4][16][10p][+2 Race]
OFFENSE
Base Atk +0;
MA +0 [+0BAB+0Str]
RA +0 [+0BAB+1Dex]
CMB +0; CMD 11
Melee Weapons
Silver Glaive +0 [DMG1d10-1] x3
Ranged Weapons
Sling +1 (1d6+0/x3) (50ft RI)
DEFENSE
AC 13, touch 11, flat-footed 12
(10, +2armor +1dex)
HP 9/9 1x(1d8+con1)
Fort [+03][+2Class+1Con]
Ref [+01][+0Class+1Dex]
Will [+04][+2Class+2Wis]
Skills
Skill Ranks per Level: 1x[2 + 0 Int modifier +1 Skilled +1 FC] = [4][2bg]
[< Class Skills] [* -0Armor Check Penalty]
+8 Diplomacy(+1rank, +4cha, +3class)<
+6 Heal (+1rank, +2wis, +3class)
+4 Knowledge (Religion) (+1rank,+0Int +3class)<
+2 Perception(+2wis, +1rank +0class)
+9 Perform (act) (+1rank,+4cha +3class, +1trait*)
+9 Perform (sing) (+1rank,+4cha +3class, +1trait*)<
+2 Sense Motive(+2wis)<
+0 Stealth (0rank,+1dex)
Languages Known
Common (Taldane)
Traits
1:Intense Artist
Benefit(s): Choose two Perform skills; you gain a +1 trait bonus on Perform checks of the selected types, and Perform is a class skill for you
2:Ease of Faith
Benefit(s): Your mentor, the person who invested your faith in you from an early age, took steps to ensure you understood that what powers your divine magic is no different from that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Special Abilities
Channel Positive Energy, Cleric Spells
Race Information
Human
Ability Score Racial Traits
Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size
Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Type
Human are Humanoids with the human subtype.
Base Speed
Humans have a base speed of 30 feet.
Languages
Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Bonus Feat
Humans select one extra feat at 1st level.
Skilled
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
[b[Class Information[/b]
Cleric [Devout Pilgrim] L1
devout-pilgrim-cleric-archetype
BAB+0
Saves F+2/R+0/W+2
Alignment: Any
Hit Die: d8
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
Skill Ranks per Level: 2 + Int modifier
The cleric’s class skills are Appraise, Craft, Diplomacy, Heal, Knowledge (arcana), Knowledge (history), Knowledge (nobility), Knowledge (planes), Knowledge (religion), Linguistics, Profession, Sense Motive, and Spellcraft
Weapon and Armor Proficiency
Devout Pilgrim clerics are proficient with all simple weapons, light armor. Clerics are also proficient with the favored weapon of their deities
Aura (Ex)
A cleric of a good deity has a particularly powerful aura corresponding to the deity’s alignment.
A cleric casts divine spells which are drawn from the cleric spell list. 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 at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare 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.
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 treated like any other spell, but they are not expended when cast and may be used again.
Channel Energy
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 a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.
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 channel 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.
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, activating a domain power is a standard action.
Fortunate Road
At 1st level, a devout pilgrim must select the Chaos, Community, Liberation, Luck, Travel, or Weather domain (or the Exploration, Fate, Freedom, Trade, or Seasons subdomains if available in the campaign) as one of her domains. If the cleric worships a deity that doesn’t normally grant one of these domains, she gains access to this domain but can only pick this one domain—she effectively loses the option to pick a second domain. As a result, very few clerics who worship deities who don’t grant access to one of the domains or subdomains listed above opt to become devout pilgrims. In all other respects, this works like and replaces the standard cleric’s domain ability.
Luck Domain
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Caravan Bond (Su)
At 1st level, by leading a group prayer for 1 minute, a devout pilgrim can select a number of traveling companions equal to her cleric level + her Wisdom bonus. She may use her domain-granted powers on any of these traveling companions as if they were her. She can use these abilities on her traveling companions at a range of up to 30 feet, even if the ability normally requires her touch.
Spellcasting
(CL 1th; concentration +3)
0 Level Spells [At will]
1:Detect Magic
2:Spell Name
3:Spell Name
1st Level Spells [4+1/day]
1:Spell Name
2:true strike bonus
3:name domain
Feats
Human Bonus
HB:Clarifying Channel (General)
Benefit: Once per day when you channel positive energy to heal living creatures, if any of the creatures you healed are currently affected by one or more charms or compulsions that allowed a saving throw, you grant each of those creatures an immediate save to prematurely end one of those effects. Creatures healed gain a sacred bonus on this save equal to your Charisma bonus (minimum +1).
Levels
1:Selective Channeling (General)
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.
Starting cash [140 gp]
Clothing
Explorer’s Outfit 10gp 8lb
Weapons [15lb]:
-:Glaive (silver) 16gp 10lb
-:Sling 0gp 0lb
-:[Stone pouch 10/10 Bolts, Belt] = 1sp 5lb
Armor [15lb]:
Leather 10gp 15lb
Backpack 2gp 2lb [46 lbs. full]
-:Tent small 10gp 20lb*
-:Bedroll 1sp 5lbs*
-:Rope, silk (50 ft.) 10gp 5lb*
-:Pot, iron 8sp 4lb
-:Mess Kit 2sp 1lb
-:Torch (2) 2cp 2lb
-:10 days food rations 5gp 5lb
-:Waterskin 1gp 4lb
Pouch 1gp .5lb [1.5lb]
-:Small Money bag
-:Flint & Steel 1gp 0lb
-:Holy symbol, silver (Shelyn) 25gp 1lb
-:Compass 10gp .5lb
-=Carrying Capacity=- 10 STR
Light 0-33 lb. Medium 34–66 lbs Heavy 67–100 lbs
-=Current Load Carried=- 30lb [light] + backpack 56lb [heavy]
-=Money=-
38gp 8sp, 00cp