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About Aya Eman~ ~ –– Cleric (Evangelist) 4 of Horus, The Distant Falcon. –– _________________________________________________________________ _________________________________________________________________ -- STATS -- Str: 7*, Dex: 7, Con: 14, Int: 10, Wis: 20**, Cha: 20*** * Carrying capacity Str 8 with MW backpack
_________________________________________________________________ –– SAVES –– Fortitude: +7* (Con +2, Cleric +4, +1 resistance)
* +1 vs. spells/spell-like ab./poison _________________________________________________________________ –– COMBAT –– Ranged to hit: +1 (BAB +3, Dex -2)
Initiative -2: Dex -2 Speed: 20 ft CMD 9 (BAB +3, Dex -2, Str -2) AC 15, T 8, FF 15 (Dex -2, MW Breastplate +6, Buckler +1) Armor Check Penalty -3: MW Armor [-3] + MW Buckler [-0] OR Medium Load [-3] _________________________________________________________________ –– SKILLS –– 12 Skill points = 4 levels with 3 Skill Points per level (2 Cleric , Int +0, Favored Class Bonus +1) • Diplomacy +12 [smaller](Rank 4, Class +3, Cha +5)
Languages:
_________________________________________________________________ –– CLERIC SPELLS PER DAY ––
–– MEMORIZED SPELLS ––
–– CONCENTRATION AND SPELL PENETRATION –– • Concentration +9: Wis+5, Cleric CL
_________________________________________________________________ –– XP / PRESTIGE POINTS / FAME ––:
TOTAL OVERVIEW:
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–– PRESTIGE PURCHASES / RETRAINING ––:
• On 2nd Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 60 gp (=3 days * 2nd Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 120 gp. • On 4th Level: Retrained 1st level feat to ‘Boon Companion’ costing 5 days / 5 PP / 200 gp (=5 days * 4th Lvl * 10gp) _________________________________________________________________
–– HIT POINTS ––:
Lvl 1 -> 10 Hit Points: 8 Cleric + Con +2 Lvl 2 -> 9 Hit Points: 5 Cleric + Con +2 + 2 Retraining Lvl 3 & 4 -> 7 Hit Points: 5 Cleric + Con +2 TOTAL - 33 Hit Points _________________________________________________________________
–– GOLD –– :
TOTAL OVERVIEW: * Currently: 21 gp _________________________________________________________________ –– GEAR –– Headband of Wisdom +2
–– TRAITS –– • GLORY OF THE OLD (Region: Five Kings Mountains): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
_________________________________________________________________ –– FEATS –– • Lvl 1 (retrained on Lvl 4): BOON COMPANION: Prerequisites: Animal companion class feature or familiar class feature. Benefit: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you dismiss or lose an animal companion or familiar that has received this benefit, you can apply this feat to the replacement creature.
_________________________________________________________________ –– CLASS ABILITIES CLERIC –– • DOMAIN: Feather (ANIMAL) • Replacement Power: Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect). The following granted power replaces the speak with animals power of the Animal domain. • Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check. • Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions). • Domain Spells: 1st—calm animals, 2nd—feather fall, 3rd—fly, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—fly (mass), 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange. ~ • Evangelist - ARCHETYPE DETAILS The evangelist is the voice of her religion in the world. Where others nurture the faith among believers, an evangelist proclaims the coming glory of her deific patron and issues the clarion call to all around to heed the truth, or obey the call to war and crusade against the enemies of the church. • Single-Minded: An evangelist focuses her skills and learning on proclamation rather than the fine details of the church’s deeper mysteries or martial training. Thus, she may select only one domain and does not gain medium armor proficiency or shield proficiency. • Public Speaker: An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (minimum 0). • Sermonic Performance: An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the evangelist’s performance skill. However, an evangelist gains only the following types of bardic performance: countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level. Sermonic performance replaces the 1st-, 9th-, and 15th-level channel energy abilities. This caps the cleric’s channel energy damage at 7d6 points. • Spontaneous Casting: An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the spells listed in Table: Evangelist Spontaneous Spells by sacrificing a prepared spell of the noted level or above. Evangelist Spontaneous Spells: 1st command, 2nd enthrall, 3rd tongues, 4th suggestion, 5th greater command, 6th geas/quest, 7th mass suggestion, 8th sympathy, 9th demand ~ VARIANT CHANNELING - NEGATIVE ENERGY An iconic ability of clerics is their power to channel positive or negative energy, whether for healing, for damage, or to turn or command the undead. However, given the great variety of deities and their divine portfolios, it naturally follows that some deities would endow their mortal servants with the power to channel energies in other ways that more closely mirror their particular focus. The following categories are examples of alternative channeling abilities based on the nature of a deity's power; for example, a fire deity's negative energy channeling may deal fire damage as part of or instead of the damage from channeling. When you create a cleric character, decide whether she uses the standard form of channel energy or a variant presented here based on one aspect of her deity's portfolio. Once this choice is made, it cannot be altered. Variant channeling has the same area of effect, save DCs, uses per day, and other rules relating to channeling energy. Feats and abilities that modify or present alternative uses for channeled energy (such as Command Undead and Turn Undead) work normally with these variant channeling abilities. A variant channeling either modifies positive channeled energy when used to heal or modifies negative energy when used to harm. When using positive energy to heal, affected creatures gain only half the normal amount of healing but also receive a specific beneficial effect. When channeling negative energy to harm, affected creatures take only half the normal damage but take an additional penalty or harmful effect; a successful saving throw negates the additional penalty or effect but does not reduce the damage any further. Creatures that would normally ignore the effect of a particular channel (such as undead with respect to a positive energy channel used to heal) ignore the variant effect of that channel. • RULERSHIP: Harm—Creatures are dazed for 1 round. Variant channel breaks down like this:
(for simplicity, 'living' is any creature that is healed by positive energy, while 'undead' is any creature healed by negative energy):
-Channel positive energy to heal, target is living: Gains variant channel 'heal' benefit -Channel positive energy to harm, target is living: No effect -Channel positive energy to heal, target is undead: no effect -Channel positive energy to harm, target is undead: Gains variant channel 'harm' penalty -Channel negative energy to heal, target is living: No effect -Channel negative energy to harm, target is living: Gains variant channel 'harm' penalty -Channel negative energy to heal, target is undead: Gains variant channel 'heal' benefit -Channel negative energy to harm, target is undead: No effect _________________________________________________________________ — AASIMAR RACIAL TRAITS --
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