Alain

Azar Longspear's page

26 posts. Organized Play character for DEREK LANE 127.


Full Name

Azaryahu Talmai

Race

Human

Classes/Levels

Cleric 1 (HP10/10; AC 14 / T 10 / FF 14; F +4, R +1, W +6; Init +0, Perception +3, Heal +7, Kn(R,H) +4) [dice=Longspear]1d20+3[/dice] [dice=Dmg]1d8+2[/dice]

Gender

M

Size

M

Age

26

Alignment

NG

Deity

Iomedae

Location

Wherever evil exists, there I am

Languages

Common

Occupation

Caravan guard

Strength 14
Dexterity 10
Constitution 12
Intelligence 11
Wisdom 17
Charisma 14

About Azar Longspear

The Story of Azaryahu 'Longspear' Talmai:
Azaryahu Talmai travels the road, haunted by his failures, his fear, his hatred.

Raised in Absalom, he attended a local church of Iomedae. When his mother went on Crusade he entered the church’s school for abandoned youth. There he learned the art of the sword and shield, lance and spear. Well… he learned about them. He never excelled at them. He wasn’t a strong sword arm of the Inheritor like his fellows. Somewhere inside himself he harbored a rotten core of doubt, of despite, of fear. A small part of him was dark and angry. Angry at his mother for leaving him. Angry at the church for taking her from him. His little, rotten nugget of hate whispered to him at nights, in his dreams, angry even at Iomedae herself for not bringing his mother back.

One night the Goddess came to him. Not in a dream. No, for real, he knew. It was her before him in the chapel, at twelve bells, in the dark of the night. She simply stared at him and Saw. And Saw. And Saw… right through to his hate. The next day, his church’s knight commander sent him for combat medic training. His martial training stopped.

And Iomedae began granting him spells and healing.

Azar doesn’t know why Iomedae favors him with power and grace. He still hates her, deep down, hidden in a crevice of his soul, disguised even from himself.

When his Knight Commander assigned him to the roads, disguised as a Pathfinder, to heal the sick, guard the people, protect the innocent, Azar asked him why.

”Why am I being cast out among the wretched relic hunters, the greedy archaeologists and fame whores? Is it because She sees through me? Because I am afraid? Because I am not cut out to be a Sword Knight of the Inheritor? Because I am not noble and strong?”

The Knight Commander sighed and replied, ”No, son. That is not why you are leaving us. You are leaving because the road is long. And the sun beats down, burning everything away. You need the sun and road, I think. And the road needs you. As for what She saw? That is between you and Her.”

Azar tapped his spear butt on the ground twice, <chunk> <chunk> and turned to go.

”And do not think poorly of the Pathfinder Society. Dark times are coming to their open road, I think. They will need Her sunlight to find their path.”

Azaryahu "Longspear" Talmai
Male Human Cleric 1
NG Medium Humanoid (human)
Init +0; Senses Perception +0

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Defense
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AC 14, touch 10, flat-footed 14 (+4 armor)
HP 10 (1d8 + 1 Con + 1 favored class)
Fort +4, Ref +1, Will +6

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Offense
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Speed 30 ft.
Melee Longspear +3 (1d8+2/x3) or Mace +2 (1d8+2
Spells Prepared (CL 1):
1 (2+domain/day) Bless, Sanctuary, Magic weapon(D)
0 (at will) Light, Guidance, Resistance

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Statistics
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Str 14 (+2), Dex 10, Con 12 (+1), Int 11, Wis 17 (+3), Cha 14 (+2)

Base Atk +0; CMB +2; CMD 12

Feats Selective Channeling: omit 2 people from each channel; Weapon Focus (Longspear): +1 to attack bonus using a longspear

Traits Helpful: aid another action adds +3 instead of +2; Sure Thing: +2 to attack bonus vs an evil opponent 1/day

Skills Heal +7, Knowledge (religion) +4, Knowledge (history) +4

Languages Common

SQ aura, cleric channel positive energy, spontaneous casting, cleric domains

Other Gearchain shirt, long spear, mace, bedroll, rations, torches, rope, sling with 10 bullets, backpack, wooden holy symbol, waterskin, explorers outfit, trail rations x5

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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.

Channel Positive Energy 1d6 (5/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Domain War: Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.

Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.

Domain Spells: 1st—magic weapon, 2nd—spiritual weapon, 3rd—magic vestment, 4th—divine power, 5th—flame strike, 6th—blade barrier, 7th—power word blind, 8th—power word stun, 9th—power word kill.combat maneuver defense. This subdomain (Defense) power replaces Resistant Touch.

Domain Sun: Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.