Shalelu Andosana

Beckett of the Bleeding Rose's page

137 posts. Organized Play character for Beckett.

Full Name





Vigilante-Priest 1







Special Abilities

Channel Positive Energy, Azata (Good) Domain, Defense (Protection) Domain


Chaotic Good






Celestial, Common, and Elven

Strength 13
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 16
Charisma 14

About Beckett of the Bleeding Rose

Abilities (20 Point Buy):

Str: 13 (3)
Dex: 14 (5)
Con: 10 (0)
Int: 12 (2)
Wis: 16 (5/ +2)
Cha: 14 (5)



Beckett is a failry athletic Half-Elf, wearing fine cloths, with a mischievous smile. As is somewhat common amongst his kind, he has a dark green hair, pointed, elven ears, and a charming smile and demeanor. His face presents an mystical and intriguing stylized rose tattoo, covering the majority of his right side. Dark green and red are prevailent in his dress, and even his primary weapon, "Rose's Kiss", a mourningstar, is designed to appear as a bleeding rose, though it is no less deadly a weapon for it. Beckett is fairly tall for a half-elf, standing just under 6 foot tall, and weilds a Light shield adorned with a Bleeding Rose in the form of a heraldic crest, and wears stylized armor of his Ustalavian homeland. He speaks with a gentle and friendly voice, soft, but also powerful and commanding. First impressions often leave others either feeling that he can be trusted and confided in, or sometimes a yearning for more in women. Beckett, a native of Ustalav, speaks with a foriegn accent, similar to Eastern European.

Quick Stats:

HP: 8/8

Movement: 30ft (6 sqs)

Perception: +8 (low-Light Vision)
Stealth: +6


Initiative: +2

BaB: +0
CMB: +1
CMD: 13

AC: 16
T: 12
FF: 14


Morningstar: "Rose's Kiss" +1 Att / 1d8+1 Dmg / (20/x2) / B&P
Dagger: "Thorn's Bite" +1 (+2 r) / 1d4+1 Dmg / (20/x2) / P or S
Brass Knuckles: "Hope" +1 Att / 1d3+1 Dmg / (20/x2) / B


Parade Armor (Ustalav): 3AC / -1 ACP / 15% SF / 20 lbs
Light Wooden Shield: 1AC / -1 ACP / 5% SF / 5 lbs

(+2 vs Enchantments, Immune to Sleep, +1 Resist on all Saves)
Fort: +3
Refl: +3
Will: +6


Acrobatics: +2
Appraise: +1
Bluff: +2
Climb: +1
Craft: +1
Diplomacy: +7
Disable Device: N/A
Disguise: +2
Escape Artist: +2
Fly: N/A
Handle Animal: N/A
Heal: +3
Intimidate: +2
Knowledge: N/A
Linguistics: +1
Perception: +8
Perform: +2
Profession: N/A
Ride: +1
Sense Motive: +9
Slight of Hand: N/A
Spellcraft: N/A
Stealth: +6
Survival: +3
Swim: +1
Use Magic Device:N/A


C.) Light and Medium Armor
C.) Simple Weapons
C.) Shields (except Tower)
B.) Skill Focus: Stealth
1.) Alertness


1.) Armor Expert (Combat): -1 ACP while wearing armor
2.) Ustalavic Nobility (Regional): +1 Diplomacy and Know Nobility.


Parade Armor 20
Light Wooden Shield 5
Masterwork Backpack 4 (APG)
Morningstar 6
Dagger 1
Brass Knuckles 1
Weapon Cord 0 (Adv Armory)
Journal 1 (APG)
Ink, Parchment (x10), and Ink Pen 0
Candle (x10) 0
Flint and Steel 0
Steel Mirror 0
Scroll Case (x2) 1
Belt Pouch (x3) 1.5
Sack (x2) 1
Silk Rope (50ft)/Grappling Hook 9
Holy Symbol (x5)
Spell Comp. Pouch
Waterskin 4
Tattoo (10 gp, facial stylized rose)
Total: 56.5 lbs (L: 58, M: 116, H: 175 w/ Masterwork Backpack)

Class Abilities:

Channel Energy (Positive): 5/Day / 1d6, DC 12 - Will ½
3 used

Good Domain <Azata SubDomain>:
Elysium's Call (Su): With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.

Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—*expeditious retrea*t, 2nd—align weapon (good only), 3rd—*fly*, 4th—holy smite, 5th—dispel evil, 6th—*planar ally* (azata only), 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

Protection Domain <Defense SubDomain>:
Granted Powers: In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Deflection Aura (Su): Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Domain Spells: 1st—*shield*, 2nd—*barkskin*, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—*deflection*, 8th—mind blank, 9th—prismatic sphere.

Divine Spells


Low-Light Vision
+2 Perception
Favored Classes: Cleric and Rogue
Immune to Sleep
+2 vs Enchantments
Count as both Human and Elf


Domains: Azata (Good) and Defense (Protection)

0 Level: Known 3 - D.C. 13
1.) Detect Magic
2.) Light
3.) Read Magic

1st Level: /Day 2+D - D.C. 14
1.) Bless <CAST>
2.) Shield of Faith
D.) Shield

Celestial, Common, & Elven (Skald & Varisian)

150 GP
PP: 0
GP: 0
SP: 2
CP: 10



Current: 0