Vsevolod

Branson Davelock's page

703 posts. Organized Play character for Zahir ibn Mahmoud ibn Jothan (RPG Superstar 2014 Top 16).


Full Name

Branson Davelock

Race

Aasimar Merciful Healer 8 AC: 24; Init: +1; CMB: +6 CMD: 18; F:+8 R:+4 W:+11; HP:50/52; Perception +18; (60’ Darkvision)

Gender

Male

Size

Medium

Age

74

Special Abilities

Channel Energy 7/7, Searing Light/Dayight 1/2, Rebuke Death 7/7

Alignment

Neutral Good

Deity

Korada

Languages

Celestial, Common, Infernal, Osiriani

Occupation

Pathfinder Healer

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

About Branson Davelock

Completed Scenarios:

FS I - In Service to Lore
FS II - To Delve the Dungeon Deep
FS III - A Vision of Betrayal
2-13 - Murder on the Throaty Mermaid
2-23 - Shadow's Last Stand #1
4-07 - Severing Ties (GM)
2-24 - Shadow's Last Stand #2
PAP #55 - The Wormwood Mutiny
6-18 - From Under Ice
6-99 - True Dragons of Absalom
6-09 - By Way of Bloodcove
4-06 - The Green Market
PAP #56 - Raiders of the Fever Sea
7-99 - Through Maelstrom Rift
6-98 - Serpent's Rise

Background:

Born to Chelish parents living in Osirion, Branson was never fully accepted at home, and was bullied a bit as a child. As an adult, Branson has determined to bring a calmer influence to the world and to try and heal the world's wounds, all by himself if need be. His father died several years ago, but his mother just passed away recently after being sick for some time. This has released Branson to explore the world, and make it a better place.

Branson 8:

Branson Davelock #8
Male aasimar cleric (merciful healer) of Korada 8 (Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 41)
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +18
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Defense
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AC 24, touch 12, flat-footed 23 (+8 armor, +1 deflection, +1 Dex, +4 shield)
hp 52 (8d8+9)
Fort +8, Ref +4, Will +11
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee unarmed strike +7/+2 (1d3+1 plus 1d6 fire and 1d6 fire and 1d4 bleed)
Special Attacks channel positive energy 7/day (DC 18, 4d6+1)
Spell-Like Abilities (CL 8th; concentration +12)
2/day—daylight
Domain Spell-Like Abilities (CL 8th; concentration +12)
7/day—rebuke death (1d4+4)
Cleric (Merciful Healer) Spells Prepared (CL 8th; concentration +12)
4th—air walk, cure critical wounds[D], dimensional anchor, freedom of movement
3rd—cure serious wounds[D], invisibility purge, remove disease, communal resist energy[UC], speak with dead (DC 17)
2nd—bear's endurance, cure moderate wounds[D], hold person (DC 16), communal protection from evil[UC], silence (DC 16)
1st—air bubble[UC], cure light wounds[D], detect undead, hide from undead (DC 15), obscuring mist, remove fear
0 (at will)—create water, detect magic, enhanced diplomacy, read magic
D Domain spell; Domain Healing
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Statistics
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Str 10, Dex 12, Con 12, Int 12, Wis 18, Cha 18
Base Atk +6; CMB +6; CMD 18
Feats Belier's Bite, Greater Mercy[UM], Heavenly Radiance[ARG], Improved Unarmed Strike, Selective Channeling
Traits blessed touch, seeker
Skills Acrobatics -1 (-5 to jump), Appraise +5, Climb -2, Diplomacy +10, Heal +8, Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +5, Perception +18, Profession (sailor) +15, Sense Motive +8, Spellcraft +5, Swim +5; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Infernal, Osiriani
SQ combat medic, healer's blessing, mercies (mercy: fatigued, mercy: shaken), true healer
Combat Gear wand of cure light wounds; Other Gear +2 breastplate, chain shirt, +2 heavy wooden shield, +1 bodywrap of mighty strikes[UE], besmara's bicorn, cloak of resistance +1, demonic smith's gloves, ring of protection +1, ring of swimming, swarmbane clasp[UE], cleric's kit[UE], 357 gp
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Special Abilities
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Belier's Bite When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Cleric (Merciful Healer) Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Channel Positive Energy 4d6+1 (7/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Medic (Ex) A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Healer's Blessing (Su) Your cure spells are empowered for free.
Heavenly Radiance (Searing Light, 2/day) Gain an additional use of daylight sla, and also the ability to use another chosen spell in place of it.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mercy: Fatigued (2 creatures) (Su) When the merciful healer channels energy she can remove the fatigued condition from one or more living creatures that she heals within her channel energy burst. Feats and effects that affect a paladin's mercy also affect this ability.
Mercy: Shaken (2 creatures) (Su) When the merciful healer channels energy she can remove the shaken condition from one or more living creatures that she heals within her channel energy burst. Feats and effects that affect a paladin's mercy also affect this ability.
Rebuke Death (7/day) (Sp) As a standard action, touch heals 1d4+4 dam to negative HP target.
Selective Channeling Exclude targets from the area of your Channel Energy.
True Healer (Su) At 8th level, when a merciful healer channels holy energy, she can choose to apply the benefits of merciful healing or to reroll any 1s when determining how much damage she heals with the holy energy. She must choose which benefit to take before she

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Skill Shortcuts:

[dice=Acrobatics]1d20-1[/dice] -4 to jump
[dice=Appraise]1d20+5[/dice]
[dice=Bluff]1d20+4[/dice]
[dice=Climb]1d20-2[/dice]
[dice=Diplomacy]1d20+10[/dice]
[dice=Disguise]1d20+4[/dice]
[dice=Escape Artist]1d20-3[/dice]
[dice=Fly]1d20-3[/dice]
[dice=Heal]1d20+8[/dice]
[dice=Intimidate]1d20+4[/dice]
[dice=Knowledge (arcana)]1d20+5[/dice]
[dice=Knowledge (history)]1d20+5[/dice]
[dice=Knowledge (nobility)]1d20+5[/dice]
[dice=Knowledge (planes)]1d20+5[/dice]
[dice=Knowledge (religion)]1d20+5[/dice]
[dice=Linguistics]1d20+5[/dice]
[dice=Perception]1d20+18[/dice]
[dice=Profession (sailor)]1d20+15[/dice]
[dice=Ride]1d20-3[/dice]
[dice=Sense Motive]1d20+8[/dice]
[dice=Spellcraft]1d20+5[/dice]
[dice=Stealth]1d20-3[/dice]
[dice=Survival]1d20+4[/dice]
[dice=Swim]1d20+5[/dice]

Combat Shortcuts:

[dice=Initiative]1d20+1[/dice]

[dice=Fist Hit]1d20+6[/dice] +1 twice per round
[dice=Fist Damage]1d3+1d6[/dice] the 1d6 is fire damage, +1 twice per round
[dice=Fist Bleed]1d4[/dice]

[dice=Fist Hit]1d20+1[/dice] +1 twice per round
[dice=Fist Damage]1d3+1d6[/dice] the 1d6 is fire damage, +1 twice per round
[dice=Fist Bleed]1d4[/dice]

[dice=Searing Light]1d20+7[/dice]
[dice=Normal DMG]4d8[/dice]
[dice=Normal DMG]8d6[/dice] vs undead
[dice=Normal DMG]8d8[/dice] vs undead with light vulnerability
[dice=Normal DMG]4d6[/dice] vs construct or inanimate object

Healing Shortcuts:

[dice=CLW]1d8+5+1[/dice] Add 50%, No AOO
[dice=CMW]2d8+8+1[/dice] Add 50%, No AOO
[dice=CSW]3d8+8+1[/dice] Add 50%, No AOO
[dice=CCW]4d8+8+1[/dice] Add 50%, No AOO
[dice=Rebuke Death]1d4+3[/dice] No AOO

[dice=Channel Energy]4d6+1;1d6[/dice] 30' radius, exclude 4, cure shaken and fatigued. The extra 1d6 healing applies to anyone that doesn't need the mercies

Saving Throw Shortcuts:

[dice=Fortitude]1d20+8[/dice]
[dice=Reflex]1d20+4[/dice]
[dice=Will]1d20+11[/dice]

Ability Check Shortcuts:

[dice=Strength]1d20+0[/dice]
[dice=Dexterity]1d20+1[/dice]
[dice=Constitution]1d20+1[/dice]
[dice=Intelligence]1d20+1[/dice]
[dice=Wisdom]1d20+4[/dice]
[dice=Charisma]1d20+4[/dice]