About "Brother" Joe "Joseph" Waskalis
Special Qualities/Class Features:
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
Channel Energy (Su)
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. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
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 Good Domain & Travel Domain
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. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
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.
Touch of Good (Sp)
You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Agile Feet (Su)
As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
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.
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).
Traits (Religion) Adventurous Imbiber, (Social) Charming, (Faith) Ease of Faith & (Magic) Ghost Sight
Items Cleric kit (backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (3 days), a waterskin, and a wooden holy symbol), tabard of Cayden Cailean (slightly stained), a clay tankard, and a healer's kit.
Combat Gear Rapier, scalemail armor, a light wooden shield, a bandolier, a pair of dice, and some playing cards.
Wealth (56 gp, 5 sp, 7 cp)
10 Minute Background:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
1) Joe Waskalis shouldn't have been born. A 3rd-Generation mix of German and Lithuanian, Joe was born to his Cayden Cailean-worhsipping father, Darryl, and his mother, Barbara, who comes from a family of devout Iomedaens.
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1) To evangelize the teaching of Cayden Cailean to as many people as possible. Joe has been thinking about starting a youtube channel to help facilitate his calling.
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
1) While helping clean out his mother's attic as a teenage, Joe came across some old court papers concerning his parent's divorce. In a letter from Child Service, it states that the main reason Darryl divorced Barbara Waskalis is that Darryl only wanted one child, Joe, but Barbara was pushing for a sibling for Joe so he wouldn't be an only child. Barbara gave birth to Michael against Darryl's wishes, and left his wife for Marilyn Sobiel, an elf noblewoman. This news broke Joe's heart and later confronted his father about this news, which Darryl reluctantly confessed. Joe has never told his younger brother about this news, who already had a strained relationship with, because the news would destroy Michael's already darkening heart.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1) "Shadowmaster" Michael Waskalis, Joe's younger brother. Michael or Mike was always more arcane-minded. Very smart, sometimes too smart for his own good, as Michael would often goad bullies with his higher intellect, while "Big Brother" Joe beat the bullies down. As Michael became a teenager, he went through a dark "emo" phase, and began to study shadow conjurations and shadowy illusion spells. Michael got a prestigious scholarship at Western Michigan University and majored in Conjuration. Sadly, Michael had a hard time finding work after graduation, and now lives on and off with his mother and rooms for rent.
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1) The first time Joe got some private time with Vorhilda Anvilthane in a hall closet at a sorority mixer. The dwarven maiden commented on the handsomeness of Joe's budding beard. For this reason, the caydenite cleric still wears one proudly.
Joe is a tall, broad shouldered human male of both German and Lithuanian descent: Barbara's family were tall, and Darryl's family were broad-shouldered. Not overly muscular, the caydenite cleric is physically fit with the exception of his beer gut, which Joe describes as his "keg to bear" for following Cayden's practices. He likes to wear short sleeve shirts or tanktops to show off his tattooed arms. The Michigan native proudly wears his rapier on his hip, the scalemail on his torso, and stained tabard of Cayden Cailean over his gut.
Joe's personality is HUGE! Unlike most polite company, Joe loves to talk about beliefs and religion. The caydenite adamantly feels that Cayden's walk is the easiest, greatest way to Paradise, and will active evangelize anyone who shows interest. As all true believers or the Drunken God, Joe loves to party, drink, smoke, have sex; sometimes combining those aspects together. Despite this, the cleric understands responsibility in his hedonism, a hard lesson learned by the passing of his father. When asked to run the bar at a local tavern/temple, Joe does so without any fuss, and works hard to serve patrons, keep the place clean, and accurately record tips, make and accept beer deliveries. Joe knows sometimes the barrier between two potential friends is a nice, cold ale.