Father Padrick

Brother Osræd's page

No posts. Alias of Black Dow.


About Brother Osræd

"Ipsa Scientia Potestas Est" ('Knowledge itself is power') - Sir Francis Bacon; Meditationes Sacrae (1597).

“We live for books. A sweet mission in this world dominated by disorder and decay.” Umberto Eco, The Name of the Rose

““Knowledge itself is never dangerous, it is how that knowledge is used that is dangerous.” Michael Scott, The Warlock

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MALE HUMAN CLERIC (CLOISTERED CLERIC) OF PHARASMA 1

Neutral Medium Humanoid (Human)

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Favoured Class: Cleric

Favoured Class Options:

+1 HP
+1 Skill Point (taken @ Level 1)
+1 bonus on caster level checks made to overcome the spell resistance of outsiders.

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MOVEMENT & SENSES:

Speed: 30ft. (Unarmoured/Armoured)
Senses: Perception +X

⚔ DEFENSE:

AC 1X (10 Base; +3 DEX; +X Armour)
Touch AC 13 (10 Base; +3 DEX)
Flat Footed AC 1X(10 Base; +X Armour)
HP 8 (1d8 [8]; +0 CON)
SAVES: Fort +3* | Ref +3 | Will +5**

* +1 trait bonus.
** +1 legacy bonus to Will Saves versus Magical Lie Detection (Zone of Truth, Discern Lie, etc).

CMD 13 (10+BAB+STR+DEX)

⚔ OFFENSE:

Init: +3
BAB +0
Melee: Quarterstaff +0 (1d6B/x2)
Ranged: Sling +3 (1d4B/x2) Range: 50ft.
Touch Attack: +0
Ranged Touch Attack: +3
Special Qualities: Disrupt Undead (1/Day) CL1
CMB: +0 (BAB+STRMod+SizeMod)

* +1 trait bonus on initiative checks. In addition, once per day when she makes an attack of opportunity, Érme gains a +2 trait bonus on the attack roll.
** Cunning Initiative class ability; +2 WIS mod to initiative.
*** +1 trait bonus on damage rolls when attacking a foe who can cast divine spells and worships a different deity than Érme when destruction judgment is active.

⚡DAILY SPELLCASTING:

CL: 1; Concentration +4 (CL+Wis Bonus)

O-Level (3): At will DC 11 (10+0+1)
1st Level: 2 (0+1Domain+1Wis) DC 12 (10+1+1)

Typical Spells Prepared

0-Level: Light, Read Magic & Scrivener's Chant
1st Level: Comprehend Languages (Domain) & Detect Undead

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STATS:

STR 10 (+0) | DEX 16 (+3) | CON 10 (+0) | INT 17 (+3) | WIS 17 (+3) | CHA 12 (+1)

25 POINT STAT BUILD:

1 Point [1/25] - STR (11-1) = 10
7 Points [8/25] - DEX (15+2-1) = 16
1 Point [9/25] - CON (11-1) = 10
10 Points [19/25] - INT (16+1) = 17
5 Points [24/25] - WIS (14+2+1) = 17
1 Point [25/25] - CHA (11+1) = 12

+2 Racial Bonus to WIS
+2 Legacy Bonus to DEX
Middle Age: -1 to STR, DEX & CON; +1 to INT, WIS & CHA

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RACE ABILITIES - HUMAN:

Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. [WIS selected]
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
FEAT & SKILL RACIAL TRAITS
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

LINEAGE - DILISNYA:

Ability Score Modifiers:+2 Bonus to Dexterity.
Skill Modifier: Sleight of Hand is a class Skill and you gain a +2 Legacy Bonus to that skill.
Save Modifier: +1 to Will Saves versus Magical Lie Detection (Zone of Truth, Discern Lie, etc).

CLASS FEATURES - CLERIC:

Weapon and Armour Proficiency: Clerics are proficient with all simple weapons, light armour, medium armour, and shields (except tower shields). Clerics are also proficient with the favoured weapon of their deity.

Class Skills: The Cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). Skill Points at each Level: 2 + Int modifier.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

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 one 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 one 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 who worships 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 casts 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 channeled 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.

Domain: Domains: 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.

Orisons: 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 cast like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting: 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 who worships 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).

Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

ARCHETYPE - CLOISTERED CLERIC:

Cloistered Cleric : Cloistered clerics typically live in a temple and rarely interact with the outside world. They are bookish and well learned in the lore of the faith, paying less attention to its magical and martial aspects. A cloistered cleric has the following class features:

Weapon and Armour Proficiency: Cloistered clerics are proficient with light armor and with the following weapons: club, heavy mace, light mace, quarterstaff, and sling. They are not proficient with shields.

Class Skills: The cloistered cleric’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). Skill Ranks per Level: 4 + Int modifier.

Diminished Spellcasting: A cloistered cleric chooses only one domain from her deity’s list of domains, and her number of non-domain spells per day for each spell level is one less than normal (for example, a 4th-level cloistered cleric has three orisons, two 1st-level spells, one 1st-level domain spell, one 2nd-level spell, and one 2nd-level domain spell). If this reduces the number of spells per day for that level to 0, she gains only the bonus spells she would be entitled to based on her Wisdom score for that level, plus her domain spell for that level.

Breadth of Knowledge: At 1st level, a cloistered cleric gains a bonus on Knowledge skill checks equal to half her class level (minimum +1) and can make Knowledge skill checks untrained.

Well-Read (Ex): At 2nd level, a cloistered cleric gains a +2 bonus on skill checks, caster level checks, and saving throws if such rolls pertain to mundane or magical glyphs, runes, scrolls, symbols, and other writings.

Verbal Instruction (Ex): At 3rd level, a cloistered cleric can use the aid another action to assist an ally within 30 feet on a skill or ability check. The ally must be able to hear and understand the cleric’s instructions. For every three class levels beyond 3rd, the cloistered cleric can instruct one additional ally. If all allies are not engaged in the same task, using this ability is a full-round action rather than a standard action.

Scribe Scroll (Su): At 4th level, a cloistered cleric gains Scribe Scroll as a bonus feat.

DOMAIN - KNOWLEDGE:

Knowledge Domain

Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st - comprehend languages, 2nd - detect thoughts, 3rd - speak with dead, 4th - divination, 5th - true seeing, 6th - find the path, 7th - legend lore, 8th - discern location & 9th - foresight.

TRAITS:

Anatomist (Combat Trait): You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs.
BENEFIT: You gain a +1 trait bonus on all rolls made to confirm critical hits.

Deathtouched (Race - Any): At some point you were tainted with the corruption of the undead, and you have gained some of their defences.
BENEFIT: You gain either a +1 trait bonus on Fortitude saving throws or a +2 trait bonus on saving throws against mind-affecting effects. (your choice).

Reluctant Apprentice (Magic Trait): Your early training grants you knowledge of the arcane.
BENEFIT: You gain a +1 trait bonus on Knowledge (arcana) checks, and are considered trained in that skill even if you have no ranks in it.

Superstitious Ward (Ustalav Region Trait): You’re not frightened of the old wives’ tales of vampires and ghosts, and though you try to avoid the undead, you’ve learned how to deal with them.
BENEFIT: You may cast disrupt undead once per day as a spell-like ability. This is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st.

Spoiler:

Deep Cover (Social): You have lived a double life since your youth, perhaps to avoid persecution for your true identity or in service to an enemy of the people or group associated with your cover identity.
BENEFITS: You can always take 10 on Bluff and Disguise checks to assume and maintain your cover identity. Bluff or Disguise (your choice) is a class skill for you.

Necrotic Aura (Faith Trait): Your exposure to the necromantic arts has strengthened your defences against its vile rot..
BENEFIT: You gain a +1 trait bonus on saving throws against spells from the necromancy school or any effect that deals negative energy damage.

Empty Mask (Drawback): You have spent so long hiding your true identity to escape political enemies that you have lost much of your sense of self.
PENALTY: You take a -1 penalty on Will saving throws against compulsions. This penalty increases to -2 against foes who know your true identity.

Haunted (Drawback): Something from your past - or a dark secret you presently hold - makes it difficult for you to ever be at peace, and your chronic worry that you might fall to evil influence has become a self-fulfilling prophecy.
PENALTY: You take a -2 penalty on saves against spells with the evil descriptor.

FEATS:

Additional Traits (General) - Starting 1st Level Character Feat: You have more traits than normal.

BENEFIT: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.

SKILLS:

Cloistered Cleric: 8* (4 +3 Int +1 Race) Adventuring Skill Ranks per Level & 2 Background Skill Ranks per Level.

*+1 skill point from Favoured Class option @ Level 1.

The Cloistered Cleric’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). Bluff gained through trait.

ADVENTURING SKILLS [8/8]

Bluff +0: 0 Ranks; +1 CHA; +3 Class
Diplomacy +5: 1 Rank; +1 CHA; +3 Class
Heal +7: 1 Rank; +3 WIS; +3 Class
Knowledge (Arcana) +0: 0 Ranks; +3 INT; +3 Class; +1 Archetype
Knowledge (Dungeoneering) +0: 0 Ranks; +3 INT; +3 Class; +1 Archetype
Knowledge (Local) +0: 0 Ranks; +3 INT; +3 Class; +1 Archetype
Knowledge (Nature) +0: 0 Ranks; +3 INT; +3 Class; +1 Archetype
Knowledge (Planes) +0: 0 Ranks; +3 INT; +3 Class: +1 Archetype
Knowledge (Religion) +0: 0 Ranks; +3 INT; +3 Class; +1 Archetype
Sense Motive +0: 0 Ranks; +3 WIS; +3 Class
Spellcraft +0: 0 Ranks; +3 INT; +3 Class

*Breadth of Knowledge: A cloistered cleric gains a bonus on Knowledge skill checks equal to half their class level (minimum +1) and can make Knowledge skill checks untrained.

BACKGROUND SKILLS
Appraise +0: 0 Ranks, +3 INT; +3 Class
Craft (Bookbinding) +0: 0 Ranks; +3 INT; +3 Class
Craft (Calligraphy) +0: 0 Ranks; +3 INT; +3 Class
Knowledge (Engineering) +0: 0 Ranks; +3 INT; +3 Class; +1 Archetype
Knowledge (History) +0: 0 Ranks; +3 INT; +3 Class; +1 Archetype
Knowledge (Nobility) +0: 0 Ranks; +3 INT; +3 Class; +1 Archetype
Linguistics +0: 0 Ranks; +3 INT; +3 Class
Lore (Whispering Way) +7: 1 Rank; +3 INT; +3 Class
Profession (Scribe) +0: 0 Ranks; +3 WIS; +3 Class
Sleight of Hand +0: 0 Ranks; +2 DEX; +3 Class; +2 Legacy

*Breadth of Knowledge: A cloistered cleric gains a bonus on Knowledge skill checks equal to half their class level (minimum +1) and can make Knowledge skill checks untrained.

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⚖ EQUIPMENT:

Combat Gear: Quarterstaff; Sling (10 stones);
Magic Items:
Mundane Gear:

WEALTH:

Platinum Pieces:
Gold Pieces: 240
Silver Pieces: 0
Copper Pieces:
Treasure:

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⚖ BACKGROUND:

Érme was begat by the dalliance of a rakish nobleman and her mother, a lowly half-orc serving wench. Unable to barely keep herself, let alone a child, her mother reluctantly gave up her babe to the Abadarian Orphanage - where she was given the traditional surname of Coin.

Érme was a good child, who religiously followed the workhouse’s rules and routines. However she was not without fault - her orcish nature causing temper tantrums whenever she felt cheated or wronged by the rule breaking of others.

Shortly after arriving at the orphanage Érme became firm friends with a younger girl named Amelia. The bookish half-elf was carefree but naive, and Érme became her self-appointed protector. As the years passed, their shared bond and faith grew ever stronger.

On the day the neophytes became full bankers of the Church of Abadar the sisters exchanged gifts of engraved holy symbols. Independently they had commissioned the same jeweller to engrave upon the silver keys. While Amelia’s words were fulsome and heartfelt, Emre’s to her sister, was more succinct but no less sincere:

May the Master of the First Vault gild your fate as you truly enrich the lives of those you treasure.

On the back it read:

To My Dearest Sister - Always remember your worth. Never sell yourself short. - Érme

The sisters laughed about the gesture, at once both individual in the words but yet uniform in the meaning.

Years passed and the two young women’s repute within the Church grew. Despite their inexperience the sisters proved to be highly capable servants of the First Vault. Amelia’s canny acumen and beguiling personality providing a perfect compliment to Érme’s harder edge and galvanised adherence to the laws.

The spoke of their ambition and the Archbankers listened. Rewarding the two rising stars with an opportunity that, due to the catastrophic nature of the events involved, would ever be referred to by the sisters simply as ”The Incident”.

What occurred that day destroyed their hard fought reputations and impelled their superiors to banish the pair to some provincial backwater far from the Jewel of the Inner Sea as penance. Now merely the “Tarnished Coins” to their fellow clergy, the sisters leant on each other ever more through these dark days, their bond ever stronger.

While preparing for their banishment that information confirming their shared bloodline came to light. One of their old preceptors from the Church had re-examined their ledger entries when they had arrived at the orphanage and investigated further. He uncovered that the girl’s shared father was named as one Selenus Lebeda - a ne’er-do-well human noble, but notably the younger brother of the recently deceased Lord Censius Lebeda. The noble house of Brevoy was well known to the faithful of Abadar as they were both successful merchants and brokers.

Fervant in his belief that this was act of balancing the scales by their mercantile god, he encouraged his former charges to make themselves known to the family.

An ambitious plan took seed and the sisters volunteered as liaisons to House Lebeda. For the Archbankers, banishing the “Tarnished Coins” to the hinterlands of Brevoy, was too good an opportunity. They would rid themselves of besmirched clergy members whilst reinforcing their presence in the harsh northeastern nation.

The Pharasmin Penitence is the philosophy that one must balance his or her actions through pain and the trials of life to add existential weight to one's soul when judged by Pharasma, the Lady of Graves. It is also the name of an Ustalavic order dedicated to this devotion.

In 3833 AR, upon the shores of Lake Divirmis, Mother Kavapesta began preaching a stoic and sombre vision of devotion to Pharasma that came to be known as the Pharasmin Penitence. Called the Sister of Sorrow, she taught that death's rewards correspond to the suffering in one's life. This does not, however, make the adherents altogether dispassionate. These penitents continue to believe in healing the sick, easing excess burdens of people who have already suffered, and a ceremonial form of worship, even as their modest shrines typically dispense with the ornate wealth of the church.

Regent Bavhulameta Ulametria leads the sect within Ustalav from her everlasting kneeling position at the altar of Pharasma.

⚖ APPEARANCE:

Features:
Age: 23
Height: 5 feet 9 inches
Weight: 167 lbs.
Skin: Light sage
Eyes: Amber
Hair: Dark burnette

Érme is an athletically built woman that likes to wear functional but orderly clothes. She wears her hair braided and bound so it will not look untidy, and often dons a wide brimmed hat to obscure her orcish heritage. In the city she proudly wears her crimson and gold uniform and vestments of a Collector of Abadar, but ensures she is smart and presentable at all times. Érme wears her holy symbol proudly, firmly believing that her divine purpose is to serve the Master of the First Vault.

⚖ PERSONALITY:

Motivations:
1. To rebuild her reputation within the church of Abadar.
2. To prove that she is worthy of the claim that she and Amelia lay on their father's birthright.

Érme is an aloof yet noble woman. She accepts her lot as an instrument of the Church of Abadar, and recognises that through honest service to the faith she may acquire both status and reputation. She is rigidly meticulous in any task she undertakes, from planning to execution and hates leaving anything to "chaotic chance". As someone from humble beginnings she seeks to raise others up through charity, but never to the detriment to the law.

Her sister’s ardent perchance for life’s finery can frustrate her more frugal sentiments. She is, however, fiercely devoted to Amelia and forgives all her foibles, oft passing them off as nativity and inexperience. When Amelia falls ill due to her vexations, Érme always provides heartfelt care and succour to her sister, albeit dressed as “tough love”.

While Amelia fully confides in her, the same cannot be said of Érme. Her inquisitor training hardened her will and she will bottle up emotions. As the “older sister” Érme see’s her role as that of a protector, and she worries about burdening her sister with her woes. For her part Amelia is so well versed drawing out unsaid truths, that their relationship as as much best friends as siblings.

Érme’s more martial vocation with the Church means she focusses on her role with rigid purpose at the expense of social graces. Her lack of tact means well meant sentiments oft come across as brutal honesty.

She is wary of her barbarous orcish blood, acting with decorum at all times, but does embrace its reputation as another weapon in her arsenal to best serve Abadar. While no stranger to violence when enforcing the will of her god or the law, Érme never revels in cruelty or pain, instead seeing such acts as a necessary transaction when all treaty has failed or when defending those people and principles she holds most precious.

POINTS OF INTEREST:

Osræd is Old English for ōs (“god”) and rǣd (“counsel, advice”).

ADVANCEMENT NOTES:

FEATS

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SPELLS

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EQUIPMENT/MAGIC ITEMS

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