Paracount Julistar

Caedus the Penitent's page

44 posts. Alias of CircadianRythms.


Full Name

Caedus the Penitent

Race

Human Cleric 5

Classes/Levels

Male Human Cleric 5 | Init +5 | Perception +12 | AC 21 Touch 9 FF 18 | HP 33 | Fort +5 Ref +1 Will +9

Gender

Prepared Spells:
Create Water, Detect Magic, Light, Read Magic, Bless x2, Divine Favor, Longstrider, Protection from Evil, Weapons against Evil, Aid, Lesser Restoration, Zone of Truth, Fly, Dispel Magic

Size

Medium

Age

22

Alignment

CG

Deity

Desna

Languages

Common

Strength 15
Dexterity 8
Constitution 10
Intelligence 10
Wisdom 21
Charisma 15

About Caedus the Penitent

Crunch:
Caedus the Penitent
CN Medium humanoid (human) Cleric 5
Init +5; Perception +12
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Defense
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AC 21, touch 9, flat-footed 18 (+11 Armor, -1 Dex, +2 Shield)
hp 33 (5d8+5 FCB)
Fort +5, Ref +1, Will +9

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Offense
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Speed 30 ft.
Melee +1 Morningstar +7 (1d8+3/x2)

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Statistics
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Str 15 Dex 8, Con 10, Int 10, Wis 19, Cha 15
Base Atk +4; CMB +5; CMD 15
Feats- Selective Channeling, Improved Initiative, Additional Traits, Heavy Armor Proficiency
Traits- Reactionary, Focused Mind
Skills- Diplomacy 7 (2), Knowledge Religion 5 (2), Perception 12 (5), Sense Motive 8 (1), Spellcraft 8 (5)
Gear- +1 Morningstar, +1 Full Plate, Heavy Steel Shield, Headband of Inspired Wisdom +2, Wand of Cure Light Wounds, Cloak of Resistance +1, Cleric's Kit

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Special Abilities
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Aura- 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 (Positive, 7/Day)- 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.

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 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).

Domains- Luck; Granted Powers: You are infused with luck, and your mere presence can spread good fortune.

Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

Travel; Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

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.

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—teleport (greater), 8th—phase door, 9th—astral projection.

Spells Per Day: 0 Level- 4
1st Level- 4+1 Domain
2nd Level- 3+1 Domain
3rd Level- 2+1 Domain

Character Background:
Caedus was a country boy living a simple life. However, outside of the safe large cities and the march of progress, people still know...

Here there be monsters.

While coming back from a fishing trip, Caedus and two of his friends were attacked by a werewolf. His friends were killed instantly. Caedus was gravely injured, slashed across his chest and legs and bitten, but remained alive. He passed out as the werewolf began to eat his friends.

Caedus awoke at home. He writhed in agony, wounds still fresh. His left leg had been so badly damaged they'd had to amputate it below the knee. He was lucid enough to receive the news of his rescue; a traveling cleric of Desna, a woman named Vox, had happened upon the scene and killed the werewolf, saving Caedus.
It had been far too late for the others.

Caedus soon passed out and, in a dream, was visited by Desna herself. The goddess told him that his was not an isolated incident. All over the world, monsters, hideous offspring of Lamashtu, preyed on the innocent, away from the light of civilization. She needed servants to channel her power and save people from what had befallen Caedus.

The young man never hesitated. As soon as he was healed enough, he left with Vox to become a cleric of Desna. Over time he was fitted with a prosthetic leg, and became a skilled healer and supporter of those that would make the world safe against the forces of darkness.


Appearance:

Caedus is handsome, and generally keeps his clothes and equipment very well cleaned. Caedus is fastidious; he came from a rural area and now that he has resources, enjoys being clean immensely.

Caedus' chest and legs are covered in scars from his attack, and his left leg below the knee is missing, replaced by a wooden prosthetic limb.

Personality:

Caedus is kind and generous. Any innocent that suffers will find aid from him. Caedus is more serious than his years would indicate and rarely cracks a joke or laughs. He certainly understands humor, and he generally smiles. Some friends of his have a pool going; first one to make Caedus laugh out loud wins.