Darius Finch

Cedric Rydell's page

282 posts. Alias of rorek55.


Aasimar Appearance when casting/channeling


Cleric 7 HP:58/58 | AC: 12 T:12 FF: 10 | FortL +9 Ref:+6 Will:+11| Init:+2| Perception: +15/18| Channel 15/16









Strength 10
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 20
Charisma 18

About Cedric Rydell

Cedric Rydell, Cleric of the Light (Ideal, not a particular Deity, however Sarenrea is a good basis)::

Gold: 3873
Class: Cleric
Archetype: Blossoming Light/Roaming Exorcist/Anglefire Apostle
Race: Aasimar
Alternate Racial trait: Scion of Humanity, Deathless Spirit( +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school)
Daylight spell 1/day
FCB: +1/2 level damage when using positive energy to harm undead.(+2.5)
Traits: On the pay roll, Strong willed (+2vs charm and compulsion)

Ability Scores:
Str: 10
Dex: 14
Con: 14
Int: 12
Wis: 20
Cha: 18

HP: 48
AC: 12 T:12 FF:10
Fort: +7 (4base+2fort)+1
Ref: +5 (1base+2dex)+1
Will: +1(4base+5will)+1
Initiative: +2
Resist energy (negative) 5

Movement: 30ft

Crossbow: +5
Damage: 1d10

Longspear: +2
Damage: 1d8

Channel: 16/day DC:21 (no channel resistance)
Damage/healing: 6d6+11

Improved Channel (+2 channel DC), Scribe Scroll, Selective Channel, spell focus conjuration, extra channel, Clarifying Channel

Domain: Sun Domain
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

0th level: Purify food and drink, create water, Guidance, Detect Magic, enhanced diplomacy
1st level: 5/day
Protection from evil-1/1
Hedging Weapons-1/1
Magic weapon-1/1
Open- 1/1

2nd level spells: 5/day
Open 1/1
Spiritual weapon-1/1
Summon monster II-1/1
protection from evil communal- 1/1
hold person 1/1

3rd level spells: 4/day
summon monster III-1
Resist Energy(communal)-1
Searing light- 1/1

4th level spells:3
blessing of fervor- 1/1
Open- 1/1
Freedom of Movement- 1/1

Skills: 4+int mod/level SPs: 10
Perception: 7 (+15/+18) (vs haunts and incorporeal creatures)
Sense Motive: 4(+11)
Diplomacy: 7+ (+14/+17) (vs good creatures and when attempting to persuade evil aligned creatures to act against their nature/alignment)
Know. Religion: 3 (+7)
Know. Arcana: 1(+5)
Know. Planes: 1(+5)
Know. Nature: 1
Spellcraft: 4
Heal: 5
linguistics: 1
Climb: 1
Swim: 1
Survival: 1
Bluff: 1
Background skills:
know. History: 2 (+7)
Craft Alchemy: 3 (+6)
Know. Nobility: 1 (+6)
Know. Geography: 2

Arms and Armor:
MwK Heavy Repeating Crossbow
Morning Star
20 Quarrels, 15 acid Bolts(3 magazines), 15 Fire bolts (3 magazines),
10 +1 bolts

Magic gear: Cloak of resistance +1, Phylactery of Positive Channeling

Misc. Gear:
Silver Holy Symbol, backpack, belt pouch, waterkin x2, sunrod x5, torches x5, flint and steel,200ft of rope, grappling hook, compass, chalk (box of 20 pieces), 2 weeks of rations, silver mug, crowbar, saddle bags, Light Horse.

1st level: scroll of CLW x2 (25g), Scroll of Celestial healing x4 (50g) Scroll of Carrion Compass x2 (25g), scroll of Endure elements x2(25g), scroll of comprehend languages x4 (50g), scroll of Diagnose disease x2 (25g), scroll of Remove fear x4 (50g), Scroll of Remove Sickness x2 (25g),scroll of Detect Charm x2 (25g)
Scroll of Detect Undead x2 (25g), Scroll of Detect Demon x2 (25g), Scroll of tap inner beauty x2 (25g), Scroll of shield of faith x2 (25g)

2nd level: Scroll of Shield other x2 (150g), Scroll of remove paralysis x1 ,Scroll of zone of truth x1 (75g), Scroll of Consecrate x1, Scroll of Lesser Angelic Aspect x1 (75g) Scroll of share language x1, Scroll of Aid x1, Scroll of calm emotions x1 (75g), Scroll of Spiritual Weapon x1 75g Scroll of Abeyance x1 (75g) scroll of ancestor communion x1, Scroll of Touch of Mercy x1 scroll of silent table x1 75g, scroll of contact entity x1 , scroll of delay poison(used) x0 75g, scroll of Aboleth's lung x2, scroll of web shelter x1 75g, scroll of lesser restoration x2,scroll of communal protection from evil x1, scroll of summon monster II x1
Archetype Features:

The roaming exorcist travels far and wide to root out possessions, hauntings, and hidden evils. The roaming exorcist extracts unruly spirits from not only victims of possession, but also haunted sites and accursed items.

Skill Ranks at Each Level: 4 + Int modifier.

Dedicated Wanderer

A roaming exorcist is dedicated to her cause and affords no time to other pursuits typical of clerics. A roaming exorcist must choose to channel positive energy. She may choose only one domain from her deity's list of domains, rather than the normal two domains, and she does not gain Medium Armor Proficiency or Shield Proficiency.

Unseen Revealed (Ex)

At 1st level, a roaming exorcist gains a bonus equal to 1/2 her cleric level (minimum +1) on Perception checks to detect haunts and incorporeal creatures and on Sense Motive checks to determine whether a creature is possessed, under the effects of an enchantment or curse, or otherwise magically controlled.

Spirit Sleuth (Ex)

At 2nd level, upon interacting with a rejuvenating spirit or haunt for the first time (such as by attacking the spirit or channeling energy to damage the haunt), a roaming exorcist can attempt a Sense Motive check as a free action to determine the specific course of action required to permanently neutralize the spirit or haunt (DC = 10 + the undead creature's Hit Dice or the haunt's CR).

Curse Seeker (Su)

At 5th level, a roaming exorcist can more readily identify cursed items. When identifying a magic item, the roaming exorcist needs to exceed the item's DC by only 5 (instead of by 10) in order to determine whether the item is cursed.

Dispossession (Su)

At 8th level, a roaming exorcist can expend one use of her channel energy ability to force a possessing creature from its host body. The exorcist must make a melee touch attack against the possessed creature; if successful, the roaming exorcist deals damage to the possessing creature as if it were targeted by the roaming exorcist's channel energy ability (regardless of the possessing creature's creature type), and the possession effect ceases as the possessing creature is ejected from the host body. A successful Will save (DC = the roaming exorcist's channel energy DC) halves the damage taken, and the possessing creature resists being ejected from its host.

Curse Eater(Su)

At 11th level, a roaming exorcist gains Improved Disarm as a bonus feat, regardless of whether she meets the feat's prerequisites. The roaming exorcist gains a +2 bonus on combat maneuver checks to disarm a creature of a magic item she knows to be cursed. If the roaming exorcist successfully disarms a creature of a cursed item without using a weapon, she may automatically pick up the disarmed cursed item without immediately succumbing to the item's curse. She may wield or hold this cursed item for a number of rounds equal to her Charisma modifier (minimum 1 round)—during which time she may use the item normally, as if it were not cursed—before the item's curse manifests again.

Blossoming Light:
Luminous Font (Su)

A blossoming light forsakes her deity’s deeper mysteries to focus on benevolence, healing, and bringing light to darkness. A blossoming light still selects domains and retains access to domain powers, but does not gain domain spell slots.

Blossoming lights are beacons of goodness, guiding others to follow their own best natures. A blossoming light adds half her level on Diplomacy checks against good creatures or to convince an evil creature to take an action against its evil nature.

A blossoming light’s channel energy is usable a number of times per day equal to 5 + her Charisma modifier. At 2nd level and every 2 levels thereafter, the blossoming light gains an additional use per day of channel energy.

At 3rd level, when a blossoming light channels energy to harm undead, her channeled energy also harms chaotic evil outsiders, worshipers of chaotic evil deities, and evil creatures with light sensitivity or light blindness as if they were undead.

At 7th level, when a blossoming light channels energy, she can expend an additional use to fill the affected area with bright light (as per daylight) for a number of rounds equal to her cleric level.

At 10th level, a blossoming light can use atonement once per day as a spell-like ability, but only to offer redemption to others (as per the spell). Using the spell in this way does not require a focus or material component.

This ability alters channel energy and the cleric’s domains.

Anglefire Apostle:
Extra Channel

At 1st level, the angelfire apostle gains Extra Channel as a bonus feat.
Channel Angelfire (Su)

An angelfire apostle must be of good or neutral alignment and must choose to channel positive energy, even if his deity is neutral or if he is not devoted to a particular deity. When an angelfire apostle channels positive energy, affected nongood creatures are dazzled for 1 round, with no saving throw for this effect, in addition to experiencing the normal effects of channel energy.

This ability alters channel energy.

Versatile Healing Channel (Sp)

At 5th level, the angelfire apostle can spend two uses of his channel energy ability to cast remove blindness/deafness or lesser restoration as a spell-like ability.

At 7th level, he can choose remove disease or remove paralysis.

At 9th level, he can choose neutralize poison.

At 11th level, he can choose breath of life.

At 13th level, he can choose heal.

At 15th level, he can choose regenerate.

At 17th level, he can choose restoration but cannot affect permanent negative levels.

At 19th level, he can choose resurrection but can affect only a target that has been dead no more than 1 round per his cleric level.

Short character Concept::

Basically, I made this character as both a metaphorical AND Literal light standing against the darkness. I see it as when he channels positive energy actual light radiates and swirls around him in the affected area for 3 seconds. His level 8 domain ability will actually make him a LIGHT among the dark. His personality is similar. Kind, caring, friendly, joyful and optimistic. At least on the surface....

in combat: healer/support/buffer or undead destroyer

out of combat: utility caster, face, spiritual guidance counselor and party morale booster.


Cedric was born and raised in Ustalov, however he grew to be an odd child. Quite contrary to most in Ustalov the dour and desperate mood never seemed to catch on Cedric. Even into his late teens he was always smiling, always full of energy and trying to have fun. Indeed whever he went was easy to tell as the normally dour and moody folk of Ustalov appeared slightly happier, some, dare I say, even smiled whole whole-heartedly. Whenever people would ask him how he always stayed in such a good mood he simply replied with "because I want to be". At the age of 18 he still had not acquired a trade or job and many people were starting to view the once happy lad as merely lazy. He never thought so, he simply replied that "he Hadn't found something he loved yet" to the increasing worry and anger of his parents. It was this that brought about the first time Cedric had cried since he was a babe.

One night while he was arguing with his father about getting a trade to support himself the argument became heated, well, the father slowly became furious and worked himself into a rage from his frustrations. Alas, the mans health had been fading from years of hard work as a lumberman and his heart had a heart attack from the rush. When his father died a couple minutes after Cedric blamed himself. For once, the cold, icy grip of despair grasp his heart and he couldn't shake it off. He fled to his and his sisters room and cried half the night. The next few days Cedric wore nothing but a frown of despair as the funeral was carried out. Then, when they entered there home two days after the death, with Cedric's smile still gone, a sense of foreboding came over them. Cold chills would blow about the room and strange noises were heard. The local priest could not say what was the cause, and so reluctantly called upon an old acquaintance. A one professor Lorrimar. But not two days after the message was sent objects began hovering, flinging about. So they had to abandon the house, and even with his fathers good standings as a merchant and with money enough to pay rent no one would let them stay or even come in for fear of the haunting affecting their homes as well.

So for two days they slept in a tent, Cedric began to grow angry at the people of the town. He began to blame them for his predicament. He thought the only reason his father had begun to say anything about his lack of skills or job was because of the talk the other townsfolk had begun. Then, he blamed them for his mothers sickness, forcing her to sleep in a tent. His despair slowly ebbed to rage and against better judgement marched back to his home just several hours before the priest lead Lorrimar there as well. When the Priest and Lorrimar got there the house was alife with a whirling wind, a pot was thrown out a window and Lorrimar knew instantly what it was. When he began to move towards the door suddenly everything stopped, and became quiet. As they stood slightly shocked stillness for several seconds Cedric opened the door. He was crying, at first they thought he was injured, but once they got close they realized he was also smiling, a vibrant beam of a smile. Lorrimar was impressed. This boy had just quelled what he had assumed to be a rather high level Haunt. He offered the lad a chance to work with him in solving other situations as this. Cedric Thought about it for a moment, and asked about his mother and sister. Lorrimar laughed at the lads worry, not mockingly, but because he enjoyed the care and love of the thought. He promised they would be fine, and put up well as well, free of charge to his pay. So Cedric studied under Lorrimar for a time, and worked with him as a secondary insight on things. lorrimar asked the lad how he had destroyed the Haunt in his home. Cedric looked away, keeping his smile faintly, and merely replied "I, finished a talk. Just, somehow made things right..."

During their travels Lorrimar also noted, with both appreciation, and a tinge of worry. That Cedric rarely showed signs of frustration or despair, and never, not even when sleeping let his smile fade. When he asked the lad why he always smiled and why he was always in such a good mood. Cedric Replied.
"Because it's less painful, because I want to be happy, and... Because I have to be, for all the other people that can't or couldn't be...."

I tried to keep the backstory like a girls skirt, long enough to cover the essentials, but short enough to be interesting and easy to read ;)