Alain

Clement Twice-Born's page

1,129 posts. Alias of wakedown.


Classes/Levels

AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

About Clement Twice-Born

Background:

For years, Clement toiled away in Magnimar's Golemworks, aiding in the crafting of golems and other constructs for the city's wealthy and elite.

A tragic alchemical disaster nearly ended Clement's life along with the entire factory in which he worked. Yet, he was saved by the amazing hero that is Rhesus - pulled from the burning wreckage and barely conscious.

That day, he saw the angels of Magnimar - ethereal creatures floating above and beyond the city's tallest buildings - and they spoke to him in a language he never understood before that day.

Guard this man, for you owe him the debt of your life, and he is meant to do great deeds.

Despite the man's insistence that he needed no repayment, Clement now lives his life in service to these empyreal beings, who guide him in the protection of his new "best friend".

***Clement Twice-Born
Male agathion-blooded aasimar (idyllkin) oracle (stargazer) 16 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 59)
CG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +20
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Defense
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AC 29, touch 15, flat-footed 29 (+9 armor, +3 deflection, +2 natural, +3 shield, +1 trait, +1 untyped bonus)
hp 195 (16d8+112)
Fort +14, Ref +9, Will +15; +2 vs. [evil], +4 Competence bonus vs. disease, +4 morale bonus vs. fear and emotion effects
Immune disease, nauseated, sickened; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft., fly 30 ft. (average)
Melee +1 corrosive dagger +13/+8/+3 (1d4+13/19-20 plus 1d6 acid) or
. . cold iron spear +12/+7/+2 (1d8+18/×3) or
. . mwk heavy mace +13/+8/+3 (1d8+12) or
. . rod of steadfast resolve +14/+9/+4 (1d6+14) or
. . silver dagger +12/+7/+2 (1d4+11/19-20)
Special Attacks channel positive energy 9/day (DC 24, 10d6+1)
Spell-Like Abilities (CL 16th; concentration +22)
. . 1/day—summon nature's ally II
Oracle (Stargazer) Spells Known (CL 16th; concentration +22)
. . 8th (3/day)—mass cure critical wounds, divine vessel[APG], mass heal
. . 7th (5/day)—mass cure serious wounds, destruction (DC 23), ethereal jaunt, greater restoration
. . 6th (7/day)—chains of light (DC 22), mass cure moderate wounds, greater dispel magic, heal, word of recall
. . 5th (7/day)—break enchantment, breath of life (DC 21), mass cure light wounds, life bubble[APG] (DC 21), true seeing, wall of stone
. . 4th (7/day)—cure critical wounds, freedom of movement, greater magic weapon, restoration, tongues, wandering star motes[APG] (DC 20)
. . 3rd (7/day)—bestow curse (DC 19), cure serious wounds, daylight, discovery torch[UC], guiding star[APG], communal resist energy[UC]
. . 2nd (8/day)—bull's strength, burst of radiance (DC 18), cure moderate wounds, glitterdust (DC 18), lesser restoration, shield other, silence (DC 18)
. . 1st (8/day)—bless, command (DC 17), cure light wounds, faerie fire, liberating command[UC], remove sickness[UM] (DC 17), shield of faith
. . 0 (at will)—create water, detect magic, detect poison, guidance, light, mending, purify food and drink (DC 16), spark[APG] (DC 16), stabilize
. . Mystery Life
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Statistics
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Str 18, Dex 10, Con 20, Int 10, Wis 12, Cha 23
Base Atk +12; CMB +12; CMD 30
Feats Angel Wings[ARG], Angelic Blood[ARG], Extra Channel, Extra Revelation[APG], Power Attack, Quick Channel[UM], Selective Channeling, Toughness
Traits blessed touch, defender of the society
Skills Acrobatics +2, Bluff +2, Diplomacy +10, Disguise +2, Fly +10, Handle Animal +8, Heal +9, Knowledge (history) +4, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +18, Perception +20, Sense Motive +10, Spellcraft +4, Survival +7; Racial Modifiers +2 Handle Animal, +2 Survival
Languages Common
SQ oracle's curse (wasting), revelations (combat healer, enhanced cures, guiding star, life link, channel, safe curing), scion of humanity[ARG]
Combat Gear boots of escape[ARG], mnemonic vestment[UE], potion of remove blindness/deafness, scroll of air walk, scroll of calm emotions, delay poison, silence, scroll of heroes' feast, scroll of neutralize poison, remove curse, remove disease, scroll of obscuring mist, scroll of remove blindness/deafness, scroll of remove fear, scroll of remove sickness, scroll of suppress charms and compulsions, scroll of water breathing, water breathing, wand of lesser restoration (13 charges), wand of spiritual weapon (9 charges), alchemical grease[APG], alchemist's fire, alkali flask[APG], holy water, liquid ice[APG], smelling salts[APG]; Other Gear +3 mithral breastplate, +2 guarding light steel shield, +1 corrosive dagger, rod of steadfast resolve[UE], cold iron spear, mwk heavy mace, silver dagger, amulet of natural armor +2, belt of physical might +4 (Str, Con), cloak of resistance +4, handy haversack, phylactery of positive channeling, ring of protection +3, rod of splendor, diamond dust (worth 2,000 gp), grooming kit[UE], wrist sheath, spring loaded, wrist sheath, spring loaded, 90 gp
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Special Abilities
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Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Combat Healer (3/day) (Ex) Cast "cure" spells as swift actions for 2 slots.
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.
Enhanced Cures (+16 cap) (Su) For cure spells, any level caps in the spell become oracle or shaman level.
Fly (30 feet, Average) You can fly!
Guiding Star +6 (1/night) (Su) If outdoors at night, add Wis to all CHA skills & activate to Empower, Extend, Silence, or Still a single spell for free each night.
Immunity to Disease You are immune to diseases.
Immunity to Nauseated You are immune to the nauseated condition.
Immunity to Sickened You are immune to the sickened condition.
Life Link (16 max bonds, 260 feet) (Su) As a standard action, establish bond that drains your HP to heal others who have taken 5 dam.
Oracle Channel Positive Energy 10d6+1 (9/day, DC 24) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quick Channel Channel energy faster by expending more uses
Safe Curing (Su) Casting healing spells does not provoke AoO.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Selective Channeling Exclude targets from the area of your Channel Energy.
Wasting +4 competence bonus to save vs. Disease