Gillman

Cliks "Robert" C'szek's page

106 posts. Alias of rashly5.


Full Name

Cliks "Robert" C'szek

Race

Gillman

Classes/Levels

Cleric 6 (Restoration[Healing]/Oceans[Water]) [ HP 49/49 | AC 18/13/15, Fort +7, Ref +5, Will +7 | Init +3; Perception +2 ]

Gender

Male

Size

Medium (5'8" height, 195 lbs weight)

Age

29

Special Abilities

Aquatic subtype, Water-dependent, Amphibious, Restorative Touch, Surge

Alignment

Neutral Good

Deity

N/A (ocean)

Languages

Common, Aboleth, Aquan

Occupation

Healer

Strength 14
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 15
Charisma 10

About Cliks "Robert" C'szek

Session:

Channel Energy (3/3)
Restorative Touch (5/5)
Surge (5/5)

Prepared Spells:
0th
Create Water
Detect Magic
Light
Read Magic

1st
<Open Slot>
Protection from Evil
Shield of Faith
Sanctuary - Bonus
Obscuring Mist - Domain

2nd
<Open Slot>
Lesser Restoration
Calm Emotions
Grace - Bonus
Slipstream - Domain

3rd
<Open Slot>
Stone Shape
Water Walk - Domain


Crunch:

Cliks "Robert" C'szek
Male Cleric 6
NG Medium Humanoid (aquatic)
Init +3; Senses Perception +2
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 Armor)
hp 49 (6d8+18)
Fort +7, Ref +5, Will +7;
Armor Chain Shirt +1
Resist Cold 10
--------------------
Offense
--------------------
Spd 30 ft.
Swim Spd 30 ft.
Ranged Composite Longbow +1 (+2 str) +8 [1d8+1+2, x3, 110 ft., P]
Space 5 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 14 (+2), Dex 16 (+3), Con 14 (+2), Int 10 (+0), Wis 15 (+2), Cha 10 (+0)
Base Atk +4; CMB +6; CMD 19
Feats Martial Weapon Proficiency (longbow), Point-Blank Shot, Precise Shot
Skills Diplomacy +4, Heal +7, Knowledge (arcana) +4, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +4, Sense Motive +6, Spellcraft +9
Languages Common, Aboleth, Aquan
--------------------
Special Abilities
--------------------
Channel Energy: 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.

Restorative Touch (Su): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Surge (Su): As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

[http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/water-domain]Cold Resistance (Ex):[/url] At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.

Stats:

Current Money: See items

Ability Scores
Strength 14 (+2)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 15 (+2)
Charisma 10 (+0)

Saving Throws
Fortitude: +7 = 5 [base] + 2 [con]
Reflex: +5 = 2 [base] + 3 [dex]
Will: +7 = 5 [base] + 2 [wis]

AC: 18 = 10 + 3 [dex] + 5 [chain shirt +1]
Touch: 13, Flat-footed: 15
HP: 49 = 8 [1d8 class max] + 23 [5d8 class] + 12 [con] + 6 [favored]

BAB: +4 = 4 [base]
CMB: +6 = 4 [BAB] + 2 [str]
CMD: 19 = 10 + 4 [BAB] + 2 [str] + 3 [dex]
Melee Attack: +6 = 4 [BAB] + 2 [str]
Range Attack: +7 = 4 [BAB] + 3 [dex]

Base Speed: 30 ft. = 30 [base]
Swim Speed: 30 ft. = 30 [base]
Initiative: +3 = 3 [dex]
SR: 0

Favored Class Bonus: +6 HP

Feats & Traits:

Racial
Enchantment Resistance [+2 racial saving throws non-aboleth enchantment spells and effects, –2 penalty on such saving throws against aboleth]
Water Dependent [requires constant submersion in fresh or salt water. Gillmen who spend more than one day without fully submerging themselves in water risk internal organ failure, painful cracking of the skin, and death within 4d6 hours]
Amphibious [Gillmen can breathe both water and air.]

Feats
Martial Weapon Proficiency (longbow)
Point-Blank Shot [+1 attack, damage w/ range weapons up to 30 feet]
Precise Shot [no penalty for shooting into melee]

Class
Domains: Restoration (Healing) / Oceans (Water)
Orisons
Aura
Channel Energy 3d6
Cold Resistance (Oceans)
Healer's Blessing (Restoration)
Spontaneous Casting
Restorative Touch (Restoration)
Surge (Oceans)


Spells:

<Cleric Spell List>

Spell Save DC - Level - Spells Per Day - Bonus Spells
12 - 0th - 4 - 0
13 - 1st - 3+1 - 1
14 - 2nd - 3+1 - 1
15 - 3rd - 2+1 - 0

Skills:

Skill Name: Total Bonus = Ability Modifier + Ranks + Misc. Modifier

Acrobatics`: 3 = 3 + 0 + 0
Appraise: 0 = 0 + 0 + 0
Bluff: 0 = 0 + 0 + 0
Climb`: 2 = 2 + 0 + 0
Craft (X): 0 = 0 + 0 + 0
Diplomacy: 4 = 0 + 1 + 3 [class]
Disguise: 0 = 0 + 0 + 0
Escape Artist`: 3 = 3 + 0 + 0
Fly`: 3 = 3 + 0 + 0
Handle Animal: 0 = 0 + 0 + 0
Heal: 6 = 2 + 1 + 3 [class]
Intimidate: 1 = 1 + 0 + 0
Knowledge (arcana)*: 4 = 0 + 1 + 3 [class]
Knowledge (planes)*: 4 = 0 + 1 + 3 [class]
Knowledge (religion)*: 4 = 0 + 1 + 3 [class]
Linguistics*: 4 = 0 + 1 + 3 [class]
Perception: 2 = 2 + 0 + 0
Perform (X): 0 = 0 + 0 + 0
Ride`: 3 = 3 + 0 + 0
Sense Motive: 6 = 2 + 1 + 3 [class]
Spellcraft*: 9 = 0 + 6 + 3 [class]
Stealth`: 2 = 3 + 0 + 0
Survival: 0 = 2 + 0 + 0
Swim`: 4 = 2 + 0 + 0

*trained only
`affected by ACP

Items:

Money: 303 gp

Weapons
Composite Longbow +1 (+2 str) [1d8+1, x3, 110 ft., P]
Light Crossbow (Underwater) [1d8, 19-20/x2, 80 ft., P]
Sea-Knife [1d4, 19-20/x2, 10 ft., S]

Crossbow Bolt, x20
Arrows, blunt x20
Arrows, common x60
Arrows, durable x20

(20 blunt, 20 common, 20 durable in quiver, the rest in haversack)

Armor
Chain Shirt +1 [5 AC, -1ACP]

General
Efficient Quiver
Handy Haversack
Coral Necklace (Holy Symbol)

Lesser Extend Metamagic Rod
Pearl of Power (1st)
Wayfinder (Standard)

Bedroll
Blanket
Flask
Flint and Steel

Consumables
Trail Rations x10
Hemp Rope (50 ft.) x2
Healer's Kit (10 uses) x2
Smelling Salts x2
Potion of Cure Light Wounds x6
Holy Water x4

Ioun Stones
Dull Gray Stone x2
Cracked Dark Blue Rhomboid [+1 perception, sense motive while active]
Ioun Torch x3


Appearance & Personality:

Appearance: Pale skin with medium-length hair. Three slim gill marks on each side of his neck, near the shoulder. He usually wears a long flowing robe and a necklace made from bright coral. Has a slight frame and an expressive face.

Personality: While cautious and suspicious of most, he firmly believes that everyone deserves a chance and is willing to heal them. Suffers from some insecurity, he is self-sacrificing in nature, believing people that he sees as good are more valuable than him.

Why an adventurer: Quite curious about land, Robert likes helping out and is willing to aid adventurers if it means he gets a chance to travel as long as it's not too far away from home. He doesn't get much of a chance due to the danger and only risks it when in a trustworthy group.

How they fit into an adventuring party: Somewhat stand-offish but kind, he always offers to ease people's burdens. His specialty is in healing and using his water for crowd control. In situations that involve water, he is a valuable asset.

History:

Born to a small reclusive Gillman tribe near the shores of Absalom, Cliks C'szek was a stranger to land for most of his life. His surviving mother was ill when he was young. He hated seeing her sick and, in the absence of his father, learned to take care of her and be self-dependent. He lived with the tribe until going off on his own due at a young age when his mother died. A few years later, after finding peace in the ocean, he travels to land and meets an odd group which he finds out were adventurers. Unable to pronounce his real name, they nicknamed him "Robert" (he looked like a Robert, one said) and thus began his occasional forays into adventuring.

His holy symbol is the aforementioned coral necklace which he made in his nomadic period where he wandered the oceans over the guilt of having his mother die. The oceans brought him some measure of calm and he's come to see Water and Healing as entwined, and the Ocean as divine concept.
When he moved on, having abandoned himself to the currents of the ocean, he found himself near Absalom. Taking it as a sign, he fashioned some clothes before travelling into land near a river where he eventually met the adventuring group.

The first few months was spent travelling with the same adventuring group and improving his Common. He learned to stay out of sight and in the shadows to lessen the risk of his unique race being seen. They eventually parted ways when they got too far inland.

The years after he spent fashioning his home (a hidden cave near the shores of Absalom) and exploring the land, staying close water when possible. After numerous dangerous situations and attempts at his life, he eventually stopped travelling too far. He visits the city from time to time, to gain knowledge and to help where he can.