Andura Jakos

Cobhlaith MacMurrough's page

233 posts. Alias of CrystalSeas.


Full Name

Cobhlaith

Race

Human Cleric 5

Classes/Levels

HP 30/47| AC 10/10/10 | CMB +3| CMD 13| F:4 R:1 W:8 | Init +0| Per +6

Gender

Female

Size

Medium

Age

18

Alignment

Lawful Good

Languages

Irish, Latin, French

Occupation

Nun

Strength 10
Dexterity 10
Constitution 10
Intelligence 14
Wisdom 19
Charisma 14

About Cobhlaith MacMurrough

Cobhlaith Female Cleric 5
Lawful Good Medium Human
Init +0; Perception +6

DEFENSIVE
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AC 10, touch 10, flat-footed 10 (+0 Dex)
hp 50 (5*1d8 +7 (Feat) +5 (Favored Class Bonus))
Fort +4, Ref +1, Will +8

OFFENSIVE
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Speed 30 ft
Dagger, masterwork +4 (1d4+0; 19-20/x2)
Quarterstaff +3 (1d6 +0, x2)
Statistics
Str 10, Dex 10, Con 10, Int 14, Wis 19, Cha 14
Base Atk +3; CMB +3; CMD 13
Feats (3) Toughness (+3 hp, then +1 per level); Extra Channel 2x/day; Throw Anything (no improvised weapon penalty)
Skills (2 class, 2 INT, 1 Human)
Acrobatics +4 (1 Rank)
Diplomacy +7 (2 Ranks)
Heal +11 (4 Ranks)
Know (Arcana) +6 (1 Rank)
Know (Geography) +8 when using Thorun's map
Know (History) +6 (1 Rank)
Know (Local) +7 (Trait, 1 Rank)
Know (Nature) +3 (1 Rank)
Know (Nobility) +6 (1 Rank)
Know (Religion) +13 (3 Ranks, Bible)
Linguistics +6 (1 Rank)
Perception +6 (2 Ranks)
Sense Motive +8 (1 Rank)
Spellcraft +6 (1 Rank)
Trait: 1x/day roll twice and take the better roll

FCB +1 HP
Languages (2) Common (Irish), Latin, French

Today's Spells
4; 3+1; 2+1; 1+1
Orisons: Detect Magic, Read Magic, Light, Resistance
Level 1: Bless, Command, Comprehend Languages
Level 2: Silence, Delay Poison
Domain: Cure Serious; Cure Critical

HEALING:
HEALING
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Cleric Level 5
Heal Skill 1d20+11
Skill (Heal)
First Aid (Stnd Act)
Treat Wounds (Caltrops) (Stnd Act)
Treat Wounds (Spike Growth) (10 minutes)
Treat Wounds (Spike Stones) (10 minutes)
Tread Deadly Wounds (1 hour)
Treat Poison (Stnd Act)
Treat Disease (10 minutes)
Long-term Care (8 hours)

Channel Energy 3d6 6x/day (DC 15)

Cure Light (DC 15)1d8+5
Cure Moderate (DC 16)2d8+5
Cure Serious (DC 17) 3d8+5
Cure Critical (DC 18)4d8+5
Breath Of Life 5d8+5 (Within 1 rnd: comes back to life and stabilizes, but has a temp negative level for 1 day)

Granted Power: Rebuke Death (person below 0 hp)
1d4+3 7x/day

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BACKSTORY:
BACKSTORY
Height: 5'6" Weight 125: lbs Hair: Black Eyes: Deep blue

Cobhlaith is a young nun, traveling to St. Fethlimidh's Church in Kilmore where she has been tasked with starting a scriptorium to preserve and spread the knowledge contained in books.

She is dressed modestly, but the quality of her garments is obvious. Around her neck she wears a simple wooden cross. If you ask her, she'll tell you about the knight who brought it back for her from the Holy Land. She also wears her Paternoster beads which are a souvenir of her time in Germany.

She is the daughter of Murchad MacMurrough, the brother of King of Leinster, and thus a first cousin of Aoife MacMurrough.

As a very young child she amazed the scribes and priests attending the Synod of Kells in 1152 with the court, where she demonstrated her ability to recite her Paternoster, Apostles' Creed, and other professions of faith, along with being able to answer all the catechism questions well before the usual age of discretion.

Her parents were more than willing to offer this daughter to the church, and she was sent to the Abbey of Kildare before she was 5 years old. Trained in scholarship she was one of the Irish delegation to the Council of Tours in 1163, and afterwards spent a year studying medicine with Hildgard von Bingen before returning to Ireland.

Because Pope Alexander III had issued Canon 8, which forbade clerics from practicing surgery or studying anatomy, Cobhlaith was forced to become more circumspect in her practice of medicine, but her love of learning has not been stifled.

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SKILLS:
SKILLS
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Per level: 2 + IN mod (2)+ human
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Acrobatics +4
Appraise +2
Bluff +2
Climb +0
Diplomacy +7
Disable Device* na
Disguise +2
Escape Artist +0
Fly na
Handle Animal* na
Heal +12
Intimidate +2
Knowledge (Arcana)* 6
Knowledge (Dungeoneering)* na
Knowledge (Engineering)* na
Knowledge (Geography)* na
Knowledge (History)* +6
Knowledge (Local)* +7
Knowledge (Nature)* +3
Knowledge (Nobility)* +6
Knowledge (Planes)* na
Knowledge (Religion)* +13
Linguistics* +6
Perception +6
Ride +0
Sense Motive +8
Sleight Of Hand* na
Spellcraft* 6
Stealth +0
Survival +4
Swim +1
Use Magic Device* na
Languages Common (Irish), Latin, French
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SPELLS:
SPELLS
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Domain: Healing
Healing Domain
Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.

0-Level Cleric Spells (Orisons)
Bleed: Cause a stabilized creature to resume dying.
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Stabilize: Cause a dying creature to stabilize.

1st-Level Cleric Spells
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water: Makes holy water.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold regions.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can't perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can't attack you, and you can't attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Monster I: Summons extraplanar creature to fight for you.
Virtue: Subject gains 1 temporary hp.

2nd-Level Cleric Spells
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
AuguryMF: Learns whether an action will be good or bad.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
ConsecrateM: Fills area with positive energy, weakening undead.
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Delay Poison: Stops poison from harming target for 1 hour/level.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Find Traps: Notice traps as a rogue does.
Gentle Repose: Preserves one corpse.
Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage + 1/level (max +10).
Make Whole: Repairs an object.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield OtherF: You take half of subject's damage.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Summon Monster II: Summons extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.

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FEATS:
FEATS
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Lvl 1: Toughness: You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Lvl 1: Extra Channel
Benefit: You can channel energy two additional times per day.

Lvl 3 Throw Anything (Combat): You are used to throwing things you have on hand.
Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

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GEAR:
GEAR

Bible +5 Knowledge (religion)
Walking Stick (Quarterstaff)

Bedroll
Belt pouch
Bell
Chalk
Dagger
Fishhook
Flint/Steel
Ink, 1 bottle
Healers Kit, 10 uses
Oil, 1 pint
Parchment (4 sheets)
Scroll case
Sewing needle
Sack
Trail rations (5)
Torches (3)
Waterskin
Whistle

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MYTHIC:
MYTHIC (Temporary)
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Mythic Power
Hard to kill (Ex)
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Surge +1d6
Surge is a basic ability that each mythic character receives. It allows her to roll a die and add the result to a d20 roll, influencing the outcome after the results are revealed.

Divine Surge: Recalled Blessing (Su)
You can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today; if you’re a spontaneous caster, this spell must be one of your spells known. You can’t apply metamagic feats to this spell. If the spell requires a saving throw, non-mythic creatures roll twice and take the lower result. If the spell heals damage or requires you to attempt a caster level check to cure an affliction or remove a condition, roll twice and take the higher result.

Path Ability:
Bleed Holy Power (Su)
If you channel positive energy, when an undead creature damages you with a melee attack, you can expend one use of channeled energy as an immediate action to channel energy to deal damage to undead creatures around you (as detailed in the channel energy ability). Alternatively, you may focus this channeled energy so it affects only the undead creature that hit you.
If you focus solely on that creature, you are considered 4 levels higher in the class that grants you the channel energy feature when determining its effects.

Mythic feat: Extra Mythic Power
Benefit: You gain two extra uses of mythic power each day.

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SPECIAL ABILITIES:
SPECIAL ABILITIES
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CLASS
Cleric 4 (Theologian)
HD d8
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.
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.

Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. 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.

Theologian (Archetype)
A theologian is an expert on one particular area of her religion. She is so focused on that area that she eschews the broader sweep of her deity's dogma and focuses intensely upon that aspect of it, embodying its power in all she does. Theologians tend to be more zealous than other clerics, and many crusades are started by theologians. A theologian has the following class features.

Focused Domain: A theologian chooses only one domain from her deity's portfolio rather than the normal two domains. All level-dependent effects of the granted powers from the theologian's domain function as if she were two cleric levels higher than her actual cleric level. This does not allow her to gain domain-granted powers earlier than normal.

A theologian can prepare domain spells using her non-domain slots. She cannot use her spontaneous casting ability on domain spells, even if they are prepared in non-domain slots. In all other respects, this works like and replaces the standard cleric domain ability.

Domain Secret (Ex): At 5th level, the theologian chooses one domain spell. That spell becomes permanently modified with one of the following metamagic feats: Bouncing Spell, Disruptive Spell, Ectoplasmic Spell, Enlarge Spell, Extend Spell, Focused Spell, Intensified Spell, Silent Spell, Still Spell. This metamagic feat does not increase the level of the spell. Once chosen, this modification cannot be changed. The domain specialist need not have the metamagic feat to apply it to a spell using this ability. At every 5 levels after 5th, the domain specialist may choose an additional domain spell to modify in this way. She cannot modify the same spell more than once.

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BASICS:

Core 20 pt NotPFS
RACIAL
Favorite class: Cleric
Human
+2 to One Ability Score.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal 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.

Cleric
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 Ranks per Level: 2 + Int modifier.
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.
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).

TRAITS
Human Race Traits
World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Social Traits
Tireless Logic: Your curious mind figures out even the most complex problems. Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.


HP 38/38| AC 10/10/10 | CMB +3| CMD 13| F:4 R:1 W:8 | Init +0| Per +6