Corsair

Daegan Corsmeir's page

79 posts. Alias of Proioxis.


Race

Half-Orc

Classes/Levels

Cleric 2

Gender

Male

Size

Medium

Age

22

Alignment

Chaotic Good

Deity

Gorum

Strength 17
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 15
Charisma 10

About Daegan Corsmeir

Daegan
Male Half-Orc Cleric 2
CG Medium Humanoid (Half-Orc)
Init: +0 Senses: Darkvision 60ft., Perception +2
--------------------
Defense
--------------------
AC: 15, Touch 10, Flat-footed 15 (+5 Armor)
HP: 22 (2d8 +9)
Fort: +5 Ref: +0 Will: +5
--------------------
Offense
--------------------
Speed: 30ft.
Melee: Greatsword (2d6+4/19-20/x2)
Ranged:
Cleric Spells Prepared:
1 (3+1/day) Cure Light Wounds, Divine Favor, Magic Weapon
0 (4/day) Detect Magic, Read Magic, Resistance
--------------------
Statistics
--------------------
Str: 17 Dex: 11 Con: 14 Int: 10 Wis: 15 Cha: 10
Base Atk: +1 CMB: +4 CMD: 14
Feats: Toughness
Traits: Restless Wayfarer, Outcast
Skills: Knowledge (religion) 1+3, Profession (bartending) 1+5, Sense Motive 1+5, Survival 1+6.

Appraise +3, Craft +3, Diplomacy +3, Heal +5, Knowledge (arcana) +3, Knowledge (geography) +4, Knowledge (history) +3, Knowledge (nobility) +3, Knowledge (planes) +3, Linguistics +3, and Spellcraft +3.
Languages: Common, Orc, Celestial
SQ:
Combat Gear: Greatsword, Scale Mail, Backpack, Bedroll, Winter Blanket, Flint and Steel, Trail Rations x10, Waterskin x2, Cold weather outfit, Wooden Holy Symbol, Spell component pouch 16GP 4SP
Total Weight: 75/86 lbs.
--------------------
Special Abilities
--------------------
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment.

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.

A good cleric (or one 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 one 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 who worships 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 casts 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 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.

Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action.

Glory & Tactics:

Glory: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Tactics:

Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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 who worships 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).

Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Background
Daegan grew up in the city of Kaer Maga, a melting pot of culture and influence that is the equal of no other city; nor is any other city its equal. It stands alone, a bizarre conglomeration of any and all forms of life that walk in Golarion. It's a haven for many an orc, and for even more for half-orcs. It's a city where one is free to indulge in their own proclivities without reprimand.

This, for many years, was Daegan's world. A place of clashing sights and intriguing smells, it was both a bastion of the wonderful and a haven for the deplorable. His family was relatively well off; or at least, they did not have to stay in the Warren. What he knows of his own history is the same as he always knew - a child of an orc mother and a human father, he was brought to Kaer Maga by the man, and promptly left on the doorstep of a half-orc family. He was named for his father, and raised in this diverse household, which consisted mostly of non-blood relatives, those who had been abandoned themselves and had banded together to sustain an existence in this tumultuous city.

Daegan had a childhood of content and warmth, something very lucky, considering all other possible outcomes of his birth. He was initiated into the church of Cayden Cailean as a youth, working in a place that, while claiming the title of church, more resembled a bar, a cozy little hole-in-the-wall place, placed in the Oriat district. He worked tables here, cleaning mugs and dishes and helping to observe the various offerings to the Lucky Drunk. These are always fairly small, considering the nature of his worshipers, but is always offered with both reference and fondness. Of those who visited the church-bar were on good terms with Daegan, and many said that he was a promising new addition to the clergy.

But this was not to be. In his 17th year, Daegan received a vision of his future. The day was a cool one, the year having barely entered into the colder months. He was observing the early day rituals of Cayden Cailean, and the mood of the church was grim. The place was under threat of absorption from the spreading of a new arcane establishment in the district, a place run by bloatmages. In recent years, Daegan had become discontented with life, aggressive and displeased with the limited opportunities his status afforded. These two unfortunate circumstances were coalescing in his mind while he worked, and the irritation he was experiencing was palpable.

It reached a breaking point in a most unfortunate circumstance. It was a slow point during the day, when only a few regulars were around. Daegan was keeping himself occupied with cleaning the counter when the door swung inwards, letting in a cold breeze. To everyone's annoyance, the opener was the proprietor of the new arcane shop. A huge man, though through birth or simply the expansionary qualities of the leeches, he filled the doorway of the church. He was here, as always, to demand the vacating of the building. His tone was derisive, caught up in his own desires and feelings of self-importance. Daegan knew this man, had seen him many times, in many forms. It was, unfortunately, one of the best harbored attitudes in all of Kaer Maga. Now the man was in his face, yelling. The head priest and bartender was not in; Daegan was the only clergy member present. Before he knew what he was doing, Daegan had grabbed a bottle, and brought it up, into the side of the man's head. Twice, three times. A bloodied, bloated corpse lay on the ground, and Daegan had come to his senses.

That night, he fled Kaer Maga. None knew what had happened but the patrons of his church, and while they did not out him to the authorities, he was decried as a holy man of Cayden Cailean. Daegan never did find himself in the worship of the Lucky Drunk again, though he did toss a coin his way whenever a shrine was within Daegan's sight. It's been many a year since he's left Kaer Maga, and the man's grown. A wisdom far beyond what many thought he would reach, and the strength to defend his faith have come to define him. He found himself, you see, in the hard tenants of the Lord in Iron - Gorum. A god to all those who must defend themselves, to those who have faced adversity and triumphed. Daegan has done all these in his eight years away from home, serving as both mercenary and priest, and those in his company were well appreciative of both his blessings and his greatsword. He's taken to more roads than he can count, and spent long nights in the wilds. Sometimes he feels himself overcome with the urge to battle, and he never falters from it, as his god commands. Despite this and despite himself, as parts of him still yearn for the angry young man he had been, he has grown into a kinder spirit than he ever thought possible. That's not to say he's the most charitable of men, or the kindliest. But the fires of battle have cooled his temper. It's quite astonishing what one notices when one has faced his enemy on the battlefield; you grow to understand. They fight, and you fight, and one dies. Enmity is not at the center of war; glory and the exercising of your right to victory is. Now Daegan finds himself once again on the road, having felt struck by his lack of cause. Every man has one fight in his life that defines him; this has never come to pass for Daegan. He yearns it - how can he present himself as a devotee of Gorum, having yet not fought a moment that should come to encompass his very spirit? It is a frustration incomparable. He journeys on.

Daegan's most recent stop has found him in the town of Heldren, a place that has recently come under rumors of fey attacks and strange weather. He has not come here to find a job; nay, he merely wants to continue on east, across the World's Edge Mountains and into Kelesh. Taldor is a strange place, as it lacks an essential quality of freedom that Daegan has long relied upon. Thankfully, he won't remain here long.

Appearance
Daegan is a very tall man, standing at 6'6 and weighing in at 250lbs. He has long black hair, tied back underneath a gray bandana. On his body he wears scale mail armor, no longer of new make, but still effective. On his back lies a sheathed greatsword, Daegan's constant companion through the years. He wears a backpack over this, made of sturdy leather and filled with essentials. He heard of the unseasonable cold surrounding Heldren before his arrival in the town, and prepared properly. He has a spare set of winter clothing, and has taken to swathing himself in a large, fur-collared cloak. He's rather fond of it.