Demibaron Graitus Kavalderic

Dekamund Boscobel's page

15 posts. Alias of Black Dow.


Race

Half Elf

Classes/Levels

Cleric (Hidden Priest) of Milani 4 | HP 23/23 | AC 16 T 12 FF 14 | F+4, R+3, W+7 | Perc +9, Low Light Vision | Init +2 | Move: 30ft.| Daily Channel: 2/6

Gender

Male

About Dekamund Boscobel

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“You cannot buy the revolution. You cannot make the revolution. You can only be the revolution. It is in your spirit, or it is nowhere.” ― Ursula K. Le Guin, The Dispossessed

“You can burn libraries, ban books, boycott scholars, and blacklist intellectuals, but you cannot blot out ideas.” ― Matshona Dhliwayo

“It is the cause, not the death, that makes the martyr.” ― Napoleon Bonaparte

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Male Half-Elf Cleric (Hidden Priest) of Milani 4

Chaotic Good Medium Humanoid (Half-Elf)
Favoured Class: Cleric

Favoured Class Options:

+1 HP
+1 Skill Point [smaller](selected @ Levels 1-4)
+1/3 to the amount of damage dealt or damage healed when the cleric uses channel energy.

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Speed: 30ft.
Init: +2
Senses: Perception +9*/(+11**); Low Light Vision.

*+2 racial bonus on Perception checks.
** +2 class bonus (half level) on Perception checks relating to agents of the laws against his religion (including city guards in lands where these laws are in effect).

DEFENSE:

AC 16 (10 Base, +2 Dex, +4 Mithral Chain Shirt)
Touch AC 12 (10 Base, +2 Dex)
Flat Footed AC 14 (10 Base, +4 Mithral Chain Shirt)

HP 23 (4d8HD [23] +0 Con)

SAVES */**/***: Fort +4 **** Ref +3 Will +7 ****

* +1 trait bonus on saves against arcane spells.
** +2 trait bonus on all saving throws against fear effects.
*** +2 racial bonus on saves against illusion spells and effects
**** +1 trait bonus on Will saves against mind-affecting effects, and on Fortitude saves against drugs or poisons.

CMD: 15 (10+BAB+STRMod+DEXMod+SizeMod+MiscMods)

OFFENSE:

BAB +3
Melee: MW Morning Star +5 (1d8B&P)[/x2] or Alchemical Silver Dagger +3 (1d4-1P or S) [19-20/x2]
Ranged: Light Crossbow +5 (1d8P) [19-20/x2] (w/ Alchemical Silver Bolts) (1d8-1P) [19-20/x2] Range: 80ft. or Alchemical Silver Dagger +5 (1d4-1P or S) [19-20/x2] Range: 10ft.
Touch Attack: +3
Ranged Touch Attack: +5
CMB: +3 (BAB+STRMod+SizeMod)

SPELLCASTING:

CL: 4; Concentration +7

0 Level Orisons Selected (DC13; 4 per Day): Detect Magic, Guidance, Light & Read Magic

1st Level Spells Selected (DC14; 3+1 per Day): Hedging Weapons, Magic Weapon, Moment of Greatness & Protection from Law (DOMAIN SPELL)

2nd Level Spells Selected (DC15; 2+1 per Day): Align Weapon, Burst of Radiance & Remove Paralysis (DOMAIN SPELL)

Spontaneous Casting (out-with Domain Spells): 1st Level = Cure Light Wounds; 2nd Level =Cure Moderate Wounds.

At Will: Ghost Sound & Prestidigitation (Cloak of the Hedge Wizard magic item)

1/Day: Colour Spray & Silent Image

DOMAIN POWER:

Liberation Domain Powers

Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Freedom’s Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.

If a domain or subdomain ability calls for a saving throw, the DC of the save is equal to 10 + 1/2 the character’s cleric level + her Wisdom modifier.

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STATS: STR 10 (+0); DEX 14 (+2); CON 10 (+0); INT 14 (+2); WIS 16 (+3); CHA 15 (+2)

20 PT STAT BUILD:

0 Points - STR (10) = 10
5 Points - DEX (14) = 14
0 Points - CON (10) = 10
5 Points - INT (14) = 14
7 Points - WIS (15) +1 = 16
3 Points - CHA (13) +2 = 15

+2 Racial Bonus to CHA
+1 Level 4 Advancement Bonus to WIS

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RACE ABILITIES:

Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. (CHA chosen)
Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Half-elves have a base speed of 30 feet.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Alert for Betrayal: You gain a +2 racial bonus on saves against illusion spells and effects. Perception and Sense Motive are class skills for you. This racial trait replaces adaptability.
Fey Thoughts (1 RP): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. Bluff and Disguise selected. This trait replaces multitalented.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Sophisticate: Half-elves who strive to embody the culture in which they live develop a keen instinct for the ebb and flow of fashions, fads, and political trends. They gain a +2 racial bonus on Knowledge (history) and Knowledge (local) checks and can use those skills untrained even for checks with a DC of 10 or more. This racial trait replaces elven immunities.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.

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CLERIC (HIDDEN PRIEST) CLASS ABILITIES

In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves.

Practicing one’s religion is not always legal. For example, most lands outlaw worshiping fiends. But as time has shown again and again, mere laws are poor deterrents to the worship of dedicated members of such faiths, whether the zealous wish to subvert authority, free the spirits of the oppressed, or merely enjoy the right to practice their beliefs. Clerics in these circumstances must conceal their true natures, practice their magic in secret, and always be on guard for betrayal and discovery.

Weapon & Armour Proficiency:

Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favoured weapon of their deities.

Aura (Ex):

A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).

Spellcasting:

A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Wisdom score.

Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

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.

Orisons:

Clerics can prepare a number of orisons, or 0-level spells, each day. These spells are treated like any other spell, but they are not expended when cast and may be used again.

Channel Energy - 2d6 (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 a neutral cleric 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 a neutral cleric 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 of 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 can cast 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 channel 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/Subdomains:

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.

Riot (Chaos Domain) Subdomain Spells: 1st—protection from law, 2nd—align weapon (chaos only), 3rd—magic circle against law, 4th—confusion, 5th—dispel law, 6th—animate objects, 7th—song of discord, 8th—cloak of chaos, 9th—symbol of strife.

Liberation Domain Spells: 1st—remove fear, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—break enchantment, 6th—dispel magic (greater), 7th—refuge, 8th—mind blank, 9th—freedom.

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

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 of 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).

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.

False Arcanist (Ex):

At 1st level, a hidden priest is able to disguise his cleric spellcasting, presenting it as arcane magic of some kind. Typically, this is as alchemist, bard, sorcerer, or wizard magic, and the cleric disguises the words and gestures of the cleric spell with accoutrements appropriate to his apparent profession.

He must make a skill check (DC 10 + twice the level of the spell) to disguise his casting and successfully cast the spell. The type of skill check depends on the type of caster he pretends to be: Craft (alchemy) for alchemist, Perform for bard, Knowledge (arcana) for sorcerer or wizard. Using Spellcraft to identify the spell works normally, though unless the observer beats the DC by 10 or more, she doesn’t suspect the source of the magic is divine.

For example, a hidden priest pretending to be an alchemist wants to cast cure light wounds on a wounded townsperson. If he makes a DC 12 Craft (alchemy) check, he disguises his spellcasting as the mixing of an alchemical extract or potion (perhaps with the words disguised as reciting an obscure formula or talking herself through the list of ingredients), which he gives to the target. An observer making a DC 16 Spellcraft check can identify his spell as cure light wounds, but doesn’t realize his “alchemical” methods are a sham unless her check result is 26 or higher.

When the hidden priest uses this ability, he must still provide any divine focus components for the spells he casts. However, the divine focus doesn’t need to be an obvious symbol of his faith. It could be a small coin, tattoo, or garment bearing the symbol, whether presented openly, disguised, or hidden within a larger picture.

For example, a hidden priest of a god of dawn or light could use a coin with an ankh or sunburst, a complex tattoo or scar that has an ankh shape hidden within it, a glove with an ankh stitched on the inside of the palm, and so on. He must use this replacement divine focus just as he would his true one (for example, he couldn’t leave the coin in his shoe). If a spell requires a divine focus with a specific or minimum cost, the replacement divine focus must be of similar value to be used as the divine focus.

A hidden priest adds half his class level (minimum +1) on all Bluff skill checks to send secret messages about religious matters, and on all Sense Motive checks to recognize similar messages. He also adds this bonus on Perception and Sense Motive checks relating to agents of the laws against his religion (including city guards in lands where these laws are in effect).

This ability replaces one of the cleric’s two 1st-level domain powers (her choice).

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FEATS

Selective Channeling (General) - Starting 1st Level Character Feat:

You can choose whom to affect when you channel energy.

Prerequisite: Cha 13, channel energy class feature.

Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.

Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.

Additional Traits (General) - Starting 1st Level Character Bonus/Boon Feat:

You have more traits than normal.

Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.

Shared Manipulation (Racial) - 3rd Level Advancement Feat:

You can subtly bolster allies’ ability to misdirect and infuriate their enemies.

Prerequisites: Cha 13, half-elf.

Benefit: As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Bluff or Intimidate checks (choose which skill to affect each time you use this ability) for a number of rounds equal to your Charisma modifier (minimum 1 round).

Deceitful (General) - 4th Level Rebellion Title Feat:

You are skilled at deceiving others, both with the spoken word and with physical disguises.

Benefit: You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

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TRAITS

Failed Apprentice - Race (Half-Elf) Trait:

Source Ultimate Campaign pg. 62, Taldor, Echoes of Glory pg. 14, Advanced Player's Guide pg. 1

Requirement(s) Half-Elf

As a child, your parents sent you to a distant wizard’s tower as an apprentice so that you could learn the arcane arts. Unfortunately, you had no arcane talent whatsoever, though you did learn a great deal about the workings of spells and how to resist them.

Benefit: You gain a +1 trait bonus on saves against arcane spells.

Gifted Satirist - Campaign (Hell's Rebels) Trait:

Source Hell's Rebels Player's Guide pg. 11

You grew up among Kintargo’s performers and entertainers. Perhaps your parents or older siblings were singers at the Kintargo Opera House, or maybe you simply had to make ends meet as an orphan of the streets by busking. Whatever the case, you’ve long been exposed to the practice of cloaking scathing political commentaries in the form of harmless entertainment. Whether you conceal your satire in the form of novels, plays, screeds, or public letters, you’ve yet to make a name for yourself as a political presence in Kintargo—but in time, you hope to change that!

Benefit(s); You gain a +1 trait bonus on Linguistics checks, and Linguistics is always a class skill for you. In addition, your irreverent attitude grants you a +2 trait bonus on all saving throws against fear effects.

Secret Revolutionary - Region (Cheliax) Trait:

Source Inner Sea Primer pg. 6

Requirement(s) Cheliax

You seek to return Cheliax to its heyday before the rise of the House of the Thrune. You have trained yourself to resist any questioning or torture should you ever be caught.

Benefit(s): You gain a +1 trait bonus on Will saves against mind-affecting effects, and on Fortitude saves against drugs or poisons.

Urban Acolyte - Basic (Faith) Trait:

Source Heroes of the Streets pg. 18

Growing up in a city has broadened your philosophy, and helped you interpret your patron’s divine will in a novel way.

Benefit(s): You gain Knowledge (local) as a class skill. Additionally, you can select one of the following subdomains using the normal rules for subdomains (Pathfinder RPG Advanced Player Guide 86) so long as your deity grants access to its associated domain: Competition, Duels, Espionage, Fortifications, Industry, Legislation, Plague, or Riot.

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SKILLS

CLERIC: 4* (2+2 Int) Adventuring Skill (AS) Ranks per level & 2 Background Skill (BS) Ranks per level.

* +1 skill rank for favoured class @ Levels 1-4 & @ 4th Level rebellion bonus on Diplomacy

Cleric Class Skill List:

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). Bluff (Cha), Disguise (Cha) and Perception gained as class skills through race. Knowledge (local) (Int) gained through trait.

Artistry (Satire) +8: 3 BS Ranks; +2 INT; +3 Class.
Bluff +10: 3 AS Ranks; +2 CHA; +3 Class; +2 Feat. *
Diplomacy +8: 3 AS Ranks; +2 CHA; +3 Class.
Disguise +8: 1 AS Rank; +2 CHA; +3 Class; +2 Feat.
Heal +7: 1 AS Rank; +3 WIS; +3 Class.
Knowledge (Arcana) +8: 3 AS Ranks; +2 INT; +3 Class.
Knowledge (History) +8: 1 BS Rank; +2 INT; +3 Class; +2 Race.
Knowledge (Local) +8: 1 AS Rank; +2 INT; +3 Class; +2 Race.
Knowledge (Nobles) +8: 2 BS Ranks; +2 INT; +3 Class; +1 Trait.
Knowledge (Planes) +7: 2 AS Ranks; +2 INT; +3 Class.
Knowledge (Religion) +6: 1 AS Rank; +2 INT; +3 Class.
Linguistics +7: 1 BS Rank; +2 INT; +3 Class; +1 Trait.
Perception +9: 1 AS Ranks; +3 WIS: +3 Class; +2 Race. *
Profession (Barber) +7: 1 AS Rank; +3 WIS; +3 Class.
Sense Motive +9: 3 AS Ranks; +3 WIS; +3 Class. *
Sleight of Hand +6: 1 BS Rank; +2 DEX; +3 Class.
Spellcraft +6: 1 AS Rank; +2 INT; +3 Class.

* A hidden priest adds half his class level (currently +2) on all Bluff skill checks to send secret messages about religious matters, and on all Sense Motive checks to recognise similar messages. He also adds this bonus on Perception and Sense Motive checks relating to agents of the laws against his religion (including city guards in lands where these laws are in effect).

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LANGUAGES: Azlanti, Celestial, Common, Elven & Infernal.

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GEAR/EQUIPMENT

Combat Geart: Mithral Chain Shirt; MW Morningstar; Alchemical Silver Dagger; Light Crossbow; Crossbow Bolts (10/10); Alchemical Silver Crossbow Bolts (10/10).

Magic Items: Cloak of the Hedge Wizard (Illusion); Wand of Detect Fiendish Presence (CL1 - 50/50 charges); Potion of Undetectable Alignment - in iron vial.

Mundane Gear: Outfit, Courtier's (worn); Wig (worn - 30gp value); Signet Ring (incorporates Holy Symbol of Milani). Backpack, Common (holds following: Book, Holy Text - The Light of Hope (worth 50gp - disguised as Wizard's Spellbook); Book Liariat (attached to "spell book"); Flask of Holy Water (2); Bread; Cheese; Alluring Philter; Paper (5 Sheets); Ink, vial (1); Invisible Ink (Good - 1 vial); Kit, Shaving; Kit, Scrivener's; Kit, Wizard's; Cologne/Perfume (Common - Rose-water, 5 Doses).Belt Pouch #1: Coin; Belt Pouch #2: Iron Vial (empty currently); Ink pen; Alchemist's Kindness (2 doses); Spell Component Pouch; Scroll Case.

Stored Items: Chest, false bottomed (holds following): Clerical Vestments of Milani; Belt Pouch (containing 3 rose gemstones - worth 50gp each); Silver Holy Symbol of Miliani; Bottle of Absinthe; Paper (5 Sheets); Ink, vial (1); Invisible Ink (Good - 1 vial); Kit, Forger's; Kit, Healer's.

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WEALTH

Platinum Pieces:
Gold Pieces: 1310
Silver Pieces: 10
Copper Pieces: 28
Treasure: 3 rose gemstones - worth 50gp each

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APPEARANCE

Age: 29 Height: 5'10 Weight: 170 lbs.

The soft-looking half-elf before you is, at first glance, a practitioner of the wizardly arts who follows the flamboyant lifestyle of dandy couriers of Kintargo. His garb is fashionable, yet functional - a book and wands sit upon his hip, while scroll-cases, numerous pouches sit crowd his belt. His visage is powdered in the latest style, and crowned with a wig streaked with gnomish vibrancy.

Long fingers steeple, which you note bear ink-stains both old and new, as his golden eyes glitter shrewdly as he mulls your countenance and qualities...

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BACKGROUND

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Notes on Faith:

Milani’s priests are mainly clerics or rangers. In peacetime, Milani’s clerics usually divide their time between tending to the spiritual needs of the community and a standard profession, such as carpentry or leatherworking. Her rangers are the border guards for communities, scaring off dangerous animals, hunting monsters, and capturing fleeing criminals. They greatly value individual freedoms, but recognize that the community is stronger than just the sum of its individual abilities, and even unpleasant measures such as (fair) taxes contribute to the betterment of society and the welfare of the common folk. Priests of Milani plan for the long term, setting aside tools, weapons, and emergency money just in case they need to build, smite, or buy something in a hurry. Most priests are trained in Healing to care for their community and in Knowledge (history) in order to better remember the lessons of the past.

In times of revolution or war, both kinds of priests are strategists, scouts, spies, and militia commanders, lending their expertise and powers to soldiers and commoners, using spells like imbue with spell ability and a ranger’s bond with companions to make their allies more effective. They prefer hit-and-run tactics and superior battlefield mobility. A Milanite priest feels comfortable leading others, not because he believes he is better than they are, but because he knows together they can tear down something they could not defeat alone. Her priests understand that there is a time for talk and a time for action, and in times of action sometimes great sacrifices must be made to defeat evil, without compromise. A good person doesn’t compromise about how often she allows an enemy to steal from her or how many of her children she allows to be sacrificed; it is the priest’s duty to draw the line in the sand, stoke the fires of courage, and be the sword that strikes the first blow so others see that the enemy can be hurt.

Services mix historical speeches, songs, and inspirational personal anecdotes about devotion and overcoming hardship. Temple music is very folksy, using drums, simple stringed instruments, and singing. Many songs of the faith double as revolutionary songs and are used as coded messages to listeners, warning of hostile patrols or members of the community who need help, or ridiculing current tyrants.

Milanite temples are built on an incline, like a theater, so the speaker is at the bottom and the seats rise upward from that point. This serves a metaphorical purpose, as to leave the temple the followers must ascend from a low point, just as a person under the thumb of a tyrant must rise up. The structure also serves a practical purpose, as the lowest point is built at ground level and the inclined floor allows for a small basement area; in peacetime this is used to store supplies, and in times of war it is used to hide weapons and freedom fighters. Most temples have a rose garden or at least a well-tended rose bush.

In smaller communities, a town hall may double as a temple, with a small shrine or altar kept out of the way or behind a curtain when it is not needed. Shrines to Milani are common in old Arodenite temples; even temples that have since been converted to the worship of Iomedae may have a small alcove with rose iconography or a niche along the outer wall where a rose bush grows wild. In lands where her faith is suppressed, a shrine may be little more than a head-sized rock with a rose carved near the bottom (or even hidden beneath on the flat underside), or a small rosebush surrounded by a circle of smooth stones.

Each morning, a priest typically rises, eats, reads part of Milani’s holy book, and thinks of the problems to be addressed that day. If she believes any of the day’s tasks are beyond her experience, she consults with someone who knows more, or asks for guidance during her prayers. If her work is hunting or violence, she studies her intended foe and thinks of the weapons and tools she’ll need. If she is caring for or hiding others from the authorities, she tends to them early in the day; otherwise, she proceeds with her normal work much like any typical person with the same mundane professions as the priest. Whenever time permits, she helps train members of the militia, showing them how to use simple and improvised weapons, where to strike a target to incapacitate rather than kill, and where to land a killing blow if necessary.

Milani’s followers take their defensive responsibilities seriously; they know the history books are full of razed towns that allowed themselves to be overrun by invaders or crushed under the boots of a tyrant’s enforcers. When training others to fight, they set aside any inclinations to joke or be soft, for soft words make weak soldiers.

The church is organized much like a cult, with small, independent cells able to function without communication from other communities, but willing to use whatever communication channels they have to coordinate efforts. The church puts little stock in grand ceremonies, medals, or titles, preferring to let talented leaders rise to the top on their own merits and expecting that other members of the faith will assist when help is needed.

Formal dress for the clergy is a long white tabard with dark brown trim and a red rose in the centre. This is only worn for ceremonies and put away when not in use. It is tradition for the priest to add a decoration to the trim—typically a button or embroidered emblem—for each person in the community who died defending another. In most communities, this garment is passed down to successive leaders; a few have scores of decorations going back to the origin of the goddess’s church, and these items are treasured and respected by the faithful, much like a memorial to the fallen. Adventuring priests of Milani mark their tabards to commemorate fallen allies, cohorts, or even animal companions. A priest wanting to display her faith may wear a badge with a rose emblem or a dark brown tabard with a red rose.

During an uprising, the church welcomes those with skill at arms. When personalities conf lict during these situations, the priests normally allow the visitor to make his or her own plans for dealing with the problem. After all, despite any arguments, the priest should remember that they are on the same side. This coordinates the rest of the community, preferably in a way that endangers as few lives as possible.

Milani’s priests understand that a revolutionary’s work is often rewarded with death, and they accept that they may one day be called to die for a cause. Fortunately, the goddess teaches that the truly devout who are martyred saving other people from death or tyranny will rise again in some way—perhaps even immediately, though being reborn in the faith is much more likely.

Aphorisms: As Milani’s followers are ordinary people pushed into extraordinary circumstances, many of the faith’s common phrases are used to inspire hope and determination.

Know What Is Worth More Than Yourself: True devotion is the willingness to make sacrifices in order to protect something other than yourself. Whether this is a spouse, a child, your home, or freedom, by accepting responsibility for the things you love, you are given the choice to give up something to promote something greater. In wedding vows, this is usually altered to “love is when you care for another more than you do yourself.”

Find Your Hidden Strength: The faithful understand that sometimes you must endure hardship to reach a better place, whether that is a peasant woman going hungry so her children can eat or a candlemaker joining a militia to fight an invading army. Milani teaches that humanity is at its very best when things are at their worst, and hope— courage of the heart—is a source of incredible power.

Peace, Love, Health, and Life: Also known as the “Four Pillars,” these ideas are the core of defining humanity’s gifts. The cost of any action should be weighed against these ideas—promoting one at the cost of another may be worthwhile if the rewards outstrip the costs.

Inspirational Notes:

Clerici vagantes or vagabundi (singular clericus vagans or vagabundus) is a medieval Latin term meaning "wandering clergy" applied in early canon law to those clergy who led a wandering life either because they had no benefice or because they had deserted the church to which they had been attached.

The term refers also to wandering students, ex-students, and even professors, "moving from town to town in search of learning and still more of adventure, nominally clerks but leading often very unclerical lives". Recently, the belief that the clerici vagantes played an important role in the literary atmosphere of the so-called Renaissance of the 12th century, for the kind of fresh poetry in medieval Latin called goliardic poetry, in which famous wandering scholars (scholares vagantes; in German fahrenden Schüler) like Hugh Primas and the anonymous Archpoet (both 12th century) satirically criticised the Medieval Church, has been questioned.

GM Silversong's Build Notes:

If you want to start whipping up a character, we used a 20-point buy and are at 4th-level currently. One campaign trait from the Player's Guide plus one other of your choice. We're using the optional Rebellion Rules from the Hell's Rebels Player's Guide, so in addition to the +1 stat boost at 4th level, you also get 1 bonus skill point (one-time only) in a skill of your choosing, a potion worth up to 300 gp, and a bonus feat from among the following: Alertness, Deceitful, Persuasive, or Stealthy. Go with the normal Wealth By Level amount of 6,000 gp in addition (though I think the other PCs are a bit poorer than they should be at this point of the AP, so I may opt to reduce the amount a bit if your PC seems overpowered in comparison).