Ishani Dhatri

Delarion Vendin's page

9 posts. Organized Play character for Valeron De Stinzite.


Init:0 Perc:9||Speed:30ft||Daily Spells Lv1 1 2/2||Special Attacks channel positive energy (1d6, DC 11, 4/day) (4/4)


Male human (versatile human) cleric of Desna (theologian) 1 ||HP:11||AC:10 FF:10 T:10||CMD:10||CMB:0||F:4 R:0 W:6||+2 trait bonus on all saving throws against charm and compulsion effects





Strength 10
Dexterity 10
Constitution 15
Intelligence 11
Wisdom 19
Charisma 13

About Delarion Vendin

Male human (versatile human) cleric of Desna (theologian) 1
LG Medium humanoid (human)
Init +0; Senses Perception +9
Aura aura of chaos, aura of good


AC 10, touch 10, flat-footed 10 ()
hp 11 (1d8+3)
Fort +4, Ref +0, Will +6, +2 trait bonus on all saving throws against charm and compulsion effects


Speed 30 ft.
Special Attacks channel positive energy (1d6, DC 11, 4/day)
Cleric Spells Prepared (CL 1st, concentration +5):
1st—remove sickness UM, shield of faith
0 (at will)—create water, detect magic, resistance


Str 10, Dex 10, Con 15, Int 11, Wis 19, Cha 13
Base Atk +0; CMB +0; CMD 10
Feats Selective Channeling
Skills Knowledge (Religion) +4 , Perception +9
Traits birthmark, eyes and ears of the city (abadar)
Languages Common
SQ aura, aura of chaos, aura of good, dual talent, focused domain, orisons, spontaneous casting, versatile human

Spec. Abilities:

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).
Aura of Chaos (Ex) You project a faint chaotic aura.
Aura of Good (Ex) You project a faint good aura.
Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Channel Positive Energy
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 11 Will save to halve the damage. You can use this ability 4 times per day.
Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Eyes and Ears of the City (Abadar) Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Focused Domain You choose only one domain from your deity's portfolio rather than the normal two domains. All level-dependent effects of the granted powers from your domain function as if you were two cleric levels higher than your actual cleric level. This does not allow you to gain domain-granted powers earlier than normal. You can prepare domain spells using your non-domain slots. You 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.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You 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).
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.


Delarion was born in Golarion. He would realize his faith early in his life. His parents, as part of his training, made him stand watch on the city walls. This did not interest Delarion. He came upon a cleric healing a sick warrior one day and instantly realized his purpose in life. Delarion joined the Society to spread his zealous love for his faith and his Deity. He is always calm and tends to not speak loudly.
He is often at ease with himself do to his faith. Delarion seeks to travel dungeons deep to heal those that need healing and for those that need faith.

Spell list:

Prepared Spells Prepared Spells:
Cleric (CL 1): 0th - create water , detect magic , resistance (DC 14) 1st - remove sickness (DC 15) , shield of faith (DC 15)

Cleric: Spells per Day: (3/2/0/0/0/0/0/0/0/ DC:15+spell level), Spells Known: 0th - Bleed, Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Spark, Stabilize, Virtue 1st - Abundant Ammunition, Air Bubble, Ant Haul, Bane, Bless, Bless Water, Blessed Fist, Cause Fear, Command, Compel Hostility, Comprehend Languages, Cure Light Wounds, Dancing Lantern, Deadeye's Lore, Deathwatch, Decompose Corpse, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Diagnose Disease, Divine Favor, Doom, Endure Elements, Entropic Shield, Forbid Action, Hide from Undead, Inflict Light Wounds, Know the Enemy, Liberating Command, Magic Stone, Magic Weapon, Moment of Greatness, Murderous Command, Obscuring Mist, Protection from Evil, Ray of Sickening, Refine Improvised Weapon, Reinforce Armaments, Remove Fear, Remove Sickness, Restore Corpse, Sanctify Corpse, Sanctuary, Shield of Faith, Stunning Barrier, Summon Minor Monster, Summon Monster I, Sun Metal