About Djedefre ibn al QadirDjedefre ibn al Qadir
------------------------------------------------------------------ Defense AC 17, touch 11, flat-footed 16 (+ 4 armor, + 2 shield, + 1 Dexterity)
------------------------------------------------------------------- Offense Speed 30 ft. Melee MW Cold Iron Morningstar (+ 3 to hit, + 1 to damage, 1d8/x2), Deals B and P damage
Ranged Crossbow, Light (+ 2 to hit, + 0 to damage, 1d8/19-20x2), Deals P damage
Space: 5 ft.; Reach: 5 ft. BAB: + 1 CMB: + 2 CMD: + 13
Skills
Background Skills Linguistics: (2 ranks -1 Int penalty + 3 class skill) = 4
Languages: Common, Celestial, Ancient Orisiani (L), Osiriani (L) ======================================================================== Racial Traits:
+ 2 Wisdom, + 2 Charisma: Aasimars are insightful, confident, and personable. Aasimars of specific bloodlines (see below) gain different ability score modifiers as indicated. Native Outsider: Aasimars are outsiders with the native subtype. Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size. Darkvision: Aasimars can see in the dark up to 60 feet. Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks. Spell-like Ability: Aasimars can use daylight once per day as a spell-like ability (with a caster level equal to the aasimar’s character level).
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
======================================================================== Traits:
Devotee of the Old Gods (Campaign): Osirion has a history stretching back over 8,000 years, and the deities worshiped today in modern Osirion are not the same ones revered in Ancient Osirion’s heyday—deities with names like Anubis, Osiris, Ra, and Set, among others. Your family never lost the faith of your ancestors, however, and your devotion to one of the deities of Ancient Osirion has helped keep the memory of Osirion’s past alive—a past that still lingers on in the untouched necropolis of Wati. You gain a +1 trait bonus on Knowledge (history) and Knowledge (religion) checks, and one of those skills is always a class skill for you. In addition, your faith in the old gods of Osirion grants you a +1 trait bonus on saving throws against divine magic. Seeker (Basic, Social): You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Osirionologist (Region – Osirion): You have studied the history of ancient Osirion, and may have even ventured inside one of the great pyramids. You gain a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks, and one of them is always a class skill for you. In addition, you may choose Ancient Osiriani as one of your bonus languages. Feats:
Extra Channel: You can channel divine energy more often. Prerequisites: Channel energy class feature. Benefit: You can channel energy two additional times per day. Class Features Cleric Class Features:
Weapon and Armor Proficiency
Aura (Ex)
Spellcasting
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. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). 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
Channel Energy (Su)
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
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, activating a domain power is a standard action. Domains Selected: Glory and Sun Glory Domain Granted Powers: 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. Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light, 4th—holy smite, 5th—righteous might, 6th—undeath to death, 7th—holy sword, 8th—holy aura, 9th—gate. Sun Domain Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds. Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy. Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere. Spontaneous Casting
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). Spell List:
Orisons 4 Create Water
1st Level 4 Remove Fear
Domain Spells from Glory and Sun 1st Level: Endure Elements [X]
==================================================================== Inventory Tracking Sheet Alchemical Gear:
Alchemist's Fire (flask) Acid (flask) [2] Holy Water [3] Vermin Repellent Magic Items:
Wand of Cure Light Wounds (shared) [46] Scroll of Remove Fear Scroll of Magic Weapon Scroll of Protection from Evil Scroll of Comprehend Languages Scroll of Bless Oil of Bless Weapon Mundane Gear:
Explorer's Outfit Lamellar Armor (Leather) Shield, Heavy wooden Bolts, Cold Iron (10) [3] Crossbow, Light Morningstar, Cold Iron Dagger, Cold Iron Longspear Bedroll Blanket Soap [2] Rope, hemp (50 ft.) Whetstone Candle [10] Oil, lamp [2] Torch [4] Rations, trail [6] Holy Symbol, iron Backpack, common Sack [4] Poncho Pouch, belt Pouch, spell components Waterskin Book, journal Ink Inkpen [3] Chalk [10] Bandolier [2] Flint & Steel Grooming Kit Holy Text Weapon Cord [2] Mess Kit Gear Maintenance Kit Piton [2] Wrist sheath (spring loaded) Charcoal [2] Parchment [10] Canvas [4] Dog sled MW Backpack MW Cold Iron Morningstar Whetstone Wrist sheath (spring-loaded; 2nd one) Block and tackle Healer's Kit [8] Money on Hand:
391 gold (gold scarabs) 7 silver 6 copper |
