Winter-Touched Sprite

Doctor Aliron Whitehill's page

4 posts. Alias of Johnny_Panic.


Full Name

Doctor Aliron Whitehill

Race

Aasimar

Classes/Levels

NG Cleric of Gozreh L1

Gender

Doctor Aliron Whitehill

Alignment

NG

Deity

Gozreh

Occupation

Doctor

Strength 13
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 14
Charisma 14

About Doctor Aliron Whitehill

Doctor Aliron Whitehill
Female - Beast-blooded Aasimar - Sea-Otters - [Sea-Elf Blood] NG Cleric of Gozreh and the Crashing Ways {Archetype}

Description.
Doctor Aliron Whitehill
Slender tall, with Sea Blue long hair and skin, white tattoos, you would think a sea elf, but what gives her away as being Aasimar is her Green-golden flecked eyes, that sparkle in the dark. When she heals with magic the sounds of waves is in the air around her. Then there is the fact she is cold to the touch. Often seen wearing a doctor's outfit and carrying a medical bag at work. She wears more Sea Elf clothing when not, And when she does a "House Call" as she puts it, she is always more fully equipped with her Trident and underwater backpack. One thing she has is a full body Tattoo, of the a stylized sea, this is of her faith.

Personality
Aliron is kind at her core and does her best to help the weak and helpless. But she understands the realites, coin is needed to help, and there are only so many one can help with out it. So she picks her moments for good. Friendly she dose not drink or have any kind of relationships with any sex. There is always a wistfulness about her, and a longing for the sea. A good listener and good confidant. She does have friends and will go out of his way to help them. She charges what she feels the person can afford for healing. Be they rich or poor.

Crunchy Bits:

Base Speed: Land 30' Swim 30'
Wild Movement:
Swim (dolphin): You have a swim speed of 30 feet and gain the +8 species bonus on Swim checks that a swim speed normally grants. In addition, you can hold your breath for a number of rounds equal to four times your Constitution score before risking drowning or suffocating. {14x4=56 rounds or 5.5 min's}

Init+2
Perception+8
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Offence:
Unarmed strike - Wild Attack Traits:
*Two claw attacks TH+2 DMG{1d4+1} Critical x2

Trident TH+1 DMG 1d8+1 range 10' Critical x2 {Special: brace}

*You gain your choice of either Two claw attacks or one bite attack. Regardless of your choice, these are primary natural attacks that deal 1d4 damage each.

Ranged
Icicle (Sp): 5xDay RTA TH+2
As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Lightning Arc (Sp): 5xDay RTA TH+2
As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

CMB +1 [BAB+0+1Str]

Defence:

HP [10/10]

AC14 T12 FF12
AC=10+*2Armor+2Dex+0Enchantment+0Luck+0Deflection+0Spell*
*Eel Skin Armor
CMD =13 [10+2Dex+1Str]

STATES
20 point Buy.

Str=13[+1]-[13][3pp]
Dex=14[+2]-[12][2pp][+2Race]
Con=14[+2]-[14][5pp]
Int=13[+1]-[13][3pp]
Wis=14[+2]-[12][2pp][+2Race]
Cha=14[+2]-[14][5pp]

Saves:
F=02 [+0Class+2Con]
R=02 [+0Class+2Dex]
W=05 [+2Class+2Wis+1trait]

Resist
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Feats
1:Eschew Materials

Proficiency Weapon's
Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, Clerics are also proficient with the favored weapon of their deities {Trident}

Proficiency Armor:
light armor, medium armor, and shields (except tower shields).

Traits:
Seafarer
You’re familiar with treacherous coastlines, currents, and tides and can use that knowledge anywhere. Benefit: You gain a +1 trait bonus on Knowledge (nature) and Knowledge (geography) checks while on the ocean. You also gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you.

Missing Child
You suspect that a child you know has been abducted.
Missing Daughter: The missing child is your own son or daughter, a niece or nephew, or the son or daughter of your superior or employer and one you had been charged with protecting. The child was abducted during a trip to the market or some other daily event. Long hours spent searching for rumors and your stubborn will to continue grant you a +1 bonus on Will saves.

Rich Parents
From a wealthy family, you enjoy a one-time benefit to your initial finances.
Benefit: Your starting wealth increases to 900 gp.

Drawbacks
Family Ties {The Lewon Family}
Your family is extremely important to you, and you feel disheartened when you can’t do what they ask.
Effect(s) When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom– and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback..

RACE
Standard Racial Traits
Ability Score Modifiers: You gain +2 Dex, +2 Wis.
Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.

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. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Feat and Skill Racial Traits
Magical Racial Traits
Wild Magic Traits: You can use guidance, light, and speak with animals once per day each as spell-like abilities, using your character level as the caster level.

Skills:

Skill Points [2+1]x1 + 1FC + 2BG = [7]

Class Skills
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).

+02 Acrobatics(+2dex +0rank +0Class)
+01 Appraise(+1int, +0rank +0Class)<
+02 Bluff (+2Cha +0rank +0Class)
+01 Climb(+1str, 0rank +0Class)
+01 Craft[All](+1int, +0rank +0Class)<
+02 Fly (+2dex, 0rank +0Class)
+01 Disable Device (+1int, +0rank +0Class)
+08 Diplomacy (+2Cha +1rank +3Class +2Race)<
+01 Disguise(+1cha, +0rank +0class)
+02 Escape Artist(+2dex, +0rank +0class)
+08 Heal (2wis +1rank +3Class+2item)<
+02 Intimidate (+2Cha +0rank +0Class)
+05 Linguistics(+1int +1rank +3Class)<
+10 Perception(+2wis, +1rank +3Class+2Race)
+00 Ride (+1Str +0rank +0Class)
+02 Perform (+2Cha +0rank +0Class)
+01 Profession (+1wis, +0rank +0Class)<
+02 Sense Motive(+2wis, +0rank +0class)<
+02 Sleight of Hand(+2dex, +0rank +02class)
+05 Spell craft(+1int, +1rank +3class)<
+02 Stealth(+2dex, +0rank +0class)
+02 Survival(+2Wis +0rank +0class)
+14 Swim (+1Str +1rank +3Class+1trait+8species)< [Does not need to make swim Rolls]
+01 Use Magic Device(+1cha, +0rank +0class)

+02 Kn (Arcana) (+2int, +0rank +0class)<
+00 Kn (Dungeoneering) (+2int, +0rank +0class)
+00 Kn (Engineering) (+2int, +0rank +0class)
+00 Kn (Geography) (+2int, +0rank +0class)
+00 Kn (History) (+2int, +0rank +0class)<
+00 Kn (Local) (+2int, +0rank +0class)
+00 Kn (Nature) (+2int, +0rank +0class+2Class)
+00 Kn (Nobility) (+2int, +0rank +0class)<
+00 Kn (Planes) (+2int, +0rank +0class)<
+06 Kn (Religion) (+2int, +1rank +3class)<

Concentration +2 (1CL+1INT)

< = Classfeat other Skill
Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.

Languages:
Aquan, Common
CLASS Cleric L1

Class Features
The following are class features of the cleric.

Aura (Ex)
A cleric of a Neutral deity has a particularly weak aura corresponding to the deity’s alignment (see detect evil for details).

Crashing Wave
Clerics revere their deity as the embodiment of nature and the incarnation of wind and waves. Clerics who live in or near the sea sometimes embrace the watery aspect of their deity’s other dimensions and take the title of crashing wave. In aquatic communities, a crashing wave is often a healer and spiritual leader. Such clerics understand the tempestuousness and cruelty of the sea, but also its generosity and bounty. Among aquatic creatures, cecaelias, locathahs, and merfolk are the most likely to walk the path of the crashing wave. Gnomes, halflings, and humans living on coastlines or working aboard ships may also answer the call to become crashing waves.

Sworn to the Sea
A crashing wave must select a god of seas or oceans as her deity.

Speech of the Sea
A crashing wave’s bonus language options include Aquan in addition to the bonus languages available to the character from her race. The crashing wave does not gain Abyssal, Celestial, or Infernal as bonus language options. This ability alters bonus languages.

Balanced Channel (Su) 5xDay 1d6
At 1st level, a crashing wave can channel the pure balance of the ocean—its wildness, its calm, its cruelty, and its gentleness. This energy can be used to harm or heal creatures, as the crashing wave chooses. Channeling this energy causes a 30-foot-radius burst centered on the cleric. Using balanced channel is a standard action that does not provoke attacks of opportunity. A crashing wave can choose whether to include herself in the effect. The cleric must be able to present her holy symbol to use this ability, and she can channel energy a number of times equal to 3 + her Charisma modifier. If the crashing wave chooses to harm, creatures within the burst that are chaotic good, chaotic evil, lawful good, or lawful evil take 1d6 points of damage plus 1d6 points of damage for every 2 levels the cleric has beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures with a neutral alignment component are unaffected by this energy. Creatures that take damage from the channeled energy can attempt a Fortitude save (DC = 10 + half the crashing wave’s level + her Charisma modifier) for half damage. This damage is neither negative nor positive energy, so a creature’s resistance to positive or negative energy does not reduce this damage. (However, resistance to channeled energy in particular, such as that provided by channel resistance, applies normally.) If the crashing wave chooses to heal, creatures within the burst that have any neutral alignment component are healed 1d6 points of damage plus 1d6 points of damage for every 2 levels the cleric has beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). This healing does not affect creatures that are chaotic good, chaotic evil, lawful good, or lawful evil. This healing is positive energy, so any creatures not healed by positive energy (such as undead) receive no healing from this effect, even if they have a neutral alignment.
This ability replaces channel energy.

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. 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
Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting
A crashing wave does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, a crashing wave can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or higher.
This ability alters spontaneous casting.

Spell Level-Spontaneous Spell
1st - Bless water

Wild Magic Traits:
You can use guidance, light, and speak with animals once per day each as spell-like abilities, using your character level as the caster level.

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, activating a domain power is a standard action.
A complete listing of cleric domains can be found here: Cleric Domains

Water Domain {Oceans}
You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Granted Powers
Icicle (Sp): 5xDay
As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—obscuring mist,

Air Domain
You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.
Granted Powers
Lightning Arc (Sp): 5xDay
As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—obscuring mist,

SPELLS

LEVEL-0 {AT WILL}
Read Magic
Detect-Magic
Create Water

LEVEL-1 {AT WILL}
*Obscuring Mist
Cure-light-wounds
ice-armor
_Bless water

Equipment: [Starting Cash 140+900gp]
Fine swim Clothing [50gp] 1lb
Doctors outfit, [5gp]
Healing Kit 10/10 [50gp]
Cold Iron Trident [50gp]
Dagger Cold Iron [2gp]
Holy symbol Tattoo [100gp]
Lamellar {Sell} Cuirass [15gp]
Used Wand of CLW 25/50 [375gp]
Sleeves of Many Garments[200gp]

Money left [1040-657=393]

Backstory:

Back Story.
Sold into child slavery she was sold to a healing practice called Lewon and sons in Korvosa. Aliron's natural skills in healing and 'Sea Craft' made her a good money maker for a family of healers. Ones that fixed the hurts for the criminals of the city, No questions asked, they also supplied toxic for those needing such things. Aliron was treated well and knew the 5 rules,

1: Learn your craft and do it well.
2: Know your place and act it.
3: Always work hard and diligently
4: Never turn a job down unless it may cost you your life.
5: And Always, always, charge for your work.

Being a Sea Elf Aasimar she outlived both his master and his sons. And along time ago paid off her slave price, becoming a free agent. She still lives and works at the Lewon and sons compound, now more a private hospital/Clinic, and the two other small walk in Clinics in the city. She gained the title Doctor and is a respected member of the now extended Lewon family, whose head is now a lesser lord in the city.

LINKS TO: Gaedren Lamm? is a customer and brings from time to time one of Lamm's Lamb's for healing, on the quiet of course, Lamm pays well. When she felt she could get away with it, Aliron told Gaedren his lamb had died of a condition. But in fact the right toxin to simulate death, and a payment to get the child out of the city has set more than one soul free form the grips of Gaedren Lamm. But these are few and far between, Aliron keeps helping Lamm for the odd chance of saving another child in the future, Sorry of all is Rolth Lamm who she most of all feels sorry for, as Gaedren Lamm beats him all the time, and is one of the very few clients she will heal for a very low cost if any at all. And she hopes one day to help him get away from his father.

Aliron loves to swim and is one of the few healers from the city to will work with the sea folk, one of the Lewon clinics being underwater, allowing sea elves and merfolk treatment. As a cleric of the crashing ways She has an affinity for such beings.
She had a child once with a Sea Elf mage, but lost contact some years ago, and has been seeking her every since.