Full Name |
Donovan of Restov |
Race |
Human Cleric (Crusader) of Iomedae 13 | 97/97 HP | AC 29 T 13 FF 28 | Fort +10 Ref +5 Will +14 | Init +1 | Perception +18 | Channel Energy 5/5 | Touch of Glory 8/8 | Aura of Heroism 11/11 rounds | |
Classes/Levels |
Cohort | |
Gender |
Male |
Size |
Medium |
Age |
25 |
Alignment |
Lawful Good |
Deity |
Iomedae |
Languages |
Taldane (Common); Celestial |
Occupation |
Traveling crusader-vigilant |
Strength |
13 |
Dexterity |
12 |
Constitution |
13 |
Intelligence |
12 |
Wisdom |
19 |
Charisma |
14 |
About Donovan of Restov
Donovan of Restov
Male human cleric (crusader) of Iomedae 13
LG Medium humanoid (human)
Init +1; Senses Perception +18
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Defense
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AC 29, touch 12, flat-footed 28 (+11 armor, +6 shield, +1 Dex, +1 deflection)
HP 97 (13d8, +13 Con, +13 favored class)
Fort +10 (+8 base, +1 Con, +1 trait), Ref +5 (+4 base, +1 Dex), Will +14 (+8 base, +4 Wis, +2 Wis enhancement bonus)
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Offense
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Speed 30 ft.
Melee +1 adamantine longsword +17/+12 (1d8+4; 19-20/x2; slashing)
Spells Known (CL 13th; concentration +19)
• 7th (0+d)—holy sword (d)
• 6th (2+d)—greater heroism (d), heal, heal
• 5th (3+d)—breath of life, cleanse, flame strike, righteous might (d)
• 4th (4+d)—divine power, freedom of movement, holy smite (d), reach communal align weapon, reach communal resist energy
• 3rd (4+d)—heroism (d), invisibility purge, prayer, reach communal protection from evil, searing light
• 2nd (5+d)—bless weapon (d), calm emotions, consecrate, shatter, spiritual weapon, suppress charms and compulsions
• 1st (5+d)—bless, bless, doom, remove fear, shield of faith (d),, sure casting
• orisons (3)—guidance, mending, stabilize
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Statistics
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Str 13, Dex 12, Con 13, Int 12, Wis 19 (23 enhancement), Cha 14
Base Atk +9/+4; CMB +10; CMD 21
Languages: Taldane (Common); Celestial
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Feats
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Level 1
Channel Smite (Combat): You can channel your divine energy through a melee weapon you wield.
Prerequisite: Channel energy class feature.
Benefit: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.
Human bonus feat
Guided Hand: Your deity blesses any strike you make with that deity’s favored weapon.
Prerequisite: Channel energy class feature, Channel Smite, proficiency with your deity’s favored weapon.
Benefit: With your deity’s favored weapon, you can use your Wisdom modifier instead of your Strength or Dexterity modifier on attack rolls.
Crusader 1 bonus feat
Weapon Focus (Combat): Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Chosen weapon: Longsword
Level 3
Armor Proficiency, Heavy (Combat): You are skilled at wearing heavy armor.
Prerequisites: Light Armor Proficiency, Medium Armor Proficiency.
Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Normal: A character who is wearing armor with which he is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving.
Special: Fighters and paladins automatically have Heavy Armor Proficiency as a bonus feat. They need not select it.
Crusader 5 bonus feat
Shield Focus (Combat): You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.
Level 5
Shielded Mage (Shield Mastery): You have learned how to cast spells from behind the safety of a shield.
Prerequisite(s): Shield Focus, base attack bonus +3 or fighter level 1st.
Benefit(s): You reduce the arcane spell failure of any shield you use by 15% (to a minimum of 0%). Using a shield does not prevent you from completing somatic spell components with the hand wielding the shield.
Level 7
Leadership: You attract followers to your cause and a companion to join you on your adventures.
Prerequisite: Character level 7th.
Benefits: This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are typically lower level NPCs.
Level 9
Selective Channeling: 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.
Crusader 10 bonus feat
Weapon Specialization (Combat): You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed strike or grapple) for which you have already selected the Weapon Focus feat. You deal extra damage when using this weapon.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Chosen Weapon: Longsword
Level 11
Reach Spell (Metamagic): Your spells go farther than normal.
Benefit: You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long.
Level Increase: Special. A reach spell uses up a spell slot one level higher than the spell’s actual level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher.
Spells modified by this feat that require melee touch attacks instead require ranged touch attacks.
Spells that do not have a range of touch, close, or medium do not benefit from this feat.
Level 13
Bless Equipment: You can bless armor and weapons with a touch to imbue them with magical properties.
Prerequisite(s): Caster level 3rd, channel energy class feature.
Benefit(s): As a standard action, you may expend uses of your channel energy ability to touch a single weapon, suit of armor, or shield and temporarily grant it one weapon, armor, or shield special ability. To bless a piece of equipment with a particular blessing, you must expend a number of uses of channel energy equal to the number listed in the table above, and your caster level must be equal to or greater than that listed for the selected blessing.
This blessing lasts for a number of rounds equal to the number of damage dice you are capable of dealing or healing with your channel energy ability (for example, the blessing of a cleric capable of channeling 3d6 points of damage would last for 3 rounds), during which time the item is treated as though it possessed the selected special ability. If the piece of equipment belongs to an unwilling creature, that creature may attempt a Will save to prevent the blessing, as if attempting a saving throw against your channel energy ability (so bonuses from channel resistance and similar effects apply); if the creature succeeds at its save, the channeled energy is expended to no effect.
Only magical and masterwork weapons, armor, and shields may be blessed with this feat. When you bless a masterwork item, you must expend one additional use of your channel energy ability beyond those normally expended to grant the selected blessing. In addition to the selected blessing, the masterwork item gains a temporary +1 enhancement bonus for the blessing’s duration.
You can grant a piece of equipment only one blessing at a time. Blessing an item that has already been blessed by you or another character replaces the preexisting blessing with the new one and resets the duration.
Table: Equipment Blessings
Weapon Blessings Uses of Channel Energy Caster Level Required
Bane* 2 3rd
Ghost touch 2 3rd
Disruption 3 6th
Lifesurge 3 6th
Nullifying 4 9th
* You must choose the creature type or subtype at the time of blessing.
Table: Equipment Blessings
Armor/Shield Blessings Uses of Channel Energy Caster Level Required
Deathless* 2 3rd
Stanching* 2 3rd
Ghost touch 4 9th
Undead-controlling 6 13th
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Traits and Drawbacks
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Armor Expert (Combat): You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Rostlander (Campaign): You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward. Your hardy nature grants you a +1 trait bonus on all Fortitude saves.
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Adventuring Skills
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Total skill ranks: 52/26 (26 cleric, +13 Int, +13 human; 26 background)
Heal +22 (13 ranks, +4 Wis, +2 Wis enhancement, +3 class skill)
Knowledge (religion) +17 (13 ranks, +1 Int, +3 class skill)
Perception +18 (13 ranks, +4 Wis, +2 Wis enhancement)
Spellcraft +17 (13 ranks, +1 Int, +3 class skill)
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Background Skills
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Artistry (philosophy) +11 (7 ranks, +1 Int, +3 class skill)
Knowledge (history) +17 (13 ranks, +1 Int, +3 class skill)
Profession (soldier) +15 (6 ranks, +4 Wis, +2 Wis enhancement, +3 class skill)
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Untrained Skills
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Acrobatics +1 [-2] (+1 Dex)
Bluff +2 (+2 Cha)
Climb +1 [-2] (+1 Str)
Diplomacy +2 (+2 Cha)
Handle Animal +2 (+2 Cha)
Intimidate +2 (+2 Cha)
Ride +1 [-2] (+1 Dex)
Stealth +1 [-2] (+1 Dex)
Swim +1 [-2] (+1 Str)
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Gear
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Total starting wealth: 62,000 gp
Explorer's outfit (free)
+1 adamantine longsword (5,015 gp, 4 lbs.)
+2 adamantine full plate armor of comfort (25,500 gp, 50 lbs.)
+3 heavy darkwood shield (9,257 gp, 5 lbs.)
Boots of striding and springing (5,500 gp, 1 lb.)
Headband of inspired wisdom +4 (16,000 gp, 1 lb.)
Holy symbol, silver (25 gp, 1 lb.)
Muleback cords (1,000 gp, ¼ lb.)
Plumed mantle
Ring of protection +1 (2,000 gp)
Spell component pouch (5 gp, 2 lbs.)
Wayfinder (500 gp, 1 lb.)
Handy haversack (2,000 gp, 5 lbs.)
[
• Alchemist's fire, 5 (20 gp ea., 1 lb. ea.)
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Canteen (2 gp, 1 lb.)
• Crowbar (2 gp, 5 lbs.)
• Diamonds (5,000 gp)
• Diamond dust (2,000 gp)
• Grappling hook (1 gp, 4 lbs.)
• Grooming kit (1 gp, 2 lbs.)
• Mess kit (2 sp, 1 lb.)
• Rope, silk, 50' (10 gp, 5 lbs.)
• Shovel (2 gp, 8 lbs.)
• Soap (1 cp, ½ lb.)
• Specialized healer's satchel (3,000 gp, 1 lb.)
• Tent, small (10 gp, 20 lbs.)
• Wand of cure light wounds (caster level 1, 750 gp, 1 lb., 41 charges)
• 4,101 gp, 1 sp, 9 cp
]
Carrying Capacity: 153/306/460 lbs.
Horse, heavy (combat-trained) (300 gp)
• Bit, bridle, military saddle (22 gp)
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Special Abilities
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Human
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Cleric (crusader) 13
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.
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).
Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. 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 when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of 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.
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.
Domains selected:
Heroism (Glory subdomain)
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.
Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive.
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—heroism, 4th—holy smite, 5th—righteous might, 6th—greater heroism, 7th—holy sword, 8th—holy aura, 9th—gate.
Diminished Spellcasting: A crusader chooses only one domain and gains one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells of that level only if they are domain spells or if her Wisdom allows bonus spells of that level.
Bonus Feat: A crusader gains a bonus feat at 1st level, then again at 5th level and every five levels thereafter (to a maximum of five at 20th level). These bonus feats must be chosen from the following list: Heavy Armor Proficiency, Improved Shield Bash, Martial Weapon Proficiency, Saving Shield, Shield Focus, Tower Shield Proficiency, and Weapon Focus*. At 10th level, a crusader may also choose from the following feats: Exotic Weapon Proficiency, Greater Shield Focus, Greater Weapon Focus*, Improved Critical*, Shield Slam, Shield Specialization, and Weapon Specialization*. At 20th level, a crusader may also choose from the following feats: Greater Shield Specialization and Greater Weapon Specialization*. Bonus feats marked with an asterisk (*) must be applied to the favored weapon of the crusader's deity. A crusader need not meet the normal class- or level-based prerequisites for these bonus feats.
Legion’s Blessing (Su): At 8th level, a crusader gains the ability to confer beneficial spells quickly to a large group of allies. As a full-round action, the crusader may confer the effects of a single harmless spell with a range of touch to a number of creatures equal to half her cleric level. The spell’s range remains touch, so all intended recipients must be within the crusader’s reach when the spell is cast. Using the legion’s blessing expends the prepared spell, but it also requires the crusader to sacrifice another prepared spell three levels higher, as when spontaneously using a cure or inflict spell. The higher-level spell is not cast but is simply lost, its magical energy used to power the legion’s blessing.
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Backstory
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Description: Donovan is of average size for a human, with a strong jaw, slightly shaggy blond hair, and a fair complexion. He has alert, active eyes and a clear, carrying voice.
Hair: Blond
Eyes: Brown
Height: 5' 10"
Weight: 168 lbs.
Age: 26 years
Personality: Donovan is easy to get along with, though he is often very goal-oriented and tends to see situations as problems that need to be solved by completing certain tasks. He is reflective and empathetic, understanding of other people's problems. He is a devout servant of Iomedae and believes in the simultaneous pursuit of both the practical and immediate (stopping evil creatures from causing harm) and the idealistic (finding ways to make a better world where evil creatures can't exploit others).
Donovan is seasoned by his experiences in the Mendevian Crusades, and has seen some horror, which colors his outlook, but he has managed to work through and master those issues. He believes that he still has much time ahead to do helpful things and find a place to settle in the world.
Donovan is indifferent to but protective of children. He likes friendly dogs and horses, and enjoys watching birds and fish, though he rarely spends extended time in nature unless on the road traveling to a destination.
Donovan is a hearty eater with a strong appetite, but as a traveling crusader he's accustomed to surviving on dried meat, dry biscuits or wafers, gruel, flour pancakes, and the like. He enjoys opportunities to dig into heartier, fresh fare.
Background: Donovan comes from a well-to-do landed family in Restov. Serving at a young age as a page, he was positioned to become a squire and then perhaps one day a knight (or at least a soldier) for one of the noble families, but his mentor received a "vision" (which nobody can confirm as authentic or not) and decided to engage in the Mendevian Crusades. Donovan then spent five years traveling to and fighting in Mendev, learning alongside crusaders, honing his combat skills, and eventually growing into a powerful clergyman and warrior in his own right. His mentor was killed during the Crusades, and Donovan chose that time to head back home, in search of a slightly less-demanding vocation; a wizard from the Crusades named Aldern chose to join him, in hopes that perhaps they could find some "less strenuous" action and a place to settle. Upon returning to Brevoy, Donovan found that with his mentor dead there was no position for him among the houses, but he was able to maneuver into visiting the Stolen Lands to join the attempts at reclaiming those bandit- and monster-haunted territories.