| Draco Vorens |
NG Medium Humanoid (Human)
Init +0; Senses Perception +3
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DEFENSE
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AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
HP 11/11
Fort +4, Ref +0, Will +5
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OFFENSE
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Speed 30 ft.
Melee Scimitar +2 (1d6+2/18-20 x2)
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STATISTICS
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Str 14, Dex 10, Con 14, Int 10, Wis 16, Cha 13
Base Atk +0; CMB +2; CMD 12
Traits
Illuminator
Ex-Asmodean
Feats
Selective Channel
Alignment Channel
Skills (3 points; 2 class, 1 race, 0 INT)
ACP -6
Acrobatics -6
Appraise 0
Bluff +1
Climb -4
Diplomacy +7
Disguise +1
Escape Artist -6
Heal +3
Intimidate +1
Knowledge (history) +4
Knowledge (nobility)+4
Knowledge (planes) +4
Linguistics +0
Perception +3
Perform +1
Ride -6
Sense Motive +7
Spellcraft +0
Stealth -6
Survival +3
Swim -6
Use Magic Device +1
LanguagesCommon
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SPECIAL ABILITIES
Ex-Asmodean: +1 to Spell DCs vs. Thrune agents and all worshippers of Asmodeus.
Illuminator: When you are filled with the light of Sarenrae, your speech takes on a fiery eloquence. You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.
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).
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).
1d6 Healing, 4/day
Domains: Good and Healing
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: Protection from Evil, Cure Light Wounds
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Spells| CL1
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0th (at will): Guidance, Stabilize, Light
1st (3/day)Blessx2, Protection from Evil
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GEAR/POSSESSIONS
Scimitar
Heavy Steel Shield
Scale Mail
Backpack
Bedroll
Belt pouch
Flint and steel
Iron pot
Mess kit
Rope
Soap
Torches (10)
Trail rations (5 days)
Waterskin
Holy symbols of Sarenrae
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Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried 64 lb.
Money 58 GP 0 SP 0 CP
Until one day, where he was working to get some slaves ready to be auctioned off. Most of the time the slaves would merely whimper pathetically in the face of their upcoming fate or if they felt truly daring, try to plea for mercy or act defiant.
Except one slave that when they were being prepared for sale, they didn't show any fear or defiance in regards to what would happen to them, but instead they seemed to care more about the sake of their captors, telling them that "None of this will result in a good end for you."
They ended up being taken away for punishment until they were broken enough to be sold, or worse. Either way, Draco would never see them again, but their words and the look they gave him lingered enough to haunt him. He wondered how someone could care enough about another to look into the face of someone about to sell them off and try to warn them about what is coming for them, as if they're the ones that are doomed.
It shook the foundations of Draco's faith and everything he had been taught about the order the world ought to have. He left the faith, a move that forced his family to disown him entirely in order to save themselves from being punished by the church.
Without a family or a home, Draco lived as a wretch until a Shelynite felt pity for him and took him to their temple. There, he lived the Sarenites taking shelter in the temple, learning about their faith and belief in redemption. Eventually, he came to be a believer in the Dawnflower and while he himself is doubtful about whether he truly deserves redemption, he believes that the city deserves to be free from Cheliax and Asmodean rule.
The blurb for Ex-Asmodean says that as retaliation for leaving the church, the family gets exiled or executed, but I had the idea that they'd do the realistic thing and disown him in order to save their skins, which might make for a neat narrative moment later on. However, if that goes against the spirit of things too much, I can remove that detail and say they were simply exiled.