Priest of Pharasma

Elan Crew's page

385 posts. Alias of trawets71.


Full Name

Elan Crew

Race

Samsarian

Classes/Levels

Ecclesitheurge Cleric 3| AC 11 T 11 FF 11 | HP 18/18 | F +3 R +2 W +5 | Init +1 | Perc +9

Gender

Male

Size

Medium

Age

90

Alignment

Neutral Good

Deity

Sarenrae

Languages

Celestial, Common, Giant, Goblin, Samsaran, Thassilonian, Varsian

Strength 12
Dexterity 12
Constitution 10
Intelligence 15
Wisdom 15
Charisma 13

About Elan Crew

Character Sheet:

Size Medium Humanoid (Samsaran)
Init +1; Low Light Vision, Perception +9

DEFENSE

AC 11, touch 11, flat-footed 10 (+1 dex)
hp 18 (3d8)
Grazed: 13 Wounded: 9 Critical: 4
Fort +3, Ref +2, Will +5

OFFENSE
Speed 30 ft.
Ranged: Light Crossbow +3 (1d8/19-20/x2) range 80’
Melee: Quarterstaff +3 (1d6+1)
Melee: Dagger +3 (1d4+1/19-20/x2)

Statistics

Str 12, Dex 12, Con 10, Int 15, Wis 15, Cha 13
Languages: Celestial, Common, Draconic, Giant, Goblin, Samsaran, Thassilonian, Varsian
Base Atk +2; CMB +3; CMD 14

Skills
Artistry: Literature +8 (Q3), (3 Rank + 2 Intelligence + 3 Class skill)
Disable Device +11 (3), (3 Rank + 1 Dex + 2 Race + 3 Class skill + 2 Mwk. Tools)
Kn: Arcana +6 (1) (1 Rank + 2 Intelligence + 3 Class skill)
Kn: History +9 (B3), (3 Rank + 2 Intelligence + 1 Trait + 3 Class skill)
Kn: Religion +8 (2), (2 Rank + 2 Intelligence + 3 Class skill)
Linguistics +8 (B3), (3 Rank + 2 Intelligence + 3 Class skill)
Perception +9 (3), (9 Rank + 2 Wisdom + 1 Trait + 3 Class skill)
Spellcraft +8 (3), (3 Rank + 2 Intelligence + 3 Class skill)
Stealth +9 (3) (3 Rank + 1 Dex + 2 Race + 3 Class skill)
Total: 15 B: 6 Q: 3
Favored Class:Cleric +1 skill point per level.

Ecclesitheurge Abilities:

Skill Ranks per Level: 2 + Int modifier.

Weapon and Armor Proficiency: An ecclesitheurge is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but he’s not proficient with any type of armor or shield. This replaces the cleric’s weapon and armor proficiencies.

Ecclesitheurge’s Vow: At 1st level, an ecclesitheurge makes a vow to his deity to be protected solely by his faith, not by armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use his blessing of the faithful ability, use cleric domain powers, or cast cleric spells.

Blessing of the Faithful (Su): As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge’s next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.

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.

1d6

Domain Mastery: At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain’s spell list.

Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity to gain access to that domain’s spell list instead of his secondary domain spell list. He does not lose access to his actual secondary domain’s granted powers or gain access to the other domain’s granted powers. For example, an ecclesitheurge of Sarenrae with Glory and his primary domain and Good as his secondary domain can choose to gain access to the Healing domain; until the next time he prepares spells, he uses the Healing domain spell list as his secondary domain spell list instead of the Good domain spell list, but still keeps the granted powers of the Good domain and does not gain the granted powers of the Healing domain.

This ability alters the normal domain ability.

Primary Domain

Fire Domain
Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire 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.
Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.
Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

Secondary Domain

Heroism 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.

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—heroism (greater), 7th—holy sword, 8th—holy aura, 9th—gate.

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 cast like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric 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).

An evil cleric (or a neutral cleric who worships 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).

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.

Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Bonded Holy Symbol (Su): At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, which functions identically to a wizard’s bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item.

As with a wizard’s bonded item, an ecclesitheurge can add additional magic abilities to his bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat’s level prerequisites. For example, an ecclesitheurge with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to his bonded holy symbol must be at least 3rd level to do so. The magic properties of a bonded holy symbol, including any magic abilities the ecclesitheurge added to the object, function for only the ecclesitheurge. If a bonded holy symbol’s owner dies or the item is replaced, the object loses all enhancements the ecclesitheurge added using this ability.

This ability replaces the increase to channel energy gained at 3rd level.

Feats and Traits:

FEATS
1- Spell Focus (Evocation)
3- Spell Specialization: Burning Hands

Samsaran Racial Traits
All samsarans are humanoids with the samsaran subtype. They have the following racial traits.
+2 Intelligence, +2 Wisdom, –2 Constitution: Samsarans are insightful and strong-minded, but their bodies tend to be frail.
Medium: Samsarans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Samsarans have a base speed of 30 feet.
Low-Light Vision (Ex): Samsarans can see twice as far as humans in conditions of dim light.
Lifebound (Ex): Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Samsaran Magic (Sp): Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran's level.
Shards of the Past (Ex): A samsaran's past lives grant her bonuses on two particular skills. A samsaran chooses two skills—she gains a +2 racial bonus on both of these skills, and they are treated as class skills regardless of what class she actually takes. Disable Device and Stealth
Languages: Samsarans begin play speaking Common and Samsaran. Samsarans with high Intelligence scores can choose from the following: any human language, Abyssal, Aquan, Auran, Celestial, Draconic, Giant, Ignan, Infernal, Nagaji, Tengu, and Terran.

TRAITS
Seeker: 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.

Scholar of the Ancients: Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.

Gear:
Dagger 2 gp (1#), Light Crossbow (4#), 20 bolts 2 gp (2#), Quarterstaff (4#), Backpack 2 gp (2#), Silver Holy Symbol of Sarenrae 25gp (1#), Belt pouch 1gp (0.5#), Bedroll 1sp (5#), Blanket 5sp (3#), Crowbar 2gp (5#), Tent 10gp (20#), Waterskin 1gp (4#), 10 days Trail Rations 5gp (10#), Mess Kit 2sp (1#), Journal 10gp (1#), Ink 8 gp, Inkpen 1sp, Hip Flask 1gp (0.5#), Spell Component Pouch 5gp (2#), Masterwork Thieves' Tools 100 gp (2#), Explorer's Outfit (8#)

Holy Water 25 gp (1#)
Scrolls: 2 Shield of Faith 50 gp
Potion of Cure Light Wounds 50 gp
.
gp, 1 sp

Total: 80# 43/86/130

Backstory:

Elan was a bad man in his previous life. A very bad man. He had assassinated royalty. He stole from rich and poor alike. His life ended with an act of compassion from someone else. The undead horde chasing him was stopped by a paladin of Sarenrae. He thought the man was a fool but glad someone would slow down the undead. Unfortunately while he was celebrating his good luck he never noticed the trap that slid down on him and killed him.

His previous life is vague like all his other but when Elan was reborn he knew he had much to atone for. When his education began at his mother’s knee, she taught him a nursery rhyme of the gods. When it got to Sarenrae, he knew that she was who he owed the biggest debt to and vowed that he would be an agent of good in this life.

Elan presented himself at the temple of Sarenrae in Absalom and spent several years there in training. A city like Absalom has a large underbelly and Elan decided that it needed to be saved. He quickly ran afoul of the most powerful thieves guild in the city and the temple smuggled him into Andoran. Upon arriving in Almas, he had a vision of butterflies and Varsia. As he travelled to Varsia, he heard of the Swallowtail Festival and of the dedication of the Cathedral there. He knew that was his destination and made sure to be there in time.

Daily Resources:

Channel Energy: 1d6 4X/day Will DC 14 Used: 3
Fire Bolt: 5X/day Used: 5
Touch of Glory: 5X/day Used: 0
SLAs: 1/day CL:3
comprehend languages Used: 0
deathwatch Used: 0
stabilize Used: 0

Orisons (4/day)
Create Water
Detect Magic
Guidance
Light

1st Level 3+1
Burning Hands
Burning Hands
Protection from Evil
Shield of Faith D

2nd Level 2+1
Produce Flame D
Restoration, Lessor
Sound Burst

Dice:

[dice=Fire Bolt Touch]1d20+3[/dice] [dice=Damage]1d6+1[/dice]
[dice=Dagger]1d20+3[/dice] [dice=Damage]1d4+1[/dice]
[dice=Light Crossbow]1d20+3[/dice] [dice=Damage]1d8[/dice]
[dice=Quarterstaff]1d20+3[/dice] [dice=Damage]1d6+1[/dice]
[dice=Perception]1d20+9[/dice]
[dice=Artistry: Literature]1d20+8[/dice]
[dice=Disable Device]1d20+11[/dice]
[dice=Kn: Arcana]1d20+6[/dice]
[dice=Kn: History]1d20+9[/dice]
[dice=Kn: Religion]1d20+8[/dice]
[dice=Linguistics]1d20+7[/dice]8
[dice=Spellcraft]1d20+8[/dice]
[dice=Stealth]1d20+9[/dice]
[dice=Fort Save]1d20+3[/dice]
[dice=Reflex Save]1d20+2[/dice]
[dice=Will Save]1d20+5[/dice]