Ishani Dhatri

Elias of Erastil's page

11 posts. Alias of Chainmail.


About Elias of Erastil

Conditions in Effect
n/a

Elias of Erastil

Aasimar Neutral Good, Medium Humanoid (outsider)
Initiative +1; Senses Perception +4
Languages: Celestial, Common, Draconic, Sylvan

Hit Points: 48 (8+6+8+8+8 +5 con +5 favored class)

Armor Class: 23 = 10 +1 dex +10 armor +2 shield
Armor Class Touch: 13 = +10 +1 dex
Armor Class Flatfooted: 22 = +10 +10 armor +2 shield

Fortitude: +6 = +4 class +1 con +1 cloak
Reflex: +3 = +1 class +1 dex +1 cloak
Will: +11 = +4 class +5 wis +1 trait +1 cloak

Damage Reduction: acid resistance 5, cold resistance 5, and electricity resistance 5.
Spell Resistance: Aasimar

----------------------- Combat -----------------------
Speed 20 ft (30 ft base, medium load)

BAB: +3 = +3 class
CMB: +4 = +3 BAB +1 str
CMD: 14 = 10 +3 BAB +0 str +1 dex

Melee
morningstar +3,(1d8+1 /20, x2)
dagger +3 (1d4+1 /19-20)

Ranged
Darkwood Longow, +4 (1d8 /19-20) (30 bolts)
Dagger, +4 (1d4 /19-20)

Other Abilities
Cleric Spells Prepared (CL 5th; concentration +10)
Domains Animal(Feather) and Good(Friendship)

• 3rd(1+1+d) (DC 18) - dispel magic, fly(d), prayer
• 2nd(2+1+d) (DC 17) - shield other(d), bull's strength, grace, sound burst
• 1st(3+2+d) (DC 16) — bless, command, command, liberating command, protection from evil(d)
• 0th(4) (at will) (DC 15) — create water, detect magic, guidance, stabilize

• Channel Positive Energy (DC 15, 3d6) (6 of 6 uses remaining)
• Powerful bond (6 of 6 uses remaining)

----------------------- Ability Score -----------------------
Strength 10 (+0)
Dexterity 12 (+1)
Constitution 12 (+1)
Intelligence 14 (+2)
Wisdom 21 (+5) +2 racial +1 level +2 Headband
Charisma 16 (+3) +2 racial

----------------------- Skills -----------------------
Skill points 20 = (+2 class +2 int)

Acrobatics +1 = +0 rank +1 ability -acp (-2 vs jump)
Appraise +2 = +0 rank +2 ability
Bluff +3 = +0 rank +3 ability - acp
Climb +0 = +0 rank +0 ability - acp
Craft (any) +4 = +0 rank +2 ability +2 improvisation
Diplomacy +13 = +5 rank +3 cs +3 ability +2 (race)
Disable Device +1 = +0 rank +1 ability - acp
Disguise +3 = +0 rank +3 ability
Escape Artist +1 = +0 rank +1 ability -3 acp
Fly +4 = +1 rank +1 ability - acp +2 competence
Handle Animal +3 = +0 rank +3 ability
Heal +5 = +0 rank +5 ability
Intimidate +3 = +0 rank +3 ability
Knowledge (Arcana) +6 = +1 rank +3 cs +2 ability
Knowledge (Religion) +10 (+12) = +5 rank +3 cs +2 ability (+2 to Knowledge to ID Undead)
Linguistics +6 = +1 rank +3 cs +2 ability
Perception +18 = +5 rank +5 ability +3 cs +2 race +2 (eyes of hawk) +1 trait
Ride +1 = +0 rank +1 ability -3 acp
Sense Motive +9 = +1 rank +3 cs +5 ability
Sleight of Hand +1 = +0 rank +1 ability - acp
Spellcraft +6 = +1 rank +3 cs +2 ability
Stealth +1 = +0 rank +1 ability -3 acp
Survival +5 = +0 rank +5 ability
Swim +0 = +0 rank +0 ability -3 acp
Use Magic Device N = +0 rank +3 ability

----------------------- Feats -----------------------
• Selective Channeling: 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.

• Heavy Armor.

• Boon Companion (Animal Companion now equals class level).

• Quick Channel (Expend 2 uses to channel as move action).

----------------------- Traits -----------------------
•Regional Valashnai Veteran
You have traveled to the jungle on numerous occasions, and your prowess in traversing the jungle wilderness makes you a formidable guide and explorer.

Benefit: You gain a +1 trait bonus on Perception checks, and a +1 trait bonus on Survival checks in jungle terrain. One of these skills becomes a class skill for you.

Campaign Trait=Adopted (Reflavored Bastard)
You believe your parents were divine beings, but all evidence points to you being from a family of poor jungle guides.

-1 diplomacy to deal with nobility and +1 will save

----------------------- Racial Abilities -----------------------
• Standard Racial Traits
•Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma.
•Type: Aasimars are outsiders with the native subtype.
•Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
•Base Speed: Aasimars have a base speed of 30 feet.
•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
•Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Feat and Skill Racial Traits
•Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.

Magical Racial Traits
•Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).

Senses Racial Traits
•Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

----------------------- Class Abilities -----------------------

• 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 deities (longbow/composite longbow).

• 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). (Good: Strong)

• Spells: 4 0-level (DC 15), 3+2+d 1st-level (DC 16), 2+1+d 2nd-level (DC 18), 1+1+d 3rd-level (DC 18)

• Channel Energy (Su): 3d6 (DC 15) 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. (6 times/day)

• Domains:

Animal(Feather)
Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).

Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Domain Spells: 1st—calm animals, 2nd—feather fall, 3rd—fly, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—mass fly, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.

~ Good(friendship)

Powerful Bond (Su)

As a free action, you can open a link to communicate telepathically with a single ally within 60 feet. The telepathic link is two-way and lasts for 1 minute. Unlike normal telepathy, this ability requires a shared language. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—protection from evil, 2nd—shield other, 3rd—magic circle against evil, 4th—holy smite, 5th—telepathic bond, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

----------------------- Equipment -----------------------

Full plate armor +1 (250) / 2650g
Cloak of resistance +1 / 1000gp
Buckler

Darkwood longbow (2) / 375g
- 10 arrows (x3) (1) / 1g
Dagger (1) / 2g

Silver Holy Symbol (Erastil) (1) 25g
Spell Component Pouch (2) / 5g

Belt Pouch (1) / 2 g

rucksack (backpack) 2 2g
- Waterskin (4) / 1g
- Silk Rope (50 ft) (5) / 10g
- Masterwork Thieves' Tools (2) / 100g
- Bedroll (5) / 1sp
- Chalk (10) (0) / 1 sp
- Flint and Steel (0) / 1g
- Rations (4 days) (4) 2g
- Explorer's Outfit (8) / 10g
- Silver Holy Symbol (Erastil) (0) 25g
- 10 bolts (x2) (2) / 2g

Explorer's Outfit (worn) --
Griffon Mane Cloak (1) / 50g

Headband of Inspired Wisdom +2 (4000gp)

Wand of CLW (750gp) 50 charges

Amethyst Pyramid (cracked) (0) (150g)
- +2 competence bonus on Knowledge (religion) checks to identify undead and their special abilities
Magenta Prism (cracked) (0) (800)
- +2 competence bonus on checks with any one skill you choose, can be changed once per day

Coins 16 g, 7 sp

Gems:
10 gems worth 50 gp

Current load: Medium (51)
Encumbrance
33 lbs. or less/ 34–66 lbs. / 67–100 lbs.

----------------------- Description -----------------------

Race: Aasimar
Gender: Male
Age: 44
Height: 6'0"
Weight: 171 lbs
Hair Color: Short black with beard
Eye Color: light grey
Skin Color: slightly dark Complexion
Personality: Strong Willed, soft spoken, devout.

----------------------- Background -----------------------

Elias left the celestial world at a young age as he was born to parents who where committed to doing good to such a level that they considered parenthood to be a job they could delegate to others. Constantly gone to perform acts of great good, they at first left their child with other celestials. In their travels they ran into a human couple that could not have children and decided to have them be Elias' foster parents. Rather then spend time or visit Erastil, they sent him divine readings and some news of their extensive good deeds. Erastil's parents lived in the remote jungle and provided travelers shelter and guided them through dangerous parts of the jungle.

This influenced Elias in two ways. First, he became dedicated to do doing good and pleasing his parents. Second, and more importantly, he committed to establishing the family and community he felt he was missing. He joined the church of Erastil and dedicated his service to Erastil over Iomedae, the deity his parents served. Elias resented Iomedae for turning his parents into crusaders rather than nurturers and hopes to rectify that mistake. He is committed to building a family and community. The charter from Brevoy was his golden opportunity to build his own 'family'. He feels Erastil's teachings are essential to start any family or nation and be successful.

----------------------- Level Ups -----------------------