About Father Emil
Emil Andreassen (known locally as Father Emil) is descended from Ulfen refugees fleeing a particularly oppressive queen in Irrisen centuries before. His parents lived in the region since birth. He has an older brother who got married and moved his family to a safer location. Emil is in his 50s. His parents and grandparents are no longer alive. He has some cousins in the area. He is not married and has no children. But he is far from alone, for he considers all the villagers to be family and he keeps a menagerie of animals at his modest farmstead near Fangwood forest, a few miles out of Phaendar.
Emil had a happy childhood learning the joys and dangers of nature from the locals and the specifics of farming and hunting from his father and mother. He bounced around from one craftsman to another, learning bits and pieces of crafts such as bowyer, carpentry, and smithing. He always loved animals and could always be counted on to bring home a stray animal or tend to an injured beast. He rarely is ever encountered without an animal or two tagging along.
Eventually, however, he took an interest in Erastil and became an acolyte of Father Noelan for a time. He learned how to use a longbow as part of his training, studied the Parables of Erastil, and learned practical healing skills.
When he was 21, Father Noelan sent him off to tour Nirmathas and perhaps beyond as part of his training. He was supposed to either start a new church in a community that was lacking a representative of Erastil or return with useful new ideas for farming and survival. Emil traveled toward the more populous parts of Nirmathas and to the capital, Tamran. While in the area, the armies of Nirmathas had to fight off an invasion attempt by neighbor Molthune. Emil joined a militia group to help as a healer and an archer. The group spent some time away from cities, surviving on the land as they scouted for enemies and raided when they found targets.
Emil learned useful survival skills from this experience, but he was generally appalled at the ravages of the war and the refugees it produced. While tending to a band of people displaced by the war, he met and fell in love with a human woman named Grace. She had lost her family and so she traveled with Emil as he continued his tour of the southern marches. They became engaged and set off for Phaendar to be married by Father Noelan. By the time they were halfway home, it became apparent that Grace would also become a parent. But tragedy took Grace away from Emil as they were beset upon by bandit adventurers and Grace was killed. Emil was left for dead but he recovered. When he saw Grace’s lifeless body, he wished he had not survived. He buried her, keeping a locket and a lock of her golden hair.
Emil returned to Phaendar totally disenchanted with the larger world. He retreated into himself and only gradually was revived by the beauties of nature and the love of his parents and community. He never took an interest in any other romantic opportunities, and became a bachelor farmer, helping his parents on their farm until they passed away as they got to advanced age. Since then Emil has remained in the community, keeping a modest farmstead near Fangwood where he tends a shrine to Erastil, looks after a pleasant grove of trees now generally referred to as Emilwood, and lives a contented life close to the land and the community. He helps the aging Father Noelan at festival times, increasingly taking over duties such as handfasting ceremonies, delivering babies, and serving on the village council when needed. He is also the local veterinarian and adopter of orphaned baby animals. He has a dog, a cat, a raven, an otter, and a hedgehog.
He takes a dim view of adventurers and has no interest in leaving the area.
[dice=+1 Scythe]1d20 + 7[/dice]
[dice=Damage]2d4 + 4[/dice]
[dice=Hammer]1d20 + 6[/dice]
[dice=Damage]1d8 + 2[/dice]
[dice=+1 longbow]1d20 + 6[/dice]
[dice=Damage]1d8 + 1[/dice]
[dice=Composite longbow (+2 Str)]1d20 + 5[/dice]
[dice=Damage]1d8 + 2[/dice]
[dice=Spiritual Weapon]1d20 + 7[/dice]
[dice=Force Damage]1d8 + 1[/dice]
[dice=Positive Energy Channel]3d6[/dice]
Cleric Spells prepared (CL 5th; concentration +8)
Dice-bot text for spells:
[dice=CLW, Frontier Healer]1d8 + 5 + 1[/dice]
[dice=CMW, Frontier Healer]2d8 + 5 + 1[/dice]
[dice=CSW, Frontier Healer]3d8 + 5 + 1[/dice]
[dice=Diplomacy]1d20 + 6[/dice]
[dice=Handle Animal]1d20 + 9[/dice]
[dice=Handle Animal, Pila]1d20 + 9 + 4[/dice]
[dice=Heal]1d20 + 910[/dice]
[dice=Knowledge (Geography)]1d20 + 2[/dice]
[dice=Knowledge (Nature)]1d20 + 10[/dice]
[dice=Knowledge (Religion)]1d20 + 9[/dice]
[dice=Perception]1d20 + 5[/dice]
[dice=Sense Motive]1d20 + 9[/dice]
[dice=Spellcraft]1d20 + 5[/dice]
[dice=Survival]1d20 + 11[/dice]
Languages Common, Sylvan
Gear +1 Armor Coat, MWK Hide Armor, +1 light steel shield, smith hammer, +1 farmer's scythe, +1 longbow, Composite Bow (+2 Str), arrows (20), +1 arrows (3), +1 Flame Arrow (6), Cold Iron Arrows (10), Alchemist's Fire, Antiplague (3), Artisan's Tools (bows), Artisan's Tools (MWK Smith), Bandages of Rapid Recovery, Bloodblock (5), Defoliant (2), Explorer's Outfit, Feather Token (Bird), Feather Token (Tree), Fire Ward Gel, Handy Haversack, Healer's Kit (9/10), Holy Symbols (2: wood, silver), Holy Water, Oil (2), Oil of Magic Weapon (3), Potion CLW (
Weight: 61.5 lb, medium encumbrance
Animal Companion, Pila, Lynx:
N Medium animal
Init +4; Senses low-light vision, scent; Perception +5
[dice=Bite]1d20 + 8[/dice]
[dice=claw 1]1d20 + 8[/dice]
[dice=claw 2]1d20 + 8[/dice]
[dice=rake 1]1d20 + 8[/dice]
[dice=rake 2]1d20 + 8[/dice]
[dice=Grapple, Maintain]1d20 + 11 + 5[/dice]
Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Link (Ex) A cleric can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex) The cleric may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A cleric may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Sprint (Ex) Once per hour, a small cat can move at 10 times its normal speed (500 feet) when it makes a charge.
Pounce (Ex) When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).
Grab (Ex) If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature’s Special Attacks line. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).
Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Race Traits, Traits, Feats:
Human Racial Traits
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
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.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Frontier Healer (Campaign trait)
Nirmathi Militia (Regional trait)
Rough and Ready (Equipment trait)
Command Animals (1st level feat, from Ultimate Wilderness)
[Charm Monster Spell Description: This charm makes an animal regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
Extra Channel (Human bonus feat, from Core)
Stealth Synergy (teamwork)
Craft Magic Arms and Armor (Item Creation)
Cleric Class Features:
Hit Die: d8.
Starting Wealth: 4d6 x 10 gp (average 140 gp).
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).
Skill Points at each Level: 2 + Int modifier.
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 (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).
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.
Customized Summon List (From Kingmaker 2, Rivers Run Red)
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.
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[/b]: 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).
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.
Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.
Spell Description: You can ask questions of and receive answers from animals, but the spell doesn’t make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.
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—hold animal, 3rd—dominate animal, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.
Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.
Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Domain Spells[/b]: 1st—entangle, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—wall of thorns, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler.