Male Human Cleric of Erastil 1 AC 17 HP 28/28 F +6 R +4 W +10 Perception/Initiative +8
About Father Emil 2E
During PBP game Tarnbreaker's Trail a PC Level Bump plus mentor bump is in effect.
Every stat marked with * has been bumped up.
Details:
DC +1
Attack modifiers, attack modifiers, spell damage, saving throw modifiers, Perception modifiers, and AC by 1
HP +10
Attack modifier +2
Perception +2
Initiative +2
Father Emil Cleric of Erastil 1 # 105836-2005
Human Male (he/him) (Versatile Human)
Background: Wildwood Local
Class DC 19 *
Hit Points 28 *
Perception +9 *
AC 18 (hide armor) *
Fort +7 * Ref +5 * Will +11 *
Size Medium
Speed 25 feet
[dice=Spell Attack]1d20 + 9[/dice]
[dice=Divine Lance Damage, Spirit]2d4 + 2[/dice] *
[dice=Concordant Choir, sonic, ◆]1d4 + 2[/dice] 1 target within 30',Basic Fort Save *
[dice=Concordant Choir, sonic, ◆◆]2d4 + 1[/dice] All creatures in a 10' burst, Basic Fort Save *
[dice=Concordant Choir, sonic, ◆◆◆]2d4 + 1[/dice] All creatures in a 30' emanation, Basic Fort Save *
[dice=Heal ◆]1d10[/dice]
[dice=Heal ◆◆]1d10 + 8[/dice] range 30 ft
[dice=Heal ◆◆◆]1d10[/dice] All in range 30 ft
Gear Hide armor, Scythe, Staff, Sickle, Longbow, 10 arrows, book (Wisdom of Erastil), Hooded Lantern, Oil (3), wooden holy symbol of Erastil on chest, Ordinary clothing, Adventurer's pack, Winter clothing, hatchet 1.07 gp.
Bulk: 8.8
Max Bulk: 9 (Hefty Hauler Feat)
Ancestry:
Human
Hit Points 8
Size Medium
Speed 25 feet
Heritage
Versatile Human
Source Player Core pg. 63 2.0
Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).
Bonus General Feat
Hefty Hauler
Feat 1
Traits General Skill
Source Player Core pg. 256 2.0
Prerequisites trained in Athletics
You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2. Encumbered = 9, Max = 14
Ancestor Feat 1
Natural Skill
Feat 1
Trait Human
Source Player Core pg. 64 2.0
Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.
Background:
Wildwood Local
Source World Guide pg. 130 2.0
Region Shining Kingdoms
You might have been born and raised among the druids of the Verduran Forest, or you may have spent time among them as an adult and come to know their ways.
Choose two attribute boosts. One must be to Dexterity or Wisdom, and one is a free attribute boost.
You're trained in the Nature skill, and the Forest Lore skill. You gain the Natural Medicine skill feat
Natural Medicine
Skill Feat 1
Traits General Skill
Source Player Core pg. 258 2.0
Prerequisites trained in Nature
You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds, including higher Nature proficiency letting you attempt more difficult checks. It doesn’t replace Medicine for uses of the skill other than Treat Wounds or for feat prerequisites.
If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.
Cleric:
Key Attribute: WISDOM
At 1st level, your class gives you an attribute boost to Wisdom.
[b]Hit Points: 8 plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.
Perception Trained
Saving Throws
Trained in Fortitude
Trained in Reflex
Expert in Will
Skills
Trained in Religion
Trained in one skill determined by your choice of deity: Survival
Trained in a number of additional skills equal to 2 plus your Intelligence modifier
Attacks
Trained in simple weapons
Trained in the favored weapon of your deity. Longbow
Trained in unarmed attacks
Defenses
Untrained in all armor, though your doctrine might alter this
Trained in unarmored defense
Class DC
Trained in cleric class DC
Spells
Trained in spell attack modifier
Trained in spell DC
Doctrine
Warpriest
Source Player Core pg. 112 2.0
You have trained in the more militant doctrine of your church, focusing on both spells and battle.
First Doctrine (1st): You’re trained in light and medium armor, and you have expert proficiency in Fortitude saves. You gain the Shield Block general feat, a reaction to reduce damage with a shield.
Deity:
As a cleric, you are a mortal servitor of a deity you revere above all others. The most common deities in Pathfinder have edicts, areas of concern, and the benefits you get for being a cleric of that deity. Your deity grants you the trained proficiency rank in one skill and with the deity's favored weapon. If the favored weapon is uncommon, you also get access to that weapon. Your deity also adds spells to your spell list. You can prepare these just like you can any spell on the divine spell list once you can prepare spells of their rank as a cleric. Any of these spells that aren't normally on the divine list are still divine spells if you prepare them this way.
Erastil (Old Deadeye)
Source Divine Mysteries pg. 58, Player Core pg. 36 2.0
Unlike many other good deities, Erastil does not send his followers out into the world to fight and crush evil. Eschewing crusades and other ventures that take his followers away from their homes, Erastil watches over those who devote their lives to family and community. He is primarily an agricultural deity, specifically focusing on those aspects of nature that either can be tamed or are of use to his followers. His domain encompasses the plants and animals that farmers, hunters, and ranchers deal with in their everyday lives. While he is a protective deity, Erastil steps in only when quiet, pastoral lives are threatened. He desires his followers to live their lives in peace, with no risk of being conscripted into armies, devoured by monsters, or destroyed by magic.
Category Gods of the Inner Sea
Edicts care for your home and family, fulfill your duties, keep the peace, protect the community
Anathema abandon your home in its time of need, choose yourself over your community, tarnish your reputation, tell lies
Areas of Concern family, farming, hunting, and trade
Religious Symbol bow and arrow
Sacred Animal stag
Sacred Color(s) brown, green
Pantheons/Covenants Hearth and Harvest, Good Neighbors
Devotee Benefits
Divine Attribute Constitution or Wisdom
Divine Font heal
Divine Sanctification can choose holy
Divine Skill Survival
Favored Weapon longbow
Domains earth, family, nature, wealth
Alternate Domains duty
Cleric Spells 1st: sure strike, 3rd: wall of thorns, 5th: nature's pathway
Sanctification
Holy
Anathema
Acts fundamentally opposed to your deity's ideals are anathema to your faith. Learning or casting spells, committing acts, and using items that are anathema to your deity remove you from your deity's good graces.
Spellcasting:
Your deity bestows on you the power to cast divine spells. You are a spellcaster, and you can cast spells of the divine tradition using the Cast a Spell activity. As a cleric, your chants generally invoke your deity and their powerful servants by name or title, while your gestures are followed by sacred symbols or other representations of your deity
At 1st level, you can prepare two 1st-rank spells and five cantrips each morning from the common spells on the divine spell list or from other divine spells to which you gain access and learn via Learn a Spell. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare each day is called your spell slots.
As you increase in level as a cleric, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in Cleric Spells per Day table above.
Some of your spells require you to attempt a spell attack to see how effective they are or for your enemies to roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Wisdom, your spell attack modifier and spell DC use your Wisdom modifier.
Heightening Spells
When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks.
Cantrips
Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest rank of cleric spell slot you have. For example, as a 1st-level cleric, your cantrips are 1st-rank spells, and as a 5th-level cleric, your cantrips are 3rd-rank spells.
Divine Font Healing Font You gain 4 additional spell slots each day at your highest rank of cleric spell slots. You can prepare only heal spells in these slots. At 5th level, the number of additional slots increases to 5, and at 15th level, the total number of additional slots increases to 6.
Class Feat 1
Healing Hands
Feat 1
Trait: Cleric
Source Player Core pg. 114 2.0
Prerequisites healing font
Your vitality is even more vibrant and restorative. When you cast heal, you roll d10s instead of d8s.
Cantrip
1st rank
Bullhorn H - Magnify your voice to be heard at a distance.
Daze H - Cloud a creature's mind and possibly stun it.
Detect Magic H - Sense whether magic is nearby.
Divine Lance H - Throw divine energy that deals spirit damage.
Forbidding Ward H - Protect an ally against one specific enemy.
Guidance - Divine guidance improves one roll.
Haunting Hymn H - A powerful hymn harms and deafens.
Know the Way H - Learn true north and the direction to another location.
Light H - Make an object glow.
Message H - Speak a message to a distant creature, who can reply.
Prestidigitation - Perform a minor magical trick.
Read Aura H - Detect if an object is magical.
Shield H - A shield of magical force blocks attacks and spells.
Sigil H - Leave a magical mark.
Stabilize - Stabilize a dying creature.
Summon Instrument H - Call an instrument that only you can play.
Vitality Lash H - Damage and weaken the undead with vital energy.
Void Warp H - Damage and weaken the living with void energy.
1st rank
Air Bubble - React to create air for a creature to breathe.
Alarm H - Be alerted if a creature enters a warded area.
Bane - Weaken enemies' attacks in an aura around you.
Bless - Strengthen allies' attacks in an aura around you.
Cleanse Cuisine H - Make food and drink safe and delicious.
Command H - Bid a creature approach, run, drop something, lie prone, or stand up.
Concordant Choir H - Damage foes with music.
Create Water - Conjure 2 gallons of water.
Enfeeble - Sap a creature's strength.
Fear H - Frighten a creature, possibly making it flee.
Harm H - Void energy harms the living or heals the undead, either a single creature or all in a burst.
Heal H - Vital energy heals the living or harms the undead, either a single creature or all in a burst.
Infuse Vitality H - Empower attacks with vital energy to damage the undead.
Lock H - Make a lock much harder to open.
Magic Stone - Make ordinary stones into magical sling bullets that are especially dangerous to undead.
Mending H - Repair one non-magical item.
Mystic Armor H - Ward yourself with magical armor.
Pet Cache - Hide a familiar or animal companion in a pocket dimension.
Protection H - Raise a creature's AC.
Runic Body H - Temporarily apply magical runes to a creature's unarmed attacks.
Runic Weapon H - Temporarily apply magical runes to a weapon.
Sanctuary - Protect a creature from being attacked.
Schadenfreude - Distract foes with their exultation at your failure.
Spirit Link H - Continually transfer your health to someone else.
Summon Undead H - Conjure an undead to fight on your behalf.
Thoughtful Gift H - Teleport an item to an ally’s grasp.
Ventriloquism H - Throw your voice.
Heal [one-action] to [three-actions]
Spell 1
Traits Healing Manipulate Vitality
Source Player Core pg. 335 2.0
Range varies; Targets 1 willing living creature or 1 undead creature
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 1d10 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.