Talgoren

Father Emil, PFS's page

2 posts. Organized Play character for Clebsch73.


Full Name

Father Emil Landersohn

Race

Human

Classes/Levels

Cleric of Erastil 3

Gender

Male

Age

50

Deity

Erastil

About Father Emil, PFS

# 105836-9
Father Emil Landersohn
Male Human Cleric 3
LG medium humanoid (human)
Ethnicity Ulfen
Father Emil Landersohn
Male Human Cleric 2/Druid 1
LG medium humanoid (human)
Ethnicity Ulfen
Init: +1; Senses Perception +7

Defense
AC 19, touch 11, flat-footed 18 (+6 armor, +2 shield, +1 Dex)
hp 21 (3d8 + 3)
Fort +6 Ref +1 Will +8

Offense
Speed 30 ft. (20 in armor)
Melee Blacksmith hammer +3 (1d8+2) or Shovel +3 (1d8+2) or
battle aspergillum +2 (1d6+2)(holy water does 1 pt to undead, evil outsiders) or
farmer’s scythe +2 (2d4+3/x4)(2-handed, AC = 16 when using)
Ranged Longbow +1 (1d8)
Special Attacks Channel Positive Energy 5/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 1; Concentration +4)
4 rounds/day Speak with Animals
6 rounds/day Touch of Good

Cleric Spells Prepared (CL 2; Concentration +5)
1st– (3/day + 1 domain)
0th (at will)– (4/day)
Domains Animal, Good

Druid Spells Prepared (CL 1; Concentration +4)
1st– (2/day)
0th (at will)– (3/day)

Statistics
Str 14 Dex 12 Con 12 Int 11 Wis 16 Cha 14
Base Atk 1; CMB +3; CMD 14
Feats Animal Affinity, Selective Channeling, Deific Obedience (Erastil)
Skills Handle Animal +9, Heal +7, Knowledge (Arcana) +4, Knowledge (Planes) +4, Knowledge (Nature) +6, Knowledge (Religion) +6, Perception +7, Profession (Farmer) +7, Spellcraft +4, Survival +13, Swim +1 (+7 without armor and shield, +4 without shield)
Languages Common, Skald, Druidic
Traits Blackthorn Ranger, Rough and Ready
SQ Aura (Good, Lawful), Beneficent Touch 1/day
Gear shovel, scythe, battle aspergillum, 1 flask holy water, longbow, 20 arrows, scale male, light wooden shield, iron holy symbol (Erastil), Holy text (Parables of Erastil), cat (Chessie), raven (Scarlet), otter (Romp), Scroll (uwelcome halo), Scroll (Gozreh’s Trident), oak club.
Each animal knows 6 tricks: Come, Flee, Guard, Hunt, Sneak, and Stay.

Cleric Class Features:
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.

Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Spells
A cleric casts divine spells which are drawn from the cleric spell list. 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 at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare 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.

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.

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

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 a neutral cleric 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 a neutral cleric 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 of 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 can cast 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 channel 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, activating a domain power is a standard action.

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 of 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).

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.


Domain Features:
Animal Domain
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.

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.

Good 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.

Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.

Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light, 4th—holy smite, 5th—righteous might, 6th—undeath to death, 7th—holy sword, 8th—holy aura, 9th—gate.


Feats:
Animal Affinity
You are skilled at working with animals and mounts.
Benefit: You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Selective Channeling
You can choose whom to affect when you channel energy.
Prerequisite: Cha 13, channel energy class feature.
Benefit: 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.
Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.


Traits:
Devotee of the Green (Faith)
Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts.
Benefits: You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills [your choice: Knowledge (Geography)] is always a class skill for you.

Beneficent Touch (Faction)
Once per day, when you cast a spell or use a class ability that heals hit point damage, reroll any 1s that appear on the dice and take the new roll (even if it is another 1).

Appearance:
Emil is tall and somewhat lanky, with a full head of dark hair with graying temples, deep blue eyes, and laugh lines where age has begun to mark his face. His skin is tan from years of working in the sun on a farm, with calluses on his hands. The little finger on his left hand bends at an unnatural angle at the tip, a remnant of an accident while helping build a stone house. His clothes are well worn work clothes, covered by equally well-worn scale mail armor. His only adornment is an iron bow, symbol of Erastil, which he wears over his heart. He speaks with an accent reflecting those whose ancestors spoke Ulfen but who now speak mostly common.

Background:
Emil grew up in a rural community called Trinity Lake, near the Marching Springs and Southern Fangwood forest in Nirmathas. His parents were simple farmers who had immigrated from Land of the Linnorm Kings. He was an only child. Throughout his youth, he had a number of odd experiences while hunting in which the animals of the region helped keep him safe. A large elk stag would tend to appear and help him fight off wild animals or lead him when he got lost. The elk even appeared in his dreams and helped him deal with nightmares. He apprenticed with Marcus Goodhunter, the local cleric of Erastil and took over the main priestly duties to the town when Marcus passed away (Emil was 18 years old).

Emil was somewhat shy and tended to put the needs of the community over his own needs. He never married and spent most of his life farming and helping the community. He kept a menagerie of animals around his house as his main family. He was the representative of his region in the Banner of the Stag organization. From time to time he volunteered in the defense of Nirmathas against attacks of orcs or Molthune invaders. His dreams continued to present evidence that Erastil had plans for him later in life. He enjoyed simple pleasures and considered the people of the community to be his extended family. People called him Father Emil, even though he had no children. From time to time, while hunting, he felt as if something were drawing him away from his community.

Recently, events at home seemed to be moving him into a new calling. A young man apprenticed as the new cleric of Erastil, freeing Emil from his obligations to the community. A former resident of the village returned and explained that he had become a Pathfinder. He told about the different missions he went on, as well as the different factions within the organization. Emil found himself inspired by the examples of the members of the Silver Crusade.

With no duties or family to hold him he decided to give in to a long denied urge to travel the Inner Sea region and have adventures. He found members of his community to adopt his animals, except for his cat Chessie and his Raven Scarlet. He began to make his way toward the south until he found himself in Andoran, where he located a Pathfinder lodge and talked to various members of the Silver Crusade. They encouraged him to join, pointing out that many young Pathfinders could use the steadying influence of a man of his age and maturity.