About Felix WollsonFate has already laid out our path before us. Our decision is how long we choose to suffer by straying from this. Male Aasimar Herald Caller Cleric 3
Melee Dagger +2 (1d4) Ranged Light Crossbow +3 (1d8) Special 6/day: Channel negative energy to harm 2d3, -1 to all d20 rolls for 1 round (Will 15 negates) or Channel positive energy to heal 1d3, +1 to one d20 roll within 1 round (Will 14)
Non-Standard Skill Bonuses
Special Abilities:
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SPECIAL ABILITIES ------------------------------ Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Darkvision: Aasimars can see in the dark up to 60 feet. Scion of Humanity: An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype. Spell-like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level). Truespeaker: Aasimars with this racial trait gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled. Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Student of Faith: While you have personally dedicated your life to a single deity, you study all religions and mortal faiths. Upon hearing that the town of Sandpoint recently completed a cathedral dedicated to the six deities most popular in the area, you had to see the place for yourself, and have arrived in time for the consecration of this holy edifice. Because of your strong faith and broad range of study, you cast all cure spells at +1 caster level, and whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy. Dedicated Summoner: A herald caller depends on summoned allies to overcome her foes, which affords her little experience with the martial pursuits typical of other clerics and a narrower spiritual focus. A herald caller can choose only one domain from her deity’s list of domains, rather than the normal two domains, and she doesn’t gain proficiency with medium armor or shields. This ability alters the cleric’s domains and armor proficiencies. Call Heralds: A herald caller can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can lose a prepared spell in order to cast any summon monster spell of the same level or lower. She gains a +1 bonus on concentration checks to cast a summon monster spell defensively. This bonus increases to +2 at 5th level, and increases by 1 every 5 cleric levels thereafter. Divine Heralds: A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity. This includes all creatures listed as summon monster options for priests of her deity, creatures whose alignment matches at least one aspect of her deity’s alignment, and creatures of an elemental subtype that matches a domain granted by the deity (if any). When summoning a creature that is normally summoned with the celestial or fiendish template, a herald caller of a chaotic deity can instead summon it with the entropic template, and a herald caller of a lawful deity can instead summon it with the resolute template. Because of these summoned monsters’ strong ties to the herald caller’s deity, the herald caller also gains specific benefits with creatures she summons with summon monster spells gained from her cleric spell list. The herald caller and her summoned monsters can understand each other’s spoken words as if they shared a common language (though this doesn’t give summoned monsters the ability to speak if they normally lack it). Whenever the herald caller uses channel energy to heal, she can include all of her summoned monsters, even if they are out of her normal channel energy radius or of a creature type that would not normally be affected. If she channels energy to deal damage, she can exclude any of her summoned monsters that would normally be affected. 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. Felix can convert any prepared spell to an inflict wounds or summon monster spell of equivalent level. Channel Energy: 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. 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. Felix channels both negative energy (Will 15) and positive energy (Will 14). Variant Channeling: A variant channeling either modifies positive channeled energy when used to heal or modifies negative energy when used to harm. When using positive energy to heal, affected creatures gain only half the normal amount of healing but also receive a specific beneficial effect. When channeling negative energy to harm, affected creatures take only half the normal damage but take an additional penalty or harmful effect; a successful saving throw negates the additional penalty or effect but does not reduce the damage any further. Creatures that would normally ignore the effect of a particular channel (such as undead with respect to a positive energy channel used to heal) ignore the variant effect of that channel. Unless otherwise stated, bonuses granted by a variant channeling are sacred bonuses if you channel positive energy or profane bonuses if you channel negative energy. If an alternative channeled energy provides a “channel bonus” on rolls or statistics, the bonus is +1, increasing to +2 at cleric level 5 and for every 5 cleric levels thereafter (to a maximum of +5). Likewise, a “channel penalty” is initially –1, increasing to –2 at cleric level 5 and every 5 cleric levels thereafter (to a maximum of –5). Luck:
Domain: Felix has the Fate subdomain. Bit of Luck: You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Prepared Spells:
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PREPARED SPELLS ------------------------------ 0th (4/day) Detect Magic Guidance Stabilize 1st (5/day)
2nd (3/day)
*Domain Spell Feats:
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FEATS ------------------------------ Selective Channel: 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. Versatile Channeler: You may make a choice whenever you use your channel energy class feature. If you normally channel negative energy, you may choose to channel positive energy as if your effective cleric level were 2 levels lower than normal. Having this feat means you qualify for feats and abilities that have “channel positive energy” or “channel negative energy” as a prerequisite (for example, you qualify for the Command Undead feat and the Turn Undead feat). Gear/Possessions:
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GEAR/POSSESSIONS ------------------------------ Current Wealth: 10 gp Carrying Capacity
*Stored in Backpack Bot Me!:
Background:
Few in the small town of Ilsurian were surprised when the son of a shepherd and a weaver took the name Wollson. “It’s because he’s always helping his mother with the flocks,” the old ladies would say as they gathered near the well and slowly winched up the bucket from the depths. “He spends so much time out there he might as well be a sheep himself.”
“Probably a ram, from how stubborn he is!” “No! He’s soft as a lamb - remember how Gertle slipped and broke her arm last spring and the boy walked her home and she was out in her garden the next day as if nothing had happened?” “You’re conveniently leaving out how the store where she fell was closed for a week after that little accident. They went out of business, they did, and I just know that he had something to do with it!” “Or when he helped deliver the Maulkin girl’s twins! Midwife thought all three were goners, but it was the good-for-nothing father that didn’t survive the night instead. Not that I miss the bastard, mind you - not after what he did to my poor cats.” “Probably just some cheap trick the boy picked up from that travelling priest. Wasn’t she some kind of devil-binder or hex-crafter? Honestly, he can’t learn to leave well enough alone.” “You’ve got that right!” The old men would laugh and take another puff from their pipes, the smoke curling around their faces in lazy spirals. “It’s because he takes after his father, you know. Not everyone has what it takes to be a master weaver.” “You don’t think...” “No, I don’t think so. It’s downright generous of him to give the widows those black veils after he gives their husbands their last rites. You know as well as I do that he doesn’t make a copper from them. You’re just mad Gertle thinks he’s better looking than you are.” “Am not!” --------------------------------- Felix hasn’t heard the gossip in many years, having been caught in the wanderlust that eluded his parents. It led him first to Kaer Maga, where he learned ways to put the dead at ease and tend to the newly-born from the acolytes of the Godsmouth Ossuary. But the City of Strangers is home to more faiths than just Pharasma - he learned drinking songs of Cayden Caelian, how to make solid investments like Abadar, how to see both sides of an issue simultaneously as Nethys does. And yet through each lesson from another faith he learned to see the threads of fate, the tangled skein that weaves not only history, but destiny. But even the Asylum Stone’s wonders could not hold him forever. After a dispute with a priestess of Urgathoa turned violent, Felix voluntarily left Kaer Maga. He wandered without a destination for a time, trading healing hands and warm blankets for food and a place by a hearth each night. Perhaps this too was destiny. Or perhaps it was merely a coincidence when a fisherman mentioned a new cathedral in the village of Sandpoint, and a festival to celebrate its consecration. Either way, Felix felt himself drawn to the town by a need to return the balance of… something. Trusting the Mistress of Fate, he took the leap of faith and set off the next morning for the western coast. Appearance and Personality:
An older man with white streaks in his hair and beard leans on a walking stick watches those around him with keen eyes unclouded by age. A spiral symbol hangs from his neck, seeming to spin and swirl as the man shifts from foot to foot. Mechanics:
Felix is focused on channeling energy and summoning planar allies. He’d like to use the Variant Channel abilities to debuff enemies and strengthen allies, as well as potentially move creatures with Forceful Channel. He’ll also start to summon extraplanar creatures to aid him as he grows in power, showing a preference for Pharasma’s psychopomp attendants and servitors. Outside of combat, Felix is a charismatic and well-spoken individual who is as comfortable speaking with a monarch as an assassin. |