Cleric of Hastur

Guide to the Beyond's page

44 posts. Organized Play character for rpblue.


Race

Gravetender 1| HP 17/17 | AC: 14 | F: +4 R: +4, W: +9 | Perception: +7 (T) | Default Exploration: Follow | Focus: 1/1 |

Classes/Levels

Hero Points: 2

About Guide to the Beyond

Background
Guide to the Beyond was raised as the chief acolyte at the Pandeistic Monastery in the Farhallow Mountains. Following her master, she was trained in the arts of both body reconstruction and soul manipulation. Having grown up in the monastery, Guide is has been exposed to extremely little outside of the Farhallow Mountains and has served as a faithful servant to her master.

.
.
.
Personality
She is out-going and friendly, perhaps to a fault in such a dangerous world. She will freely give of herself: offering coin to a street urchin, providing healing for the injured or sick of a town, or even providing the benediction of Imot and Anubis to all who seek it.

She is nearly impossible to anger, however she has no compunction against harming those who stand opposed to her. To her, death and life are a natural cycle. Her role as the servant of Imot and Anubis stands above all else and those who get in their way can step aside when asked or their soul can be sent to the Underworld to be ferried to Pharasma.

Guide to the Beyond
PFS # 73433-2002
Female Half-Elf Cloistered Cleric of Imot 1
Heritage Half-Elf
Background Servant
Perception +7;
Pathfinder School Spells

Defense::

AC 14 (+0 armor, +3 proficiency, +1 Dex)
HP 17 (8+1d8+1)
Fort +4 [T]; Ref +4 [T]; Will +9 [E]

Offense::

Speed 25 ft.
Melee shield boss +3 (1d6) [Bludgeoning]

Spells::

Cantrips: [5] Detect Magic; Haunting Hymn; Guidance; Light; Disrupt Undead
1st: [2] Concordant Choir, Harm
Divine Font: [4] Heal, Heal, Heal, Heal
Imot Spells: Ill Omen (1st); Paranoia (2nd); Phantasmal Calamity (6th)

Death and Soul Domains (Focus Pool: 1)::

Lesser Domain Spell – Death’s Call
Cast reaction; verbal; Trigger A living creature within 20 feet of you dies, or an undead creature within 20 feet of you is destroyed.
Duration 1 minute
Power Seeing another pass from this world to the next invigorates you. You gain temporary Hit Points equal to the triggering creature's level plus your spellcasting ability modifier. If the triggering creature was undead, double the number of temporary Hit Points you gain. These last for the duration of the spell, and the spell ends if all the temporary Hit Points are depleted earlier.

Lesser Domain Spell – Eject Soul
Cast two actions; somatic, verbal
Range touch; Targets 1 living creature that has a soul
Power Your touch disrupts the connection between body and soul, possibly forcing the soul out of the body altogether. The target must attempt a Fortitude save. You can allow allies to choose the degree of success instead of rolling a saving throw.

Success The target is unaffected.
Failure The target is stunned 1 as its soul briefly loses its connection to its body.
Critical Failure The target’s soul exits its body for 1 round. The target’s body becomes stunned. While its body is stunned in this way, the target remains fully aware in soul form; it simply can’t consciously move its body (though the body makes basic instinctual defensive movements). The target’s soul has the incorporeal trait, is invisible, and has a fly Speed of 60 feet. It can’t attack, cast spells, or attempt any skill checks that require a physical body, and it must always maintain line of effect to its body. When the target’s body ceases being stunned, the target’s soul instantly returns to its body as the target wakes.
Heightened (+3) If a willing ally chooses to critically fail, it can stay in soul form for 1 additional round.

Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.

Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.

Statistics::

Str 10, Dex 12, Con 12, Int 10, Wis 18, Cha 16
General Feats:
Ancestry Feats: Natural Ambition
Class Feats: Domain Initiate (Death); Syncretism (Anubis); Expanded Domain Initiate (Soul)
Skill Feats: Read Lips
Skills Diplomacy +6 [T]; Lore (Labor) +3 [T]; Medicine +7 [T]; Occultism +3 [T]; Religion +7 [T]; Society +3 [T]
Languages Common, Osiriani
Combat Gear Steel Shield; Shield Boss
Other Gear Adventurer’s Pack (backpack (containing the other goods), bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.); Silver Religious Holy Symbol of Imot; Silver Religious Holy Symbol of Anubis

Resources:

GP: 7
PP: 0
Fame: 0

Spells Quick Reference::

Haunting Hymn: 4 Sonic damage (Wis); 15' cone; basic Fortitude save; DC 17; If a target critically fails the save, it's also deafened for 1 minute.
Disrupt Undead: 1d6+4 Positive Damage (Wis); 30' reach; basic Fortitude save; DC 17; Undead targets only; If the creature critically fails the save, it is also enfeebled 1 for 1 round.
Concordant Choir: Single Action (verbal) The spell deals 1d4 sonic damage to a single enemy, with a basic Fortitude save. Two Actions (somatic, verbal) The spell deals 2d4 sonic damage to all creatures in a 10-foot burst, with a basic Fortitude save. Three Actions (material, somatic, verbal) The spell deals 2d4 sonic damage to all creatures in a 30-foot emanation, with a basic Fortitude save; 30' reach; DC 17.