Aasimar

Ingre's page

12 posts. Alias of astralgato.


Full Name

Ingre the Dreamlit Wanderer

Race

Aasimar (Azata)

Classes/Levels

Cleric 4 | AC (17), T (13), FF (14) | HP: 31/31 | F(5), R(4), W(6) | Init(+3), P(3) Cmb +5|CMD (18). RES Acid 5 / Cold 5 / Elec 5

Gender

Female

Size

Medium

Deity

Desna

Location

Absalom

Languages

Celestial, Common, Elven, Varisian

Strength 14
Dexterity 16
Constitution 12
Intelligence 9
Wisdom 14
Charisma 16

About Ingre

Ingre
Female Aasimar Cleric of Desna (Crusader Archetype) 4
Chaotic Good Outsider (Native) Medium humanoid
Init +3; Perception +3
Dark Vision 60ft
Resistance Acid 5 / Cold 5 / Electricity 5
-Defense---------------------------------
AC17, Touch13 Flat-footed14 (+3 Dex, +4 Armor)
HP 22 (4d8 +4 con, favored class +4) Current:31/31 Nonlethal:0
Fort +5, Reflex +4, Will +6

-Offense---------------------------------
Speed 30 ft.
Melee MWK Starknife +6 (1d4+2/x3)

Ranged +1 Composite Longbow [2str] +7(1d8+3/ x3) 110ft

-Statistics------------------------------
Str 14, Dex 16, Con 12, Int 9, Wis 14, Cha 16
Base Atk +3; CMB +5; CMD 18
Feats: Point Blank Shot, Precise Shot
Skills: All skills listed are class skills Appraise -1, Craft -1, Diplomacy 5, Heal 6, Knowledge (arcana) -1 , Knowledge (history) -1, Knowledge (nobility) 3, Knowledge (planes) 3, Knowledge (religion) 3, Linguistics 4, Profession 2, Sense Motive 2, and Spellcraft 3.
Traits: Free Spirit [Social] +1 Save vs language dependent effect with sonic descriptor.
Wanderer's Shroud [Regional] -1 penalty vs diplomacy check to learn about you; +1 trait bonus on saves vs scrying.
Languages Common, Celestial, Varisian, Elven
Combat Gear mwk starknife, +1 composite longbow (2str), mwk chainshirt, Blunt Arrows (20), Dyed Arrows (10), Incendiary Arrows (20), Silver Arrows (20), 2 Pearl of Power I, Gold Holy Symbol of Desna, Violin, Potion of Endure Elements, Potion of Shield of Faith +2 (2), Potion of Lesser Restoration, Potion of Cure Light Wounds (3)

Special Abilities: Channel Positive Energy 2d6 6/day, Aura (Good), Domain (Luck), Spontaneous Casting, Orisons, Bit of Luck 5/day:
Spell Light Abilities:
1/day: 1/day—glitterdust cl4

Skills:

Acrobatics 3
Appraise -1
Bluff +3
Climb +2
Craft -1
Diplomacy +5
Disable Device 0
Disguise +3
Escape Artist +1
Fly +1
Handle Animal +1
Heal +6
Intimidate +3
K. Arcane -1
K. Dungeoneering -1
K. Engineering -1
K. Geography +1
K. History -1
K. Nature -1
K. Nobility +3
Planes +3
K. Religion
Perception +3
Profession +2
Ride +3
Sense Motive +2
b]Spellcraft[/b] +3
Stealth +3
Survival +2
Swim +2
Use Magic Device

Class Abilities:

- - -
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) <Positive> 2d6 6/day: 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.

Domain (Luck)
Granted Powers: You are infused with luck, and your mere presence can spread good fortune.

Bit of Luck (Sp): 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.

Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

Diminshed Spellcasting
A crusader chooses only one domain and gains one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells of that level only if they are domain spells or if her Wisdom allows bonus spells of that level.

Bonus Feat: (Martial Weapon Proficency)
A crusader gains a bonus feat at 1st level, then again at 5th level and every five levels thereafter (to a maximum of six at 20th level). These bonus feats must be chosen from the following list: Heavy Armor Proficiency, Improved Shield Bash, Martial Weapon Proficiency, Saving Shield, Shield Focus, Tower Shield Proficiency, and Weapon Focus*.

At 10th level, a crusader may also choose from the following feats: Exotic Weapon Proficiency, Greater Shield Focus, Greater Weapon Focus*, Improved Critical*, Shield Slam, Shield Specialization, and Weapon Specialization*.

At 20th level, a crusader may also choose from the following feats: Greater Shield Specialization and Greater Weapon Specialization*. Bonus feats marked with an asterisk (*) must be applied to the favored weapon of the crusader’s deity. A crusader need not meet the normal class- or level-based prerequisites for these bonus feats.

Aasimar Racial Abilities:

Defense Racial Traits
- - - - - - - - - - - -
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Feat and Skill Racial Traits
- - - - - - - - - - - -
Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perform checks.

Magic Traits
- - - - - - - - - - - -
Spell-Like Ability (Sp): Aasimars can use glitterdust once per day as a spell-like ability (caster level equal to the aasimar's class level).

Senses Racial Traits
- - - - - - - - - - -
Dark Vision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Spells:

1st Level 3 spells [true strike]
2nd Level 1 [aid]

Spells Prepared:

Orisons: Read Magic, Detect Magic
1st Level bless, divine favor, protection from evil, [true strike]
2nd Resist Energy [aid]

Personality:

Appearance:

Quick Background:

Gear:

Offense
MWK Star Knife
+1 Composite Longbow (2str)

Defense
MWK Chain Shirt

Ammunition
Blunt Arrows (20)
Dyed Arrows (10)
Incendiary Arrows (20)
Silver Arrows (20)

Consumables
Potion of Endure Elements
Potion of Shield of Faith +2 (2)
Potion of Lesser Restoration
Potion of Cure Light Wounds (3)

Pet
Cat "Sweet Roll" Male Tabby Cat

Misc
2 Pearl of Power I x 2,000GP
Gold Holy Symbol of Desna 100GP
Violin 5GP

00 PP
509 GP
00 SP
00 CP

Tactics:

- - - - - - - - - - - - - - - - - -
Pre-Combat
Ingre bestows blessings or boons upon her allies if she is able.

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During Combat
Aside from providing aid and healing to her allies, Ingre will join the fray and dispatch enemies with her weapons.