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Jamison Walker's page

96 posts. Alias of Jeremiziah.


Full Name

Jamison Lee Walker

Race

Human

Classes/Levels

Cleric 2

Gender

Male

Size

Medium

Age

28

Alignment

LG

Deity

Erastil

Location

Stolen Lands

Occupation

Displaced Farmer

Strength 14
Dexterity 10
Constitution 13
Intelligence 10
Wisdom 16
Charisma 12

About Jamison Walker

Description:

Jamison is a large broad-chested man, dressed in unassuming earthen tones. He generally chews a generous wad of tobacco, and as such carries the smell of the plant along behind him as he walks. His skin is darkened to a deep tan by exposure to the sun.

Particulars:
Height: 6'3"
Weight: 265 lbs.
Hair: Brown
Eyes: Brown

Personality:

Jamison is a man of few words, with the few that he does utter being direct and matter-of-fact. His voice is a rumbling bass. He is quick to anger, but quicker to forgive, and surprisingly tender when valued allies are wounded or ill.

Background:

Jamison was, until recently, a farmer in the Stolen Lands, widely known in the area in which he lived for being a dedicated follower of Erastil. Jamison's wife, Mary, was the joy of his existence during their 10 years of marriage. A few months ago, his farmstead was attacked in the middle of the night by wicked and ruthless bandits. Jamison was grievously wounded and left for dead, his wife taken and his farmhouse set ablaze. In a fit of River Kingdoms-bred stubbornness, he managed to crawl into the night, where he recovered over a few days. When he awoke, he found that the only item that had survived the devastation was a slightly blackened copy of the Parables Of Erastil. Where most men might have decried the God Of Family in such a time, Jamison merely picked up the book, ventured to the remains of his barn, retrieved some items (including weapons) from a hidden trapdoor, and set out to find his wife. He doubts that he will ever see her alive again, but he sees it as his duty to her and Erastil to strive toward such a reunion, regardless.

XP: 3545

Equipment:

Breastplate, Heavy Wooden Shield, Greataxe, Composite (+2) Longbow, 40 Arrows, MW Backpack, Tobacco, 50 Ft. Silk Rope, 20 Days Rations, Bedroll, potion of Shield of Faith +2

Wealth:
95gp, 9sp

Combat Statistics:

Initiative: +0 (+0 DEX)

AC: 16 (+6 Armor), Touch: 10, Flat-Footed: 16 (18 w/shield)
With Shield, AC: 18 (+6 Armor, +2 Shield)
Saves: FORT +5 (+1 Trait), REF +2 (+2 Lightning Reflexes), WILL +6

Melee Weapon 1: MW Greataxe +4 (+1 BAB, +2 STR, +1 MW), Damage 1d12 +2 (Str +2, x3, S)
Weapon 2: Composite +2 STR Longbow +1 (+1 BAB), 1d8+2 (Str +2, x3, P)

CMB: 3 (+1 BAB, +2 STR)
CMD: 13 (+1 BAB, +2 STR, +0 DEX, +10)

Max HP: 15
Current HP: 13

Skills:

Diplomacy +6 (2 Ranks)
Heal +7 (1 Rank)
Perception +3 (0 Ranks)
Profession/Farmer +7 (1 Rank)
Sense Motive +8 (2 Ranks)
Spellcraft +5 (2 Ranks)

Feats:

Martial Weapon Proficiency: Greataxe
Lightning Reflexes

Class Abilities:

Growth Subdomain
Associated Domain: Plant.
Replacement Power: The following granted power
replaces the wooden fist power of the Plant domain.
Enlarge (Su): As a swift action you can enlarge yourself,
as if you were the target of the enlarge person spell. You can
use this ability a number of times per day equal to 3 + your
Wisdom modifier (6 Total) (3 Remaining).
Replacement Domain Spells: 1st—enlarge person, 5th—
righteous might

Home Subdomain
Associated Domain: Community.
Replacement Power: The following granted power
replaces the unity power of the Community domain.
Guarded Hearth (Su): At 8th level, you can create a ward
that protects a specified area. Creating this ward takes 10
minutes of uninterrupted work. This ward has a maximum
radius of 5 feet per 2 cleric levels you possess. When the
ward is completed, you designate any number of creatures
inside its area. Should any other creature enter the warded
area, all of the selected creatures are immediately alerted
(and awoken if they were asleep). The designated creatures
also receive a sacred bonus equal to your Wisdom modifier
on all saving throws and attack rolls while inside the
warded area. This ward immediately ends if you leave the
area. The ward lasts for 1 hour per cleric level. You can use
this ability once per day.
Replacement Domain Spells: 1st—alarm, 3rd—glyph of
warding, 7th—guards and wards

Aura, Channel Energy 1d6 (2 Remaining)

Max Spells:

0: 4
1: 3 (2+1 Bonus) +1(Domain)

Spells Memorized:

0: Detect Magic, Read Magic, Create Water, Light
1: Shield of Faith, Bless, Protection From Evil, Alarm (Domain)

Traits:

Rostlander (+1 trait Bonus on all Fort Saves)
Birthmark (Erastil; Serves as divine focus, +2 trait bonus on all saving throws against charm and compulsion effects)

Favored Class History:

1: +1 Skill Point
2: +1 Skill Point

Herolab Statblock:
JAMISON WALKER CR 1
Male Human Cleric 2
LG Medium Humanoid (Human)
Init +0; Senses Perception +3
Aura Enlarge (6/day)
--------------------
DEFENSE
--------------------
AC 16, touch 10, flat-footed 16. . (+6 armor)
hp 14 (2d8+2)
Fort +5, Ref +2, Will +6
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Masterwork Greataxe +4 (1d12+3/20/x3) and
. . Shield, Heavy Wooden -1 (1d4+2/20/x2) and
. . Unarmed Strike +3 (1d3+2/20/x2)
Ranged Longbow, Comp. (Str +2) +1 (1d8+2/20/x3)
Spell-Like Abilities Calming Touch (6/day)
Cleric Spells Known (CL 2, 3 melee touch, 1 ranged touch):
1 (3/day) Shield of Faith, Protection from Evil, Alarm, Bless
0 (at will) Light, Detect Magic, Create Water, Read Magic
--------------------
STATISTICS
--------------------
Str 14, Dex 10, Con 13, Int 10, Wis 16, Cha 12
Base Atk +1; CMB +3; CMD 13
Feats Lightning Reflexes, Martial Weapon Proficiency: Greataxe
Traits Birthmark, Rostlander
Skills Acrobatics -4, Climb -2, Diplomacy +6, Escape Artist -4, Fly -4, Heal +7, Profession: Farmer +7, Ride -4, Sense Motive +8, Spellcraft +5, Stealth -4, Swim -2
Languages Common
SQ Aura (Ex), Channel Positive Energy 1d6 (4/day) (DC 12) (Su), Cleric Domain: Growth, Cleric Domain: Home, Spontaneous Casting
Combat Gear Breastplate, Masterwork Greataxe, Shield, Heavy Wooden, Longbow, Comp. (Str +2), Arrows (40); Other Gear Backpack, Masterwork (3 @ 12.26 lbs), Bedroll, Potion of Shield of Faith, Rope, silk (50 ft.)
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Birthmark +2 save vs. charm & compulsion
Calming Touch (6/day) (Sp) Heal 1d6+1 nonlethal damage and cure conditions by touch.
Channel Positive Energy 1d6 (4/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Growth Associated Domain: Plant
Cleric Domain: Home Associated Domain: Community
Enlarge (6/day) (Su) Swift action: Enlarge person on yourself.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

Herolab Statblock (Large):
JAMISON WALKER CR 1
Male Human Cleric 2
LG Large Humanoid (Human)
Init +0; Senses Perception +3
Aura Enlarge (6/day)
--------------------
DEFENSE
--------------------
AC 15, touch 9, flat-footed 15. . (+6 armor, -1 size)
hp 14 (2d8+2)
Fort +5, Ref +2, Will +6
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Masterwork Greataxe +3 (3d6+3/20/x3) and
. . Shield, Heavy Wooden -2 (1d6+2/20/x2) and
. . Unarmed Strike +2 (1d4+2/20/x2)
Ranged Longbow, Comp. (Str +2) +0 (2d6+2/20/x3)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities Calming Touch (6/day)
Cleric Spells Known (CL 2, 2 melee touch, 0 ranged touch):
1 (3/day) Shield of Faith, Protection from Evil, Alarm, Bless
0 (at will) Light, Detect Magic, Create Water, Read Magic
--------------------
STATISTICS
--------------------
Str 14, Dex 10, Con 13, Int 10, Wis 16, Cha 12
Base Atk +1; CMB +4; CMD 14
Feats Lightning Reflexes, Martial Weapon Proficiency: Greataxe
Traits Birthmark, Rostlander
Skills Acrobatics -4, Climb -2, Diplomacy +6, Escape Artist -4, Fly -6, Heal +7, Profession: Farmer +7, Ride -4, Sense Motive +8, Spellcraft +5, Stealth -8, Swim -2
Languages Common
SQ Aura (Ex), Channel Positive Energy 1d6 (4/day) (DC 12) (Su), Cleric Domain: Growth, Cleric Domain: Home, Spontaneous Casting
Combat Gear Breastplate, Masterwork Greataxe, Shield, Heavy Wooden, Longbow, Comp. (Str +2), Arrows (40); Other Gear Backpack, Masterwork (3 @ 12.26 lbs), Bedroll, Potion of Shield of Faith, Rope, silk (50 ft.)
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Birthmark +2 save vs. charm & compulsion
Calming Touch (6/day) (Sp) Heal 1d6+1 nonlethal damage and cure conditions by touch.
Channel Positive Energy 1d6 (4/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Growth Associated Domain: Plant
Cleric Domain: Home Associated Domain: Community
Enlarge (6/day) (Su) Swift action: Enlarge person on yourself.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.