Ajbal Kimon

Jebediah Springs's page

No posts. Alias of Merck.


Race

Cleric lvl 1 [ HP 10/10 | AC 18 T 12 FF 16 | CMD 14 | F +3 R +5 W +5 | Init +4 Per +3]

About Jebediah Springs

STR 15, DEX 14, CON 13, INT 8, WIS 16, CHA 12
Human, Kellid
Male
Medium Size
Cleric of Gozreh lvl1

COMBAT STATS
BaB +0
Init +4; Senses Perception 3
CMB +2 (+0BaB +2strength)
CMD 14 (+0BaB +2strength +2dexterity +10)
Favored class Cleric (+1 HP at lvl 1)

DEFENSE
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
HP 10/10 (1d8+1)(+1 Favored Class)
Fort +3
Ref +2
Will +5

OFFENSE
Speed 30 ft, 20 ft Armored
Melee Lucerne Hammer +2 (1d12+2/x2)
Melee Cestus +2 (1d4+2/19-20x2)
Melee Dagger +2 (1d4+2/19-20x2)
Ranged Sling +2 (1d4+2/x2), range 50 ft.
Space 5 ft; Reach 5 ft

TRAITS
Reactive: +2 on initiative checks -Combat Trait
Touched by Divinity: You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level)(Growth-Enlarge Person). Associated Mythic Path: Hierophant.

FEATS

Combat Reflexes
Martial Weapon Proficiency Lucerne Hammer

SKILLS
Diplomacy
Heal
Knowledge Religion 3 (1rank)
Knowledge Arcana
Knowledge Planes 3 (1rank)
Sense Motive
Spellcraft

EQUIPMENT:

Four-mirror armor (+6/+2/-5), 45gp, 45 lbs
Cold Iron Lucerne Hammer (B or P), 1d12 dmg, crit x2, 30 gp, 12 lbs, brace, reach
Cestus (B or P)1d4 dmg, crit 19-20x2, 5gp, 1 lbs
Dagger (P or S), 1D4 dmg, crit 19-20 x2, 2gp, 1 lbs
Sling (B), 1d4 dmg, crit x2,
Backpack, 2gp, 2 lbs
Bedroll, 0.01gp, 5 lbs
Flint and Steel, 1gp, - lbs
Grappling Hook, 1gp, 4 lbs
Miner's Lantern, 15gp, 2 lbs
5x Oil (1 pint flask), 0.05gp, 5 lbs
Belt Pouch, 1gp, 1/2 lbs
Hemp Rope (50ft.), 1 gp, 10 lbs
Waterskin, 1gp, 4 lbs
Silver Holy Symbol of Gozreh, - lbs
Explorer's Outfit, 8 lbs
Spell component pouch, 5gp, 2 lbs
3x Trail Rations, 0.15gp, 3 lbs

Money spent:$123
Money left:$17

Total equipment weight:
Equipment carried on his body:
Equipment carried on backpack:

SPELLS:

Memorised

Orisons:

Detect Magic
Light
Stabilize

1st LVL:

Protetion from Evil
Bless

DOMAINS - Growth and Oceans:

GROWTH
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 for 1 round, 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.

Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—enlarge person, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—righteous might, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler.

OCEANS
Associated Domain: Water.

Surge (Su): As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.

Domain Spells: 1st—obscuring mist, 2nd—slipstream, 3rd—water walk, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—elemental body IV (water only), 8th—horrid wilting, 9th—tsunami.

CLASS ABILITIES:

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).

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.

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.

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).

BACKGROUND:

Notes on background, work in progress.

Shortly after the appearance of the Eye of Abendego, a splinter-cult of Gozreh called the Storm Kindlers became convinced the Eye was a manifestation of Gozreh. They flocked to the Sodden Lands attempting to repair the devastation caused by it but were unable to cope with the harsh realities of life in the region.

The second expedition came better prepared. With sword and magic they erected a secret stronghold solely dedicated to studying the giant maelstrom. Most Storm Kindler's scholars agreed that the endless storm was an artificial phenomenon born of the natural world current state of unbalance. Nature struggling to regain equilibrium.

The death of Aroden was an event of too much importance in the same time period to be just coincidence. However it did not appear to be any direct relation between the two. As time went by a group inside the order formulated a theory that the Eye of Abendego was a consequence of the Worldwound. The maelstrom would be nature's desperate attempt to patch the hole in reality. The Worldwound in turn was one of the collateral effects of the death of Aroden. Without the power of humanity's god to keep his old enemy Deskari in check the demon lord had pierced the borders of the planes and opened from the abyss a permanent gate to Golarion.

This theory was not universally accepted by all the Storm Kindlers or even the majority of the group. Yet it was too disturbing to be left without further investigation. It was decided that a small group of clerics would join the cruzade being organize by the church of Iomedae to closely investigate the Worldwound and help sealed it.

Despite the first cruzade's failure to fulfill its primary objective and drive the demons away it has became a tradition among the Storm Kindlers to always send an secret envoy to the subsequent cruzades to further study the gate and discover a way to seal it.

When news arrived of the Iomedarian banners being hoisted once again Emil had the honor to be the one chosen to join the 5th Mendevian Cruzade. He was trained in the deeper mysteries of the planes as well as in the use of reach weapons to fight agaist larger opponents.

The whole experience was new and excinting for him. He was found as a kid among the wreckage of a ship sunk by the Eye. Raised by the clerics the temple is the only world he knows. After spending most of his life in a cloistered existence he is eager to see the rest of Golarion without truly realising the dangers that await. Yet Emil knows there is a job to be done and it is a sacred one. Gozreh deserves His reckoning for the atrocities committed against his realm and more than ever the world needs saving. There are debts to collect and demons to kill.