John doesn't know who he is, but other people sure seem to. All he knows is that he woke up face down in the sand with the tide trying to get down his throat. He spent six days on that island before a ship spotted him. He was half dead and hearing voices. His rescuers turned out to be his captors. They wasted no time slapping chains on him and giving him an oar to run.
The ship was plagued with ill fortune. Vermin ran rampant. Disease began to spread.
While checking the galley-slaves for signs of infection the first mate spotted the marks on his palms. The captain apologized profusely, handing him a sack of money and ushering him off the gangplank and onto the docks. John played cool, but really he had no idea what had spooked the captain so.
With nothing to his name but a sack of strange coin and the once-fine rags he had woken up in, he found himself at Port Peril. For some reason that name seemed familiar. The voices told him so.
Appearance:
Spoiler:
John is tall and thin with an easy smile that never quite seems to reach his eyes. Probably because they look like a corpse's. Something has drained the color from them, leaving the irises a milky white. His hair is unkempt and stringy, and he wears tattered clothes that were once very fine indeed. His most striking feature is his icy blue-white skin. He looks very much like a freshly drowned corpse.
A thick hanging scar wraps his neck. The careful, even scars of torture line his body. His palms are branded. A number of tattoos dot his body written in a cypher, marking him like a map. His hands bear strange markings, a ring of bone-white chains on each palm.
HP: 31
XP:
=====Defense=====
Spoiler:
AC 17 (+4 chain shirt +1 buckler, +1 dex)
CMD 13
+2 Fort (+2 class)
+1 Ref (0 class, +1 dex)
+5 Will (+2 class, +3 wis)
=====Offense=====
Spoiler:
BaB +0
CMB +0
Bone Dagger -1, 1d4, 19-20 x2 fragile
Thrown Bone Dagger +2, 1d4, x2 crit, 10' range inc., fragile
Armor Spikes -1, 1d4-1, x2 crit
x3 Combat net -3, touch attack, hit=entangled
=====Traits and Feats and Abilities=====
Spoiler:
-Traits-
Birthmark: This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.
-Abilities-
Web once per day
+2 racial bonus to Escape Artist and Intimidate
Animated Chain (prehensile tail): retrieve small, stowed objects carried on their persons as a swift action.
=====Skills=====
Spoiler:
Skill Points: 5 (2-class, 2-int)x1, +1 favored class
ACP -1
Dark Tapestry Domain:
It Came From Beyond (Ex): Once per day when you cast a summoning spell, any one creature you summon is more powerful than normal. The creature gains the advanced creature simple template. If you summon more than one creature with a spell, only one of the summoned creatures gains the advanced creature simple template. A summoned creature that gains the advanced creature simple template in this manner looks unusually deformed or hideous. This ability only works on spells you cast as a cleric—it does not work on spellcasting ability gained from any other spellcasting classes you might have.
Undeath Domain:
Death’s Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura: A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment. (I'm neutral)
Spontaneous Casting: Inflict
Channel Negative Energy: 3d6, DC 14, 6x per day
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.