Julril Zummish
Ancestry Human (Versatile)
Background Field Medic
Class Cleric
Alignment NG
Deity Iomedae
Perception +8=+3 Wis +5 Prof(t)
Languages Common, Elvish
Hero Points 1/3
-Defense-
HP 41/41
AC 18=10 +1 dex +5 Prof(t) +2 studded leather
Steel Shield +2 AC, Hardness 5, HP 20, BT 10
Fort +9=+2 Con +7 Prof(e)
Ref +6=+1 Dex +5 Prof(t)
Wis +10=+3 Wis +7 Prof(e)
-Offense-
Speed 25ft
Melee Smoking Longsword +8=+2 Str +5 Prof(t) +1 Item, 1d8+2 +1 fire S, Versatile P
Ranged Crossbow +6=+1 Dex +5 Prof(t), 1d8 P
Spell Attack +8=+3 Wis +5 Prof(t)
Class DC 18=10 +3 Wis +5 Prof(t)
-Abilities-
Strength 14 (+2)
Dexterity 12 (+1)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 16 (+3)
Charisma 12 (+1)
-Skills-
Acrobatics +1=+1 Dex
Arcana +0
Athletics +7=+2 Str +5 Prof(t)
Crafting +0
Deception +1=+1 Cha
Diplomacy +6=+1 Cha +5 Prof(t)
Intimidation +6=+1 Cha +5 Prof(t)
Lore (Warfare) +5=+5 Prof(t)
Medicine +10=+3 Wis +7 Prof(t)
Nature +3=+3 Wis
Occultism +0
Performance +1=+1 Cha
Religion +8=+3 Wis +5 Prof(t)
Society +5=+5 Prof(t)
Stealth +1=+1 Dex
Survival +8=+3 Wis +5 Prof(t)
Thievery +1=+1 Dex
-Feats & Abilities-
Versatile Heritage (heritage)
Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).
Natural Skill (ancestry)
Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.
Battle Medicine ◆(background)
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
Deity (feature)
As a cleric, you are a mortal servitor of a deity you revere above all others. The most common deities in Pathfinder are found here, along with their alignments, areas of concern, and the benefits you get for being a cleric of that deity. Your alignment must be one allowed by your deity, as listed in their entry. Your deity grants you the trained proficiency rank in one skill and with the deity's favored weapon. If the favored weapon is uncommon, you also get access to that weapon.
Your deity also adds spells to your spell list. You can prepare these just like you can any spell on the divine spell list, once you can prepare spells of their level as a cleric. Some of these spells aren't normally on the divine list, but they're divine spells if you prepare them this way.
Iomedae (The Inheritor) (LG)
Divine Ability Strength or Constitution
Divine Font heal
Divine Skill Intimidation
Favored Weapon longsword
Domains confidence, might, truth, zeal
Alternate Domains duty
Cleric Spells 1st: true strike, 2nd: enlarge, 4th: fire shield
Divine Font (Healing Font) (feature)
Through your deity's blessing, you gain additional spells that channel either the life force called positive energy or its counterforce, negative energy. When you prepare your spells each day, you can prepare additional heal or harm spells, depending on your deity. The divine font spell your deity provides is listed in the Divine Font entry for your deity; if both are listed, you can choose between heal or harm. Once you choose, you can't change your choice short of an ethical shift or divine intervention.
Healing Font: You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only heal spells in these slots, and the number of slots is equal to 1 plus your Charisma modifier.
Doctrine: Warpriest You have trained in the more militant doctrine of your church, focusing on both spells and battle.
First Doctrine (1st): You’re trained in light and medium armor, and you have expert proficiency in Fortitude saves. You gain the Shield Block general feat, a reaction to reduce damage with a shield. If your deity’s weapon is a simple weapon or an unarmed attack, you gain the Deadly Simplicity cleric feat. At 13th level, if you gain the divine defense class feature, you also gain expert proficiency in light and medium armor.
Second Doctrine (3rd): You’re trained in martial weapons.
Toughness (bonus)
You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.
Shield Block ↺(bonus)
Trigger While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Domain Initiate (class)
Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity's list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics. Each domain's theme and domain spells can be found here.
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. The full rules for focus spells appear here.
Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell.
Domain: Confidence
Domain Spell: Veil of Confidence; Advanced Domain Spell: Delusional Pride
You overcome your fear and project pride.
Assurance: Medicine (Skill)
Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).
Special You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.
Robust Recovery You learned folk medicine to help recover from diseases and poison, and using it diligently has made you especially resilient. When you Treat a Disease or a Poison, or someone else uses one of these actions on you, increase the circumstance bonus granted on a success to +4, and if the result of the patient’s saving throw is a success, the patient gets a critical success.
Stoke Flames ◆ (concentrate) Until the end of your turn, the blade deals 1d6 extra fire damage instead of just 1. After you use this action, you can’t use it again for 10 minutes.
-Inventory-
Smoking Longsword
Steel Shield
Studded Leather
Backpack (bedroll, chalk (10), flint and steel, rope, rations (2), torch (5), waterskin, soap)
Compass
Expanded Healer's Tools (+1 to Medicine checks)
Wooden Religious Symbol
Minor Healing Potion
Ladder Feather Token
Wand of Heal (1st)
3x Holy Water
3x Scrolls Protection
4x Antivenom Potion
Bulk 4.2 Encumbered 7 Max 12
Coin 3gp 10 sp
-Focus Spells-
Focus Points: 1/1
Veil of Confidence ◆ (v)
-Prepared Spells-
Cantrips: Lvl 1
Detect Magic ◆◆(s,v)
Disrupt Undead ◆◆(s,v)
Divine Lance ◆◆(s,v)
Guidance ◆(v)
Light ◆◆(s)
Level 1
Bless ◆◆(s,v)
Bless ◆◆(s,v)
True Strike ◆(v)
Level 2
Restoration 1 minute(s,v)
Spiritual Weapon ◆◆(s,v)