Kagyu Mamoru's page

247 posts. Alias of NPL.

Full Name

Kagyu Mamoru


M Half-Elf Cleric | 33/33 HP | AC 22 | T 10 | F 22 | CMB +4 | CMD 16 | Init +2 | Per +9 | | Fort +7 | Ref +4 | Will +8 | MW Morningstar +5 1d8+2 | Light Crossbow +5 1d8 19-20 | Spell DC 15 | Spell load out








Chaotic Good






Elf, Common


Bodyguard, Healer, Medic

Strength 12
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 17
Charisma 16

About Kagyu Mamoru

Kagyu Mamoru
Male half-elf cleric of Shelyn 4
CG Medium humanoid (elf, human)
Init +2; Senses low-light vision, Perception +8
Aura aura of good

AC 22, touch 10, flat-footed 22 (+8 armor, +1 natural, +3 shield)
HP 33 (4d8+9)
Fort +7, Ref +4, Will +8, +2 vs. enchantment spells and effects
Defensive Abilities bit of luck (6/day), resistant touch (6/day)

Speed 20 ft. (-10 armor encumb.)
Melee Shield, heavy steel +1  (1d4)
Melee +1 Cold Iron Morningstar, +5 (1d8+2)
Ranged light crossbow +5 (1d8/19-20)

Special Attacks Channel positive energy (1.33 * 2d6, DC 15, 6/day)

Domain Power Spell-Like Abilities Bit of Luck (6/day), Resistant Touch (6/day)
D Domain spell; Domains Luck, Protection

Str 12, Dex 14, Con 14, Int 8, Wis 15, Cha 16
Base Atk +3; CMB +4; CMD 16
Feats Selective Channeling, Racial(Skill Focus (Performance (String Instruments)), Endurance
Traits Rescued (Koya), Ear for Music (Shelyn) (perform(string intrument))
Skills Acrobatics -6 , Acrobatics (Jump) -10 , Climb -7 , Diplomacy +7 , Escape Artist -6 , Fly -6 , Heal +7 , Knowledge (Religion) +3 , Perception +9 , Perform (String Instruments) +11 , Ride -6 , Sense Motive +7 , Stealth -6 , Swim -7
Languages Common, Elven
SQ adaptability, aura, aura of good, bit of luck, elf blood, elven immunities, keen senses, low-light vision, multitalented
Gear half-plate, shield, heavy steel +1, morningstar +1 (cold iron), crossbow, light, headband of inspired wisdom +2, amulet of natural armor +1, cloak of resistance +1, pearl of power (1st level), outfit (cold-weather), bolts, crossbow (10), pathfinder's kit, musical instrument (mandolin)
Adaptability (Ex)(Perception, Perform String Instruments)) Half-elves receive Skill Focus as a bonus feat at 1st level.
Alternate Racial Trait: Fey Thoughts (Ex) Perform and Perception are class skills.
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Aura of Good (Ex) You project a faint good aura.
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 6 times per day.
Bonus Channeled Energy Add +1/3 to the amount of damage dealt or damage healed when the cleric uses channel energy.
Channel Positive Energy
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 13 Will save to halve the damage. You can use this ability 6 times per day.
Ear for Music (Shelyn) (Perform (String Instruments)) You spent countless hours of your youth in one of Shelyn's temples, listening to wonderful musicians and singers. You gain a +1 trait bonus on one category of Perform checks and a +2 trait bonus on any Knowledge (local) checks that deal with the local art or music scene.
Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.
Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Rescued (Koya) At some point in the past, you had a terrifyingly close brush with death. Maybe a goblin nearly killed you during an attack on the town, or perhaps a building struck by a giant's boulder collapsed around you. Whatever the peril was, you would have certainly died if not for the swift actions of Koya, who intervened just in time to save your life. You've never forgotten this, and remain fiercely loyal to her. Perhaps even more importantly, the method in which she saved you seems to have had an impact on your own skills. Koya saved you by casting a healing spell on you just before you died, and as a result you gain a +2 trait bonus whenever you use cure spells to heal damage. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your savior.
Resistant Touch (Sp) As a standard action, you can touch an ally and grant them your +1 resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability 6 times per day.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You 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).

Spell load-out

Favored Spells:

0: Detect Magic
0: Light
0: Guidance
0: Resistance

1: Sanctuary (domain)
1: Cure Light Wounds (free)
1: Compel Hostility
1: Shield of Faith
1: Bless


Kagyu stood in the doorway of Sandpoint Cathedral. A morning mist hung in the air and the trees were starting to blossom. Caravan season had nearly arrived. The drier roads brought out the merchant wagons and their escorts...which in turn brought out bandits gangs who trolled the caravan routes looking for an easy take. In another week or so, Kagyu would start receiving job requests from the usual faces that came around this time of year. He had actually already received a couple offers from some particularly anxious caravan owners.

Merceneary work was never short for a war-tested battle cleric. Even if the caravan's didn't encounter brigands--and it was better that they didn't--it was good to have a healer on hand to tend to injured horses and sick passengers. And if they didn't need that? Kagyu's easy manner and musical training as a cleric of Sheylyn always made him popular at the nighly camps. It was part of the reason he found himself in high demand each season. Guard, healer, and entertainment all in one neat package.

Along with the usual excitement Kagyu usually felt, there was also some apprehension. After the death of Koya's mother some months back, she had been pestering her adopted son Sandru to take her with on a longer carvan route. One that would almost certainly be riskier once they left the more traveled local routes. Ever since Koya has saved his life several years ago, he had felt some responsibility towards her. It would be nice to range a bit rather this year. And he couldn't just let her and Sandru travel alone could he...?