![]()
About Kaseem ibn al MajidAbout Kaseem, Cleric of Wadjet Kaseem
======================================================================== Defense AC 17, touch 11, flat-footed 16 (+ 4 armor, + 2 shield, + 1 Dexterity)
BAB= + 2 CMB= + 3 CMD= + 14 ======================================================================== Offense Speed 40 ft. Melee Morningstar (+ 3 to hit, + 1 to damage, 1d8/x2), Deals B and P damage
Ranged Crossbow, Light (+ 3 to hit, + 0 to damage, 1d8/19-20x2), Deals P damage
Space: 5 ft.; Reach: 5 ft. ======================================================================== Skills Diplomacy: 7 (2 ranks, + 2 Cha, + 3 class skill)
Languages: Common and Orc ======================================================================== Half-Orc Racial Traits:
Standard Racial Traits Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature. Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon. Alternate Racial Traits Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
======================================================================== Traits:
Fate's Favored (Basic, Faith): The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. Seeker (Basic, Social): You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Feats:
1st Level Feat Selective Channeling:
Prerequisites: Cha 13, channel energy class feature. Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected. 3rd Level Feat Extra Channel:
Prerequisites: Channel energy class feature. Benefit: You can channel energy two additional times per day. Special: If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional times per day, but only to channel positive energy. If a warpriest with the ability to channel energy takes this feat, he gains four additional uses of fervor per day, but can use them only to channel energy.
======================================================================== Class Features Cleric Class Features:
Weapon and Armor Proficiency
Aura (Ex)
Spellcasting
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Chaotic, Evil, Good, and Lawful Spells A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. Orisons
Channel Energy (Su)
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. Choice: Channel Positive Energy Domains
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. Domains Selected: Protection (Defense) and Travel Protection (Defense) Domain and Subdomain Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess. Deflection Aura (Su): The following granted power replaces the resistant touch power of the Protection domain. Deflection Aura (Su): Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense. Domain Spells: 1st—shield(R), 2nd—barkskin(R), 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere. Travel Domain Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet. Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection. Spontaneous Casting
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).
======================================================================== Inventory Tracking Sheet Mundane Gear:
Studded Leather Armor Crossbow, Light Bolts (10) [3] Alchemical Silver Morningstar Masterwork Backpack Lamellar armor (leather) Darkwood Heavy Shield Alchemical Gear:
Alchemist's Fire (flask) [2] Acid (flask) [2] Tanglefoot Bag Tindertwig [2] Holy Water Magical Items:
Wand of Cure Light Wounds [33 charges] Wand of Endure Elements [40 charges] Wayfinder Traveler's Any-tool Scrolls:
Scroll of Read Magic Scroll of Purify Food & Drink Scroll of Magic Weapon [2] Scroll of Comprehend Languages [2] Scroll of Air Bubble Scroll of Shield of Faith Scroll of Protection from Evil Scroll of Remove Fear Scroll of Divine Favor [2] Scroll of Detect Magic Scroll of Detect Poison Scroll of Endure Elements Scroll of Bless [2] Scroll of Shield [2] Scroll of Mending Scroll of Spark Scroll of Detect Evil Scroll of Detect Undead Scroll of Obscuring Mist Mundane Gear not on Item Tracking Sheets:
Explorer's Outfit Shield, Heavy wooden Bolts (10) Morningstar Dagger Bedroll Blanket Soap [2] Rope, hemp (50 ft.) Whetstone Candle [10] Oil, lamp [2] Torch [4] Rations, trail [6] Holy Symbol, iron Backpack, common Sack [4] Poncho Pouch, belt Pouch, spell components Waterskin Book, journal Ink Inkpen [3] Chalk [10] Bandolier [2] Flint & Steel Grooming Kit Holy Text Parchment (sheet) [5] Piton [2] Scroll Box [2] Weapon Cord [2] Wrist Sheath (spring-loaded) [2] Cold Iron Morningstar Longspear Cold Weather outfit Furs Heated Gloves Replacement heat packs for heated gloves [5] Cleats Snowshoes Snow goggles Sunblock kohl Climber's Kit Healer's Kit Longspear Hammer Tent, small Cold Iron Dagger Alchemical Silver Dagger Gear maintenance kit Mess kit ======================================================================== Spell List:
Orisons [4]
1st Level Spells [3]
2nd Level Spells [2]
Domain Spells from Protection (Defense) and Travel 1st Level - Shield
======================================================================== Kaseem ibn al Majid's Boons:
Pathfinder Society Scenario #7-16: 'Faithless and Forgotten, Part 2 – The Lost Colony of Taldor' Archaeological Expert: The Pathfinder Society has a long tradition of archaeological exploration, and you have proven yourself a capable excavator and historian. You gain a +1 bonus on Appraise and Knowledge (History) checks to identify the cultural significance of art and objects. If you would fulfill the primary success conditions of an adventure but fail its secondary success conditions, you can cross this Boon off your Chronicle Sheet and attempt an Appraise, Knowledge (History), or Profession (Archaeologist) check (DC = 10 plus twice your character level). If you succeed, you make a small but significant archaeological discovery that allows you – and only you – to earn the Prestige Point award anyway. You cannot take 10 on this check. Imperium Initiate: Your study of Jistkan ruins and golems has taught you a few tricks for handling the supernatural soldiers of ancient Garund. You can cross this boon off your Chronicle Sheet before casting a spell to make it especially effective against constructs and divs. Those creatures take a -2 penalty on all saving throws made against the spell for 1 round. Alternatively, you can cross this boon off your Chronicle Sheet as a free action to treat the hardness and damage reduction of all constructs and divs as 5 lower against your attacks for 1 round. Pathfinder Module: 'Heroes for Highdelve' Blessing of Aurelliax: By helping the people of Highdelve, you have also earned the favor of its protector, Aurelliax. As a sign of her appreciation, she has provided you a small golden dragon statuette. You can check the box that precedes this boon to tap into the statuette's faint magic and gain one of the benefits below; afterward cross out all of the benefits below (except Dragon's Friend, if you selected that benefit).
Highdelve's Hero: You were instrumental in saving Highdelve from imminent attack and preserving its Brightbloom tradition. If you played one of the pregenerated characters, you earn the benefit below associated with that character. Otherwise choose one of the benefits below; cross out the other benefits.
Pathfinder Society Scenario #6-18: 'From Under Ice' Tapestry Traveler (Grand Lodge): In recognition of your detailed reports about Naldak's descendants, the Pathfinder Society gifts you with insights that may prove useful on a future journey into the Hao Jin Tapestry. You may activate this boon at any time with the Hao Jin Tapestry, and its benefits apply for the rest of the scenario. You gain favored terrain +2 (Hao Jin Tapestry) as per the ranger ability of the same name. A character with the favored terrain ability may instead choose to permanently change one of their favored terrains to the Hao Jin Tapestry. When you use this boon, cross it off your Chronicle Sheet. Warm Friend in a Cold Land: You have befriended Uliyara, a stilyagi Jadwiga, and she proves to be a valuable ally in Irrisen. Whenever you are in Irrisen, you can apply a +2 circumstance bonus on all Diplomacy checks. You may additionally bring Uliyara along with you on one mission to any location, allowing her to grant you the effects of this boon outside Irrisen. When you use this boon outside of Irrisen, cross it off your Chronicle Sheet. Pathfinder Society Scenario #9-18: 'Scourge of the Farheavens' Guardian of the Farheavens: You successfully reunited Dolok Darkfur with the last godcaller of the Farheavens, earning the gratitude of the mighty eidolon. You can check one of the boxes that precede this boon as a standard action to affect a single bear or owlbear with a charm monster effect (DC 19; CL 8th). Alternatively, you can check a box that precedes this boon as a standard action to use bear's endurance as a spell-like ability with a caster level equal to your character level.
|