Sargavan Pathfinder

Kirridell Jinae's page

94 posts. Alias of Zesdead.


Race

Human

Classes/Levels

Cleric 1; HP 8/8, Channel Energy 5/8, Touch of Good 7/7, Touch of Glory 6/7, Initiative 0, Perception +4

About Kirridell Jinae

Born and raised in the Northern Country of Mendev, Kirridell learnt the value of honour and justice in an inhospitable land. As a young boy, Kirridell joined the Church of Iomodae and swiftly became a favoured (and devout) acolyte....when he reached his 18th year, the church despatched him to the South to spread the message of Iomodae's glory.

His first calling was to Port Peril in the Shackles where he encountered a lawlessness which was truly at odds with his faith. After being robbed for at least the fifth time and having had his fledgling church burnt to the ground, Kirridell determined that these people were truly beyond redemption and decided to find a more...achievable....challenge.

Boarding the first vaguely legitimate boat out of the Shackles, Kirridell came ashore in Taldor and has wandered, a stranger in the country, for several weeks seeking some form of spiritual calling. After several days on the road (sleeping beneath the stars), he has arrived at the small village of Heldren. With no shrine to Iomodae in Heldren, Kirridell intends to stay a while and spread the word of his god's glory to the people of the village...

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Kirridell Jinae
Male Human Cleric (Iomedae) 1
LG Medium Humanoid

Initiative 0

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Traits
Sacred Touch (stabilise a dying creature by touching it)
Northern Ancestry (+1 trait bonus to Fort Saves and Cold Resistance 2)

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Defense
AC 14, Touch 10, Flat-Footed 14
HP 8
Fort +3, Ref 0, Will +6
Fort Save includes +1 from Trait

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Offense
Speed 30 ft
Longsword +0, 1d8, 19-20/x2
Cold Iron Handaxe -4 (not proficient), 1d6, x3

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Statistics
Str 10(0) Dex 10(0) Con 10(0) Int 10(0) Wis 18(+4) Cha 16(+3)
Wisdom includes +2 Ability Modifier for Human

BAB 0, CMB 10, CMD 10

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Feats (+1 Feat for Race)
Extra Channel
Self-Sufficient

Show Feat Mechanics:

Extra Channel
You can channel divine energy more often; Prerequisite: Channel energy class feature.
Benefit: You can channel energy two additional times per day.

Self-Sufficient
You get a +2 bonus on all Heal Checks and Survival Checks.


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Skills
Diplomacy (Cha) +7
Heal (Wis) +10 includes +2 Feat Bonus
Sense Motive (Wis) +8

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Class Features
Aura
Spells
Channel Positive Energy

Class Feature Mechanics:

Aura (Ex)
A cleric of a good / lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Spells
A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. His alignment, however, may restrict him from casting certain spells opposed to his moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare his spells in advance.

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 (14 + spell level)

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given in the Core Rulebook. In addition, he receives bonus spells per day if she has a high Wisdom score (see Table in Core Rulebook: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during her daily meditation.

Channel Energy (Su)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of his faith through his 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 one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.

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 + bonus from Glory Domain(16). Creatures healed by channeled 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 + his Charisma modifier + Feat Bonus(8). This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include himself in this effect. A cleric must be able to present his holy symbol to use this ability.


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Spells
3 Level 0 Spells (Osirons)
2 Level 1 Spells
1 Level 1 Domain Spell

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Domains
Glory Domain
Good Domain

Show Domain Mechanics:

Glory Domain
Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level (1) on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier (7).

Domain Spells: 1st—shield of faith

Good Domain

Granted Powers: You have pledged your life and soul to goodness and purity.

Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (7)

Domain Spells: 1st—protection from evil


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Languages
Common

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Equipment
Chain Shirt (-2 AC Check Penalty, 20% arcane spell failure)
Longsword
Cold Iron Handaxe
1 Flask of Alchemical Fire
Holy Symbol of Iomodae
Back Pack
Bed Roll
Cold Weather Outfit
Snowshoes
Trail Rations for 5 days
Water Skin

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Tracked Resources
HP 8/8
Channel Energy 5/8
Touch of Good 7/7
Touch of Glory 7/7
Level 0 Spells available 3
Spells Learnt: Light, Purify Food and Drink, Stabilize
Level 1 Spells available 1/2
Spells Learnt: Cure Light Wounds, Endure Elements
Level 1 Domain Spell available 1/1
Spell Learnt: Protection From Evil (Good Domain)

Current Wealth: nil