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About KnorrinKnorrin Eppa The Friend Physical Description: Knorrin is a male human of average build, 6’2" tall and about 200 lbs. He has medium-length dark brown hair and deep green eyes which, in moments of anger, seem to flash a strange color. His dress is a brown and green traveler’s outfit and a breastplate, carrying a large backpack and a buckler strapped to his left arm, and a scimitar and dagger at his belt. PFS:
PFS #: 92489-4 XP:10 FP:15 PP:13 Spent 2 PP after PFS First Steps I: In Search of Lore on Wand of Cure Light Wounds
Background:
Knorrin grew up in the chaotic environment of orphanages, where he developed a strong desire to do good and protect all those of good will. These experiences have led Knorrin to be Neutral Good, balancing order and freedom, as the former is often the order of the bully and the latter is often disorganized and ineffectual, but he also seeks to bring together all of good will against the forces of evil. As Knorrin reached mid-adolescence, he found he had a strange, mysterious connection to what seemed to be the power of life itself, and was easily able to magically heal his own bumps and bruises and those of his compatriots. While efforts at such benevolence often made him more estranged in the orphanages, he eventually attracted the attention of his wardens, who also acted as scouts for the priesthood, which takes in so many of the talented and estranged. Through the priesthood of Sarenrae, he was able to go to the famed Venicaan College of Medicaments and Chirurgery in the capital city of Katheer. After graduation, he was able to join the Pathfinders with the aim of supporting the Silver Crusade and spreading the light of Sarenrae around the world. Now, Knorrin seems uncomplicated, being particularly affable, with one of his favorites sayings being “We’re all friends here!”
Character Sheet:
Knorrin Eppa the Friend Male Aasimar cleric 4 NG Medium outsider (native) Init +1, Senses darkvision (60 ft.); Perception +3 Aura aura of good, ================================================= DEFENSE ================================================= AC 19, touch 11, flat-footed 18 (+7 armor, +1 Dex, +1 shield, ) hp 35 ((4d8)+12) Fort +6, Ref +2, Will +7 =================================================
Prepared Spells
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Diplomacy +7;
Languages Abyssal, Aklo, Ancient Osiriani, Azlanti, Celestial, Common, Goblin, Infernal, Kelish, Osiriani, Undercommon
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Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 2d6 points of positive energy damage to undead creatures or to heal living creatures of 2d6 points of damage. Creatures that take damage from channeled energy receive a DC 14 Will save to halve the damage. You can use this abilty 7 times per day. Cleric Extra Channel Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Darkvision See in the dark up to 60 ft. Deathless Spirit Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance. Exalted of the Society: (Faith)(Cleric, Society) You may channel energy 1 additional time per day. (Switched from GL to SC at 2nd.) 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. Restorative Touch (Su) You can touch a creature, letting the healing power of your deity from through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability 6 times per day. Scion of Humanity (Ex) You count as an outsider (native) and a humanoid (human) for any effect related to race. You can pass for human without using the Disguise skill. Spell-Like Ability (Sp) Aasimars can use daylight 1/day as a spell-like ability. 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). Sun's Blessing (Su) Whenever you channel positive energy to harm undead creatures, add a +4 bonus to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy. Truespeaker (Ex) There are some Aasimars whose language transcends all boundaries. They gain a +2 racial bonus on Linguistics and Sense Motive checks, and learn one additional language each time you take a rank in Linguistics. This racial trait replaces the skilled. Venicaan Medic You have studied at the College of Medicaments and Chirurgery, and know by sight the signs of ailments and toxins you might encounter. You gain a +2 trait bonus to Heal checks to treat diseases or poisons, and Heal is always a class skill for you. Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity
Possessions:
Scimitar (Cold Iron) Dagger (Alchemical Silver) Club Shortspear (Cold Iron)(2) Light Crossbow Bolt (Crossbow/CI/Ad) (10) Bolt (Crossbow/CI/AS) (10) +1 Masterwork Agile Breastplate
Backpack, Masterwork, Bag (Waterproof), Rope (Pre-knotted, Silk/50 ft.), Grappling Hook, Ink (1 oz. Vial), Inkpen, Whetstone, Scroll Case, Parchment (Sheet)(5), Rice Paper (Sheet)(4), Waterskin, Rations (Trail/Per Day)(4), Pathfinder Chronicle (3, Arcana, Religion, Planes), Mapmaker's Kit Hammer, Piton (4) Signal Whistle, Sheriff's Whistle
Bandolier -
Wrist Sheath (L): Wand of Cure Light Wounds
Alkali (Flask)
Scroll Box - Scrolls: (See below). At home:
Spells Prepared; Abilities, Equipment, and Money remaining; Equipment Borrowed:
Cleric (CL 4th; concentration +7) 2nd-*heat metal (DC 15)(1/1), resist energy (DC 15)(1/1), shield other (DC 15)(1/1) 1st-burning disarm (DC 14)(1/1), command (DC 14)(2/2), *cure light wounds (DC 14)(1/1) 0th-detect magic, guidance (DC 13), resistance (DC 13), stabilize (DC 13) *:Domain spell. Abilities
Equipment (Consumable)
Antitoxin (Vial) (1)
Healer's Kit: 10/10
Scroll Box - Scrolls: Comprehend Languages (2), Read Magic (2) Scroll Box - Parchment (5), Rice Paper (4) Money
Current Adventure "Borrowed" Equipment
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