Cleric of Brigh

Mordrin Green's page

135 posts. Alias of Mjolbeard89.


Race

Half-Elf

Classes/Levels

Cleric 3

About Mordrin Green

Mordrin Green
Male Human Cleric (Growth and Destruction Domains) 3
TN Medium Humanoid (Half-elf) 19 years old
Init +1; Senses Low-light vision, Perception +6
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DEFENSE
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AC 13, touch 11, flat-footed 12
hp 21 (3d8+3)
Fort +5, Ref +2, Will +10
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OFFENSE
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Speed 30 ft.
Melee
Quarterstaff +4 (1d6 + 2)
Dagger +4 (1d4 + 2; 19-20/x2)
Ranged
Dagger +3 (1d4 + 2; 19-20/x2; 10 ft)
Special Channel Postive/Negative Energy (DC 16; 2d6)
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STATISTICS
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Str 14, Dex 13, Con 12, Int 10, Wis 18, Cha 14
Base Atk +2; CMB +4; CMD 15
Traits Devil Fruit User (Paramechian), Sacred Conduit
Feats Versatile Channel, Improved Channel
Skills Heal +10, K.Arcana +4, K.Religion +4, Perception +6, Profession (Medic) +9
ACP 0
Languages Common
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SPECIAL ABILITIES
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Spontaneous Casting: A cleric can channel stored spell energy into cure spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any cure spell of the same level or lower.
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).
Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her 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.
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 when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of 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.
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her 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. An evil cleric (or one 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 who worships 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 casts 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 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 + 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.
Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
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, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.
Growth Domain Power: Enlarge - As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Destruction Domain Power: Destructive Smite - You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Devil Fruit User: Paramechian (Double Double Fruit - You may split your body into two separate entities as a full round action that provokes attacks of opportunity. These two entities are a duality within yourself. One has the appearance of you but softer features, and talks in a very hyper yet soothing tone, and is Chaotic Neutral. The other has harsher features and talks in a harsher, grittier tone and acts in a cold and calculating demeanor. This doubles alignment is Lawful Neutral. Your stats, skills and abilities remain the same. Your doubles share from your hp as if from one source. Any abilities, such as spells and uses per day are unaffected by your doubles and still draw from the same source, but either double can use them on their respective turns. The doubles act independently of one another, meaning that they are effectively two separate characters that draw from the same pool of resources. All mundane items are duplicated upon making the doubles, anything magical however must remain on one or the other. This counts for spells affecting you. Any persisting harmful effects remain on the double you choose, such as poison, curses, etc. being reduced to 0 hp makes the double that was effectively the cause of getting 0 hp dissapears and snaps back to the other double, reforming into your true form. You may remain in the double form as long as you wish, but the doubles cannot be more than 100ft apart. If this were to happen, a fort save DC equal to 10+1 per 10ft of distance has to be made each round to sustain the double. Otherwise the form that left the 100ft limit snaps back to the other.
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Spells
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0th (at will) Mending, Detect Magic, Guidance, Resistance
1st (3/day+1 Domain) Bless, Shield of Faith, Liberating Command, Cure Light Wounds (spontaneous), True Strike/Enlarge Person (Domain spell)
2nd (2/day+1 Domain) Aid, Protection from Evil (Communal), Cure Moderate Wounds (spontaneous), Shatter/Barkskin (Domain spell)
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GEAR/POSSESSIONS
Quarterstaff
Dagger
Lamellar cuirass
Cleric's kit
Healer's kit (6/10 uses)
Traveler's outfit
Wand of Cure Light Wounds (49/50 charges)
Potion of Mage Armor
Deathwatch Eyes (gives constant use of Deathwatch spell, worn by Green)
Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 51 lb.
Money GP 116 SP 0 CP

Background:
Mordrin is the bastard-born son of a human druid woman who worked in the groves of a wealthy elven family. His mother had worked for years in the grove, tending to the trees as her mother had done before her. All of that ended when one of the elven owners took a liking to her. A short affair took place between the two, but when it was discovered that she was pregnant, the family sent her away to avoid any unwanted questions about how this woman had given birth to a half-elf child.
The woman, filled with sadness about the betrayal of the one she thought loved her, traveled to a sacred grove on a distant island, hoping to find peace among those who understand the heart of trees. It was in that grove that she gave birth to her son.
For a reason she could not understand, the priests asked her to take her child and leave their grove. They almost seemed to sense some kind of darkness in the boy that she could not perceive. So it was that they began their long sojourn throughout the Grand Empire, searching for a place to establish themselves. As they traveled, his mother tried to raise Mordrin in the druidic tradition, but, despite his clear connection to the powers of nature, something prevented him from achieving a druid's bond.
Despite all their travels, they found their welcome short-lived, and they would soon find themselves sailing to yet another island in search of a new home. After about 10 years of this traveling, they found themselves on a small rock of an island that contained little more than a port town where ships on long voyages could stop to resupply their store of water. Mordrin and his mother lived in a small hovel on the edge of this town, barely scraping by on handouts from the locals. His mother soon fell ill, and, after a few months, Mordrin found himself kneeling at his mother's deathbed.
In her final moments, she revealed that she had been able to barter a secret treasure she had kept in her possession for a special fruit. She urged Mordrin to eat the fruit.
Eat this fruit, my son. Eat so you may become great in this world. We have been cast aside by all. Spurned and ignored. Eat of this fruit and the world will remember your name.
Unsure of how eating some fruit could work such wonders, Mordrin was reluctant to do as his mother asked him, but he conceded, and ate the fruit. When he took the last bite, a smile crept across his mother's face, and she died. At the moment of her death, when Mordrin found himself in the darkest moment of his young life, he began to feel a strange power resonating from within him. A wrenching pain spread through his body, and he blacked out.
When Mordrin woke, he found himself curled up in the hold of a ship, apparently as a stowaway. He disembarked secretly when the ship reached its destination, and began moving from ship to ship, taking any job that was offered to him as he explored the mysterious new abilities that had manifested themselves. After several years of moving from ship to ship, he eventually found the crew he is traveling with now. He likes these new shipmates, but is wary that it is only a matter of time before his strange abilities come to light and his crew drops him on the nearest island, glad to be rid of the living curse in their midst.

Appearance:
Mordrin has a very average appearance for a young man his age. He has earthy brown hair, a tan complexion, and an average build. In fact, Mordrin would be basically unremarkable in appearance if it weren't for his eyes. His eyes are almost totally black, except for the brilliant green at their centers. The balance of colors tends to shift whenever he calls upon his divine powers, giving the impression that there are opposing forces at war within him, fighting to take over completely.
Despite the intensity of his eyes, however, Mordrin often walks around in a sullen state, with his head down and his shoulders slumped. His armor is finely crafted of dark leaf cloth, but the traveler's outfit he wears with his armor is in a state of disrepair, like he hasn't replaced his clothes for a few years.