About Lady Rosalyn Aanya LuminussDescription:
Personality:
Numbers:
Str=12 [+1]2p
Affiance:
Movement"
Unarmed strike TH+1 DMG1d3+1 x2 B+L
Defiance:
Initiative +3
Vigor Points: 8
Defense: 14 (+3 dex +2 feat)
Resistance: DR5/— [Cold/Acid/Electricity]
Saves:
*+2 trait bonus on all saving throws against charm and compulsion effects.
HP 1d8+1+1 / AC15 T13 FF12 Finley made Silkwave light Armour 20gp 7.5lb Feats and Traits:
Feats:
Traits:
Drawback:
Skills:
Skill Points [2+1wis+1FC] 4 +9 Acrobatics(+3dex, 1rank +3Class +2Race)< +1 Appraise(+1int, 0rank) +1 Bluff (+1Cha 0Rank) +1 Climb(+1str, 0rank) +1 Craft[All](+1int, 0rank)< +5 Fly (+3dex, 1rank +3Class +2Race -4Poor)< -- Disable Device (+1int, 0rank) +1 Diplomacy (+1Cha 0Rank)< +1 Disguise(+1cha, 0rank) +3 Escape Artist(+3dex, 0rank) +9 Heal (2wis 1rank +3Class +2Item)< +1 Intimidate (+1Cha 0Rank) +1 Knowledge (Dungeoneering) (+1int, 0rank)< +1 Knowledge (Engineering) (+1int, 0rank)< +1 Knowledge (Geography) (+1int, 0rank)< +1 Knowledge (History) (+1int, 0rank)< +1 Knowledge (Local) (+1int, 0rank)< +1 Knowledge (Nature) (+1int, 0rank)< +1 Knowledge (Nobility) (+1int, 0rank)< +1 Knowledge (Planes) (+1int, 0rank)< +1 Knowledge (Psionics/Arcana) (+1int, 0rank)< +1 Knowledge (Religion) (+1int, 0rank)< +5 Linguistics(+1int 1rank +3class)< +2 Perception(+2wis, 0rank)< +1 Ride (+1Str 0ranks)< +1 Perform (+1Cha 0Rank) +2 Sense Motive(+2wis, 0rank)< -- Sleight of Hand(+3dex, 0rank) +1 Spell craft(+1int, 0rank)< +3 Stealth(+3dex, 0rank) +4 Survival(+2Wis 0rank +2Item) +1 Swim (+1Str 0rank) +1 Use Magic Device(+1cha, +0rank)< Concentration +3 (1CL+2WIS) < = Classfeat other Skill Race Aasimar Garuda-Blooded (Plumekith):
Racial Traits Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Wis and +2 Dex. Type: Aasimars are outsiders with the native subtype. Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size. Base Speed: Aasimars have a base speed of 30 feet. Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Feat and Skill Racial Traits Skilled:
Spell-Like Ability (Sp):
Darkvision:
Aasimar Cleric Add +1/2 to damage when using positive energy against undead or using Alignment Channel to damage evil outsiders. CN Cleric L1 God Learner:
BAB+0
Hit Die: d8 Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less. Class Skills Skill Ranks Per Level: 2 + Int modifier. The cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
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 deities. Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details). 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 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. - Domains - Domain: Travel.
Agile Feet (Su):
Domain Spells: 1st—longstrider, Domain: Knowledge->Thought
Lore Keeper (Sp):
Domain Spells: 1st—comprehend languages Spells:
Orisonsx3
Level 1 2+1
NOTES Spells A cleric casts divine spells which are drawn from the cleric spell list. 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 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.
Items Coin:
Starting coin: 140gp Finley made Silkweave light Armour 20gp 7.5lb
Silkweave Spell component pouch 10gp 1lb Silkweave Belt Pouch 1 2gp 1/4lb
Silkweave Belt Pouch 2 2gp 1/4lb
Silkweave Side bag
Weapons
Mythic- Godling - Hierophant:
Godling:
Hierophant:
Mythic Feat:
Hard to Kill (Ex):
Bonus Hit Points:
Mythic Power: (Su) 5/Day
Surge: (Su)
Divine surge: Hierophant Inspired Spell (Su):
Hierophant Mythic Abilities x1 Relentless Healing (Su)
Back story:
Cleric L1 (God Learner)] The God Learner philosophy is an odd one, there is no god-head at its centre but a question, an ideology that questions gods.
God Learners seek the truth, God Learner work to find out all the knowledge of the gods, every teaching, every rite, every secret, ever holy book all knowledge of the gods. By leaning the gods ways God Learners seek to know what gods are and if there is anything beyond them. A deeper truth to reality. How this is done varies a lot, some take new knowledge with force, other work for years looking over dusty tomes as scrolls. Some head out into the world as seekers, looking for knowledge. the ranks of God Learners is filled with Kings and princes, collectors, wise men, mystics, beggers and all beings under the gods. Some see it as the great puzzle, others as the great idea. Some hate the God Learners hunting them when ever they find them, inquisitions most of all. Most faiths do not like there secrets known. Some just look on with perplexity at the God Learners. When to God Learners meet, they share all they know. Every God Learner is marked with the Open palm of questioning. This mark may take any form but when two God Learner come close they mark becomes visible and can be shown to the other God Learner. God Learners can take any Domain but Good/Evil/law/Chaos or any sub Domain of such.
God Learners must can't join other faiths, They can spy on them, but if they join one they lose all God Learner knowledge and powers. This is a (Su) single event and cant be stopped unless very powerful magic is used, that invariably costs the live of the convert. Reincarnation:
God Learners: faiths weapon is 'unarmed attack' Domain - Travel + Knowledge. Conjecture: What if gods where not good, lawful, evil, Chaotic, what if in fact all gods are greedy, used faith to gain power and keep power, what if faith is just a means to enslave souls, minds and bodys to give gods just what they want more than anything, food. That is the question at the heart of the "God Learner" philosophy and world view,"God Learners" seek knowledge to prove of disprove that view. Her parents wanted her to be a cleric, just like them, all she had to do was find the right faith. So she looked, coming from a large city it was not hard to find temples and church, good and bad gods, Lawful and chaotic, she tried the small. But what she found behind temple door and in cloisters deep, was greed, indifference, intolerance, blind abidance to out right corruptions within each faith. Good gods had followers building temples wile the followers went with out, Evil gods order follows to convert or kill, and the followers did never thinking to why? Lawful gods never placed themselves on trial. Chaotic gods where never so mad as to want ever less souls or stop being gods. She could not put what she was thinking into words. That was until the day a friend told her of an odd place where the rule of gods was questioned. A slip of paper and an address. That was the day she meet her 1st "God Learners" and the day she joined there ranks. Within there ranks she leaned a lot, she also picked a roll, she was a seeker.
Now she travels as a seeker, looking for Knowledge of new gods and faiths. Right now she's on a ship, sailing to a new land, her ticket paid for, her passage arranged, there she may find what she seeks.
Notes:
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