Description Lady Zallena Rol-Jackaroon Build: Slender, beautifully proportioned, graceful and attractive. With Long golden hair, golden eyes, dark tanned gold tattooed skin {Really a Animated Aasimar birthmark}, Long Legs, slightly ears pointed as if 1/4 elf and tall at 6'8". An Aasimar who can easily pass for human. But when you look into her eyes, what looks back to you is the assessing and calculating stair of a stone cold killer.
Personality
Nobel,Polite, political, Controlled, Disciplined, well educated and dead pan, She has a very dry and smart sense of wit, a cool and culatining mind. She has a presence of order and nobility {Cleric area}. Zall does nothing on impulse, always waiting just a moment before acting. In her violence she is methodical, pragmatic and deadly. She will work with anyone who she sees as being of use to her, or aiding in her fight with the forces of Demonic Chaos.
"Be polite, be professional, but have a plan to kill everybody you meet" Is her moto now.
Resistance:
Acid resistance 5, cold resistance 5, electricity resistance 5, Fire resistance 1.
+2 trait bonus on all saving throws against charm and compulsion effects.
+1 Vs Poison.
Weapon and Armor Proficiency
+3 to AC and CMD
Legendary clerics are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality. They are not proficient in any armor or shields. In addition, they gain the AC bonus class feature (detailed above) as well as Improved Unarmed Strike as a bonus feat.
Traits:
1:Noble {Regional Traits}
You are a scion of one of the warring noble houses and are well versed in maneuvering though the cutthroat world of politics.
Benefit: You gain a +1 trait bonus on Knowledge (nobility) and Sense Motive checks.
2:Dueling unto Death {Campation Trait}
You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honorable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honorable. Dueling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honor. Now, dueling of any sort is punished severely. Dueling to the death is a sure way to be sent to Branderscar Prison.
Punishment: Death by beheading
Benefit: You gain a +2 bonus on disarm checks and feint checks
FROM FEAT
3:Infernal Influence (Human)
Benefit: You gain fire resistance 1 and a +1 trait bonus on Fortitude saves against poison.
4:Birthmark{Faith Trait}
Benefits: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Aasimar Archon-Blooded (Lawbringers):
Lawbringers reflect the patience of their archon ancestors in their daily lives; they understand the need for rules and routines, and use their inherent discipline to train in their chosen field as they seek to do good. They develop their talents faster than most of their peers and show exceptional skill at whatever they focus their attention on.
Lawbringers feel most comfortable in regions where a clear hierarchy and system of justice exists, preferably alongside good people and honest rulers. Lawbringers are champions of justice and of doling out punishment to the wicked, and often believe chaos is the cause of all mortal suffering.
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.
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Defense Racial Traits
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill
Skilled
Skilled
Skill Modifiers: Archon-Blooded aasimars gain a +2 racial bonus on Intimidate and Sense Motive checks.
Gain an additional +2 racial bonus to your Dexterity score.
Ability Modifiers +2 Con, +2 Wis
Alternate Skill Modifiers
TYPE: Scion of Humanity
Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (Human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for Human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Skills TBC:
Skill Ranks Per Level: 4+2+Int modifier = {9/9}
Class Skills
The legendary 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).
+1 trait bonus on Knowledge (nobility) and Sense Motive checks.
+2 Archon-Blooded aasimars gain a +2 racial bonus on Intimidate and Sense Motive checks.
Human 'Well Educated' All Kn skills are class skills.
Class Features
The following are features of the legendary cleric LAW.
Weapon and Armor Proficiencies
See FEATS
Faith (Su) [LAW] [4/4 Fath Points a day]
A legendary cleric’s power is drawn from their faith, a deep and powerful belief in a greater power or meaning. This may take the form of a deity or pantheon, spirits, ancestor worship, a deep reverence of nature, or any other religious or spiritual belief. A legendary cleric’s alignment must be appropriate to their religion; if they worship a deity, their alignment must be within one step of that deity’s. Otherwise, they should choose an alignment which reflects the values of their faith. At 1st level, the cleric’s faith manifests itself in a pool of points which fuel their domain powers. The cleric’s faith pool is equal to ½ their level plus their Wisdom modifier (minimum 1). When casting a spell, they can expend 1 point of faith to increase their effective caster level by 1 or increase the DC of the spell by 1. The legendary cleric regains all expended faith when they regain spells each day.
Aura (Ex) [LAW]
A legendary cleric treats their level as 5 higher when determining the strength of their alignment aura. If they worship a deity or an aligned faith, they gain a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Knowledge of the Faith (Ex)
A legendary cleric automatically gains a number of ranks in Knowledge (religion) equal to their class level and may use Wisdom in place of Intelligence for Knowledge (religion) checks. In addition, they automatically succeed at any Knowledge check related to their faith, though if it isn’t about their faith specifically (for instance, a story about a different deity that theirs is involved in), they only know the parts that involve their faith.
Channel (Su) [5xDay] {CB+1}[1d3/Positive or Negative]
variant-channeling
Rulership: Heal—Creatures gain a channel bonus on Diplomacy checks and to the DC of their language-dependent and charm effects until the end of your next turn. Harm—Creatures are dazed for 1 round.
Domains
The power of a given faith is not all-encompassing. Regardless of how powerful a deity is or how wide-reaching a faith may be, a legendary cleric can only contain so much of that power and scope within themselves. At 1st level, the legendary cleric chooses one domain based on their faith; though the setting may include set domains for a deity or religion, at the GM’s discretion the legendary cleric may choose any domain that is appropriate. Each domain has an associated skill known as a divine skill. When a domain is selected, the legendary cleric immediately gains that skill as a class skills.
Nobility Domain
The domain of nobility is one of leadership and valor.
As a legendary cleric of the nobility domain, you are likely part of the noble class yourself. A nobility cleric must strive to promote those ideals among their followers and comrades, particularly the ideals of responsibility and duty, and thus are typically lawful.
Divine Skill: Knowledge (nobility)
Inspiring Command (Su)
As a standard action, you can spend 1 point of faith to issue an inspiring command to your allies within 30 feet. Affected allies gain a +2 sacred bonus on attack rolls, AC, combat maneuver defense, saving throws and skill checks for 1 round. This is a language-dependent mind-affecting effect.
Spellcasting DC13
A legendary cleric casts divine spells which are drawn from the legendary cleric spell list. They cannot cast spells whose alignments oppose theirs or their faith’s. A legendary cleric must choose and prepare their spells in advance.To prepare or cast a spell, a legendary cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a legendary cleric’s spell is 10 + the spell level + the legendary cleric’s Wisdom modifier. Like other spellcasters, a legendary cleric can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table 1-1: Legendary Cleric Class Features. In addition, they receive bonus spells per day if they have a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). Legendary clerics must meditate, pray, or otherwise focus to gain their spells. A legendary cleric must spend 1 hour each day in quiet contemplation or supplication to regain their daily allotment of spells. Time spent resting has no effect on whether a legendary cleric can prepare spells, but they must wait at least 24 hours to regain their spells again.
legendary-cleric Spell list
Orisons:
Legendary clerics can prepare a number of orisons, or 0-level spells, each day as noted on Table 1-1: Legendary Cleric Class Features under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
level 0 DC13 at will
1:Sacred Bolt
2:Purify food and Drink
3:Create Water
level 1 DC14 at will
1:Endure Elements[Used every day]
*:Command
-:Inflict light wounds
Gear/Possessions:
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Starting cash 0 starting gold 0 in consumables [^ on sheet]