Amulet of Desna

Lamare's page

394 posts. Organized Play character for Gayel Nord.


Full Name

Jean-René Lamare

Race

Human hp:93/93 Init: +1 AC: 16(ff16;T 10) Saves: Fort:12 Reflex:+5 Will+ 12 Speed: 40ft.

Classes/Levels

Cleric of Desna 9 (varasian pilgrim) Title: Eagle knight) touch luck 8/8 channel 5/5 positive. (5d6 dc 16) Reroll 1/i

Gender

Male

Age

25

Special Abilities

h

Alignment

cg

Deity

Desna

Languages

commun, Célestial, varisian

Strength 10
Dexterity 10
Constitution 16
Intelligence 14
Wisdom 20
Charisma 14

About Lamare

Bought

Scroll of tongue

Buff:

Feat:

Selecting channeling,
Toughness,
Skill focus religion,
Deific obediance (desna): Give +1 to initiative and a +4 for perception for not be suprised)
Source Inner Sea Gods pg.44; 210)
heigten spell. linkheighten spell

Improved will.

Trait:
Careful combatant (2 square of retreat without aoo) link
fashionable (have change faction paid the price)

Skill:
Bluff+11
Diplomacy +16
Heal+13
Arcana +6
Geography+3
History+6
Nobility+6
Planes +6
Rwligion+17
Sense motive+14
Spellcraft+6
Survival +5

class cleric (varisian pilgrim p.42 Innersea magic):
link
Fortunate Road: At 1st level, a Varisian pilgrim must select the Chaos, Community, Liberation, Luck, Travel, or Weather domain (or the Exploration, Fate, Freedom, Trade, or Seasons subdomains from the Advanced Player’s Guide, if available in the campaign) as one of her domains. If the cleric worships a deity that doesn’t normally grant one of these domains, she gains access to this domain but can only pick this one domain—she effectively loses the option to pick a second domain. As a result, very few clerics who worship deities who don’t grant access to one of the domains or subdomains listed above opt to become Varisian pilgrims. In all other respects, this works like and replaces the standard cleric’s domain ability.

Caravan Bond (Su): At 1st level, by leading a group prayer for 1 minute, a Varisian pilgrim can select a number of traveling companions equal to her cleric level + her Wisdom bonus. She may use her domain-granted powers on any of these traveling companions as if they were her. She can use these abilities on her traveling companions at a range of up to 30 feet, even if the ability normally requires her touch. This ability replaces the cleric’s proficiency with medium armor and shields— she retains proficiency with light armor only.

(Note: Those two power together give a lot of interpretation in my table, the conservative one says it effect one domain, and the creative one all of the domain. 95% of the time we used the conservative one. I would like the creative one.)

Weapon and Armor Proficiency

Clerics are proficient with all simple weapons, light armor. 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).

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.

Chaotic, Evil, Good, and Lawful Spells A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

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 treated like any other spell, but they are not expended when cast and may be used again.

Channel Energy (Su)

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. 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

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, activating a domain power is a standard action.

Spontaneous Casting

A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric 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).

Bonus Languages

A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

domain and spell:

Chance Domain
bit of luck 8/day
good fortune 1/day

Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy,4-freedom

Travel
Agile feet 8/day
Teleport 90ft.

Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly,4-Dimension door

Spell (concentration +12; cl 8)
0=Stabilise
Detect magic
read magic,
create water
1= 2x
Shield of faith
Shield of faith
removed fear
true strike
Cultural adaptation
Unbreakable heart
protection against evil
2=lesser restoration,
resist energy,
aid,
spiritual weapon
hold person
3=fly
Delay poison communal
Dispel magic
Communal Resist energy free
magic vestement
4=Dimension door,
freedom of movement
Blessing of fervor,
restauration
5-Break enchantement
breath of life
Planeshift

gear magic item:
ioun torch burn with continual light (spell level 5), chain shirt +1,
Scroll: 5x bless, 4 remove fear, 2 removed paralysis, 2 align weapon, 2 comprehend language, 2 lesser restauration, 2 deathwatch 3 removed sickness link, removed curse, 1 remove desease, 2 supress charm and compulsion.
Headband of fortune favor link,Headband wisdom +4, cloak of resistance +2 ,
Necklace of adaptation. wand of cure light wound (21 charge remaining) wand of inflict light wound
Gamin the misforged +2

non magical gear:

light mace, silver alchemical, dagger cold iron, adamantine durable arrow, masterwork buckler, chirgeon bag, Cold (and hot) weather out fit, antiplague antitoxin
4080po

adventure done:

4-07 Severing Ties

4- 19 The night march of kalkamedes (GM)

5-08 The confirmation
5-04 the stolen heir
3-21 the temple of empyreal enlightenment
Destiny of the sands part-1
5-19 horn of aroden (GM, horn of aroden)
Shades of ice part 1 (fail, only survivor)
The sanos abduction. (GM)
3-09 The quest for perfection part-1
Ruin of bonekeep level one (Mission won! not all completed)
change for liberty edge
The silver mount colection (fail)
Slave ship of absolum
The slave master mirror
Library of lion (GM)
From under ice
Bone keep level two. (win! not completed)
Bone keep level three (win! not completed)
Rivalery end.
You only die twice
Our lady of silver.
The mantis's pray
The words of the anciens (chronicle)
ageless ambition
Warden of sulfen Gulch

He's a unlucky guy. The worst is coming to him in the worst moment. One day, when he was at Radadoum for tourism, his unluckiness caused someone to be badly hurt. He called for help to combat this. So Desna responded.. by making him a priest.
In Radadoum.
With Soldiers from the first legion beside him.
While he heal by mistake the person who was hurt.
Lamare now knows how to run.

At the present, Lamare tries to know how to be a cleric of Desna. He has pretty success. He had wanted for a moment to be an exalted but he realised that was not who he is. He goes to the most horrible mission (like bonekeep or always the higher tier). So Desna can't stop to put divine power in him. This is what Lamare think or it is like a sort of podometer.