Full Name |
Lazarus P Ratilerre |
About Lazarus "Z" the Rat
spoiler=Lazerus "Z"
Male Human Cleric (Ecclesitheurge) 2 of Lorcan
NE Medium humanoid
Init +0; Senses- Perception +9
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Defense
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AC 10, touch 10, flat-footed 10, CMD 10
HP 15 (2d8-2, +2 Fc)
Fort +2, Ref +0, Will 7
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Offense
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Speed 30ft
Short Sword +1 (1d6-1 19+ x2)
w/Channel Smite +1d6 negative
Special: Channel negative energy 1d6 DC 14 7/day
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Statistics
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Str 8, Dex 10, Con 9, Int 12, Wis 18, Cha 17
Base Attack +1, CMB 0, CMD 10
Feats: Channel Smite, Weapon Prof: Short sword
Traits: Fraud, +2 Bluff and class skill
Languages: Common, Infernal, Elven
Skills (4/lvl):
Bluff +10 (2 rank, +3 Cha, +2 trait, +3 class)
Diplomacy +8 (2 rank, +3 Cha, +3 class)
Knowledge Religion +7 (2 rank, +2 Int, +3 class)
Perception +10 (2 rank, +4 wis +3 class)
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Racial Abilities
+2 to One Ability Score (cha): Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Favorite Class: +1 skill
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Special Abilities
Weapon and Armor Proficiency: An ecclesitheurge is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but he’s not proficient with any type of armor or shield. This replaces the cleric’s weapon and armor proficiencies.
Ecclesitheurge’s Vow: At 1st level, an ecclesitheurge makes a vow to his deity to be protected solely by his faith, not by armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use his blessing of the faithful ability, use cleric domain powers, or cast cleric spells.
Blessing of the Faithful (Su): As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge’s next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.
Domain Mastery: At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain.
An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain’s spell list.
Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity to gain access to that domain’s spell list instead of his secondary domain spell list. He does not lose access to his actual secondary domain’s granted powers or gain access to the other domain’s granted powers. For example, an ecclesitheurge of Sarenrae with Glory and his primary domain and Good as his secondary domain can choose to gain access to the Healing domain; until the next time he prepares spells, he uses the Healing domain spell list as his secondary domain spell list instead of the Good domain spell list, but still keeps the granted powers of the Good domain and does not gain the granted powers of the Healing domain.
This ability alters the normal domain ability.
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).
Domains:
Primary: Healing (Resurrection)
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.
Resurrection:
Gift of Life (Su): At 8th level, you can touch a creature that has died within the past minute to grant it a few moments of life. The dead creature returns to life for a number of rounds equal to your cleric level. Creatures returned to life in this way have a number of hit points equal to half your cleric level, and continue to be affected by any still-active spells, conditions, or afflictions present at the time of their death. At the end of this time, the creature dies again. The creature is free to act as it sees fit during this time. You are granted no control over it. You can use this power once per day at 8th level, plus one additional time per day for every four levels beyond 8th.
Replacement Domain Spells: 5th—raise dead, 7th—resurrection, 9th—true resurrection.
Shifting base: Evil
Hell’s Corruption (Su): You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a –2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 1st—command, 3rd—suggestion, 6th—planar binding (devils only).
Scythe of Evil (Su): At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Shifting Domain Spells: 1st—protection from good, 2nd—align weapon (evil only), 3rd—magic circle against good, 4th—unholy blight, 5th—dispel good, 6th—create undead, 7th—blasphemy, 8th—unholy aura, 9th—summon monster IX (evil spell only).
Spontaneous Casting: An evil cleric can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
Channel Energy (negative)
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.
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Spells
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Orisons (4): Create Water, Mending, Detect Magic, Light
1st (2+1/1): CLW, Bless, Command /cure light
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Equipment
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Loin cloth
Lazarus. The name is synonymous with resurrection and, at least in the medical community of Talengarde, that connection is due to one doctor of that name: Lazarus P Ratilerre. He earned a reputarion for emergency work and last minute recoveries to the point that there was a rumor that he actually lived on death's doorstep.
One fateful day, a member of a highly respected family, the newest daughter of three years, received a nasty kick from a startled horse. Her chest cavity was no longer a cavity.
The family rushed her to Lazarus via an emergency teleport from the family mage and he immediately took the case. The girl died there, but Lazarus knew his magic. He reached into death and brought the girl back to life.
From that moment on he was a celebrity healer. He took the opportunity and claimed powers both miraculous and wonderful, selling his brand of healing across Talingarde! It all came crashing down when agents of the church of Mytra actually stared checking into his abilities.
He tried to make a run for it, but was captured. The evidence was overwhelming, the trial short, the outcry severe. His 15 minutes of fame was now taking him to the salt mines.