About Locke VernariahLoot:
Increase wisdom by 2 by device Mithral Breastplate +1, Mwk cold iron heavy mace, Ioun Torch & Potion of Shield of Faith x 3, Ring of Sustenance, Ring of Feather Fall & Manacles of Cooperation. Off of Arthur: Portable Alchemist’s Lab
Off Mirage: Greatsword +1 - Equipped 8 lbs. 2350 gp
Off Lyrian: +1 Greatsword
Off Sareth: +1 breastplate, +1 heavy shield, potion of cure light wounds, 2 alchemist's fire,sling, 49 cold iron bullets, backpack, bedroll, belt pouch, candles (10), cheap holy text, flint and steel, iron pot, manacles, mess kit, rope, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, wooden holy symbol, light horse, saddle pack, animal feed(6 days) Off alabaster: Circlet of Persuasion 4500, Mnemonic Vestment 5000, +1 Spell Storing Fauchard 8314, Exotic Military Saddle 60, Traveller’s Clothes, Scrolls (1st Burning Hands, Grease, Magic Missile, Protection from Evil Shocking Grasp; 2nd Bull’s Strength, Mirror Image), Emergency Gold Piece (1) Orision - Create Water, Detect Magic, Light, Read Magic
bonded:
Water Spirit: If 1/2 or more immersed in water, his CL increases by 2, his DCs increase by 2, he may cure light wounds but it takes a 10 minute ritual, this ritual will also cleanse the body of any taint. Time Dragon:
Character:
Locke Vernariah Male Human Cleric 4 Water bonded NG Medium Humanoid Init +1; Perception +5 -------------------- Defense -------------------- AC 20, touch 11, flat-footed 19 (+7 banded mail, +1 Dex, +2 heavy steel shield) hp 34 (1d8+3); Fort +9, Ref +4, Will +12 -------------------- Offense -------------------- Speed 20 ft. Melee Dagger +4 (1d4+1/19-20) Entangling Bo Staff MW scimitar +5 (1d6+1 / 18-20) lance +4 (1d8+1 /x3) double damage with charging mount Warhammer +4 (1d8+1/x3) Ranged sling +5 (1d4+2) 50 ft., +1 adamantine bullet (5) Base Atk +3; CMB +4, CMD 15 Feats: Augment Healing, Selective Channeling, Extra Domain Selective Channeling:
Traits:
Scholar of the Great Beyond: Your great interests as a child did not lie with current events or the mundane—you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on K (history), Spellcraft and K (planes) checks, and one of these skills (your choice) is always a class skill for you. Skills: CS=class skill
Languages: Common, Elven, Draconic
background:
Locke’s background is one of his own. No one ever really seems to care to ask. It should be grand considering how diverse a cleric he actually is. Appearance:
Tall and lean Locke the human holds his posture straight and true, all 6’1”. His frame is about average for most humans; he has a few extra pounds but is still fit. He appears to be in his thirties, with only a few grey hairs. His dark almost black hair is kept long; it naturally falls like a waterfall. His eyes are a deep blue some would say you could just fall into them. His untarnished pale skin is spotless for he wears armor and thick clothing, he keeps his head uncovered whenever possible, but if he is out on a horse or adventuring that helm is on his head.
Gear:
Stowed on belt: 3 potions of CLW.
7150 gp from loot credit from Kirren/Cornash, From charter 110gp, 20% relics = 30gp, upfront from Balnor 0 gp he is taking a share in 50% of treasure. 82 gp, 10 sp, 8 cp On person: Ring of Sustenance, Ring of Mystic Healing, Healing belt, Vest of Charisma +2(3), Cloak of resistance +2, Periapt of Wis +2, Scroll of Preserve Dead, belt pouch (chalk)(1/2), signal whistle, Healer’s kit (1), dagger(1), sling, banded mail (35), cold weather outfit, silver holy symbol, wooden holy symbol, sling, +1 adamantine bullet (5), scimitar (4), warhammer (5), small steel mirror (1/2), coins (1) and an everburning torch (1) Total weight: 52 Ring of Mystic Healing- +1 on caster level for cure spells, 3 charges, add 2d6 extra healing with next cure spell for 1 charge. 2 charges = 3d6. 3 charges = 4d6.
light warhorse: 2 saddlebags with feed, military saddle, studded leather barding. Backpack (2): Bedroll(5), good berry wine 2 uses left(1), 5 bells, winter blanket(3), 5 candles, fish hook, 5 fishing line, 2 rations (2), 2 sacks(1), waterskin (4), four tindertwigs, a survival Kit (5), collapsible grappling hook (3), silk rope 50 ft.(5), spade (8), bottle of wine(1), 1/2 lb. of soap, fishing kit(3), gear maintenance kit(2), Chronicler’s Kit(4 ½),
Chronicler’s Kit: This bundle contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months' duration. (4 ½ lbs.) Fishing kit: This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).(3 lbs.) Gear maintenance kit: This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.(2 lbs.) Survival Kit: This kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife. Mess kit: This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.
Animal Domain:
Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill. Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level. Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions). Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.
Healing Domain:
Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent. 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. Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat. 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.
Charm Domain:
Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine. Adoration (Su): As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect. 8 times... Anything to Please (Su): At 8th level, you can compel a creature within 30 feet to attempt to please you as a standard action. The creature receives a Will save to negate this affect. If the save fails, the creature attacks your enemies for 1 round, gives you its most valuable item, or drops prone at your feet and grovels for 1d4 rounds (GM's choice). You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th. This is a mind-affecting effect. Domain Spells: 1st—charm person, 2nd—enthrall, 3rd—suggestion, 4th—heroism/confusion, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—demand/euphoric tranquility*, 9th—dominate monster. EUPHORIC TRANQUILITY
Furthermore, if the creature is interacted with, or questioned while under the effects of this spell, it is considered to have an attitude of Helpful (see the Diplomacy skill, Core Rulebook 94), though any advice or answers it gives may be disjointed or stream of consciousness due to its euphoric state.
Water bonded:
For now he serves a water spirit that resides in the river. He will do missions and task for her until the debt is paid back. Then he can continue the relationship to continue to gain power. Now he can cast prestidigitation at will if near a moving body of water or large enough body of water. He can cast cure spells, with the next metamagic feat he is attempting to learn or those that he already knows, though the casting time is at least 10 minutes for cure light, an hour for cure moderate, though these castings do not take away from his daily allotment as a normal cleric. He can breathe underwater for an hour per level. He will have a swim speed once he has 5 ranks in swim, which it is classified as a class skill for him from now on. |