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About Lorien LightbringerData:
Name: Lorien Lightbringer Race: Aasimar (Scion of Humanity) Job: Herald Caller (Cleric) 1 Age: 24 Alignment: NG Personality: Likes: Dislikes: Favorite foods: Hobbies: Physical Description: Deity: Desna Languages: Common Stats:
Hit Points: 11 / 11 1d8+2+1 Init: +2 Attack:
AC:
Class Features, Racial Traits:
Class Features: Prof: 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)
Spells
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
Channel Energy 1d6 / 8 x day/ DC 14
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.
Domain: TRAVEL
Agile Feet (Su):
Dimensional Hop (Sp):
Domain Spells:
Spontaneous Casting
Skill Ranks per Level:
Dedicated Summoner
Call Heralds (Su)
Divine Heralds (Su)
Mighty Heralds:
Feats, Traits,Skills:
Feats: Selective Channeling When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. Traits: Rostlander Celestial Contact (Aasimar) Witnessing a celestial intervention by your ancestor or a similar being inspired you with the power of good. Treat your caster level as 1 higher when you cast spells with the good descriptor. HC 4 +INT = 4 * (4) = 4 + 2 BGS ACP = 0 //Armour Check Penalty Acrobatics: 0 = 0 + DEX Mod + 0 - ACP; *Appraise: 0 = 0 + INT Mod + 0; *Bluff: 3 = 0 + CHA Mod + 0; Climb: -1 = 0 + STR Mod + 0 -ACP; *Diplomacy: 7 = 1 + CHA Mod + 3 Disable Device: NA = NA + DEX Mod + 0 -ACP; Disguise: 3 = 0 + CHA Mod + 0; Escape Artist: 0 = 0 + DEX Mod + 0 - ACP; Handle Animal: 3 = 0 + CHA Mod + 0; Heal: 7 = 1 + WIS Mod + 3; Intimidate: 3 = 0 + CHA Mod + 0; Know(Arcane): 0 = 0 + INT Mod + 0; Know(Dung): 0 = 0 + INT Mod + 0; Know(Engin): 0 = 0 + INT Mod + 0; Know(Geo): 0 = 0 + INT Mod + 0; Know(Hist): 0 = 0 + INT Mod + 0; Know(Local): 0 = 0 + INT Mod + 0; Know(Nature): 0 = 0 + INT Mod + 0; Know(Noble): 0 = 0 + INT Mod + 0; Know(Planes): 0 = 0 + INT Mod + 0; *Know(Religion): 5 = 1 + INT Mod + 3; Linguistics: 4 = 1 + INT Mod + 3; Perception: 3= 0 + WIS Mod + 0; Profession Priest 7 = 1 + WIS Mod + 3 Ride: 0 = 0 + DEX Mod + 0 - ACP; Sense Motive: 7 = 1 + WIS Mod + 3 Sleight of Hand: 0 = 0 + DEX Mod + 0 - ACP; Spell Craft: 0 = 0 + INT Mod + 0; Stealth: 0 = 0+ DEX Mod + 0 - ACP; Survival: 3 = 0 + WIS Mod + 0; Swim: -2 = 0 + STR Mod + 0 -ACP; Use Magical Device: 3 = 0 + CHA Mod + 0; Spells:
Orisons: (4) Detect Magic, Enhanced Diplomacy, Guidance, Read Magic Level 1: (3+1+1) longstrider (D), bless, Liberating Command Equipment:
Starting capital 140gp Weapons: (26,1gp) Battle aspergillum (Alchsilver) 26 gp (Backpack) Sling & 10 Sling Stones 0,1gp Dagger 2gp --Weight: 6 Armour: (6gp) Leather lamellar armor 60gp --Weight: 0 Misc: Adventure Gear: Explorer´s Outfit (free) Kit Cleric 16gp This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol. Whetstone 2cp A finely wrought copper comb 5 sp A mule 8gp a packsaddle 5gp a tent (Small) 10gp Honey Jar 1gp Extra Set of Explorer´s Outfit. 10gp Clerical Vestments gp Alchemical Reagents: Spirit of wine x20 (10gp) Quicksilver x3 (3gp)mind-affecting descriptor +1 caster level for the purpose of duration (Bless) calling and summoning subschools +1 caster level for the purpose of duration (Summon Monster) Scrolls: --Weight: Light: 30, Med: 60, Heavy: 90 --Weight: Cash: 0 Platinum Appearance:
Height: 5'1" Weight: 95 lbs Hair: Honey coloured Eyes: Emerald Green Skin: white Lorien is a stunningly beautiful woman of 49 solstices (24 years) with long honey-golden hair, sensual lips and emerald gren eyes. She is slender of frame with small breasts and moves with a simple, natural grace. Her fingers are long and slim and her nails well tended. A small scar is on the back of her left hand, and she always gains some freckles in the summer. She prefers simple white dresses with blue embroidery and simple, but practical shoes, even in winter. She does not wear any jewelery apart from a simple necklace with the butterfly of Desna. Her voice is a clear sopran, and she speaks with the rolling "R" of the Rostlanders. Mannerism:
Many people just see a young beautiful blond woman with soft skin when they meet Lorien for the first time. When they talk to her, she does use simple words and her sheltered upbringing does show as she speaks in the precise words of a nun. Most people see that a sign for a simple mind, especially if she is seen walking just in a simple robe in the middle of winter. But while she never fought a battle with steel and magic, the hardship of the world is no stranger for her. Lorien is very insightful and can easely see in the hearts of people. She is also highly emphatic and her graces and good character makes it hard for others to be mad at her for a long time. And woe to those that undererstimate her adamant will. It is true that Lorien is enthralled by songs and stories of romance and adventure, particularly those depicting handsome princes, honorable knights, chivalry, and love. Initially those song and stories were Lorien's vision of the world beyond her monastery, a world she desperately wishes to experience. Backstory:
Lorien is an orphan with no father and many mothers and sisters. She only knows that her mother gave her away shortly after her birth, leaving her in a wicker basket infront of the sacred heart monastery. The sisters of the covent accepted the baby girl and raised her in Desna´s name and raised her as a devot follower of the tender of dreams, strong in conviction and with great powers for such a young woman. The monestary has been a sheltered haven for Lorien, but that doesn´t mean she has never learned about the dark sides of live. During the weeks of strife, when the rostlands were toiling under the red cough, she did spent hours upon hours in the monastery ward, cooling those with fever, offering solace for those in despair and praying for those without hope in their last hours, staying with them till their last breath. Secrets: Lorien´s mother was Constance of House Lebeda, the niece of the matriarch. After Constance had an unsanctioned affair with another nobleman with even more undesired results she was sent to the monastery to give birth to the bastard. As soon as she had regained her health Constance was spirited way to Pitax to marry another nobleman, to strengthen the family tiers for house Lebeda, thinking that her daughter did not survive the childbirth. The only people who know the truth are the mother superior Forentien and the old Sister Malenon, the mistress of the keys. What only Sister Malenon remembers is, that Lorien really die during childbirth. But when she brought the little toddler away, with tears in her eyes for the dead girl a platinum dove appeared and gave the little toddler a kiss on her brow. A white ankh formed on her forehead and the girl started to breath and scream for three heartbeats. The dove spoke in the voice of the legion and gave the girl her name Lorien. Sister Malenon never told anyone, as she was not exactly sober that night to help her forget about the sins of her the past. Lorien today:
Lorien has been wandering through Brevoy for the last 2 years, working in New Stetven as a priestess for a few months, visited the Mendev barony, praying to the loggers and rugged people there, but has also stayed quite some time at the shores of the Lake of Mists working as a matchmaker for a season. Lastely she has been in Restov, working with the mayor as a councillor and advisor. She has made quite a few connections to the local swordlords, as she was able to negoate a very succesful pact between the lords and the guilds as an impartial negotiator. Especially Lagartha Aldori has found a liking to her and sees her as a kindred spirit. |