Lotani the Wanderer's page

29 posts. Alias of Amergin the Wise.


Full Name

The Wanderer

Classes/Levels

Ecclesitheurge Cleric level 2 | HP 11/11 | AC10 FF10 T10 | F+3 R+1 W+9 | Init +0 Perc +5 | Channel Positive Energy 7/7

Size

M

Alignment

Lawful Good

Deity

Paladine

Languages

Common, Kolshet (High Ogre), tbd

Strength 8
Dexterity 10
Constitution 8
Intelligence 12
Wisdom 20
Charisma 18

About Lotani the Wanderer

Base +1
Fort +3
Ref +1
Will +9

Hit points: 11

SKILLS
Diplomacy (Cha) +14
Heal (Wis) +10
*Knowledge (history) (Int) +6
*Perform (oratory) (Cha) +11
Sense Motive (Wis) +10

TRAITS
Savant: Choose a performance type. You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.
Devoted Healer: Whenever you take 20 on a Heal check to treat deadly wounds, you restore an additional 1d4 hit points to those you aid.

FEAT
Creed of Humility (Virtue feat): Add wisdom in addition to cha to diplomacy checks

RACIAL TRAITS
Moon-Blessed Alternate Form: Mischta may only assume one other form, chosen at 1st level. This form may be any Small, Medium, or Large humanoid or monstrous humanoid and is otherwise identical to an irda's Improved Greater Change Shape supernatural abilitiy. If a mischta spends one week in practice under the light of Solinari, they may replace their old alternate form with a new one and retains the use of this form until they spend one week in practice to learn another.
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Aura (Ex): Lawful Good

First domain: Defense Subdomain:

Associated Domain: Protection.
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.
Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.
Domain Spells: 1st—shield, 2nd—barkskin, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—deflection, 8th—mind blank, 9th—prismatic sphere.

Second domain: Law Domain:

Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic 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.
Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—dispel chaos, 6th—hold monster, 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).

Domain Mastery: Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity (Glory, Good, Law, Nobility, Protection, Sun) 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.

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.

Channel Positive Energy (Su): 1d6, 7/day, DC 15

Spell casting:

Orisons (4): Enhanced Diplomacy, Light, Detect Magic, Create water
Level 1 (4+1): Sanctuary, Obscuring Mist, Doom, Burning Disarm + Shield
Spell DC: 15 + spell level
Concentration bonus: +7

GEAR

Wand of Cure Light Wounds 50/50
Bandages of rapid recovery

Healer’s Kit 10/10
Surgeon’s tools
Veterinarian's kit 10/10
Cleric's kit
Cleric's vestments
Explorer's outfit

Light Horse
Bit and bridle

312 gp

Backstory and Motivations:

Lotani has been sent to the Mainland of Ansalon to find a human who arrived at the Hidden Irda Sanctuary but a few weeks ago. The damned fool touched the Greystone and then vanished! The Irda wish to track him to ensure that his contact with the stone does not bring great harm to the world at large. That Human's name was Edie Richter...
Lotani is posing as a wandering cleric and just met a few pilgrims on the road who were heading north to Tarsis...

Healer’s Touch (Achievement) 1000/6
Prerequisites: Cure a cumulative total of 1,000 points of damage for other creatures using healing spells. Dealing damage slows progress toward this goal achievement; for every 1 point of damage you deal to another creature, reduce your cumulative healing total by 2.
Benefit: When you cast a healing spell to heal a target other than yourself, the spell is maximized as though using the Maximize Spell effect. This does not increase your casting time for the spell. When you cast a healing spell to damage a target, the spell is not maximized but its saving throw DC increases by +4.