Priest of Desna

Lucky Longthorn's page

42 posts. Alias of Unspunnen.


Race

Cleric 1st - HP 7/9 - F+3.R+0.W+5 - AC 14.10.14

Classes/Levels

Init. +0 - Perc. +3

About Lucky Longthorn

Lucky Longthorn
CG Human
Cleric of Desna
Level 1
Domains: Revolution & Luck
Liberation: Uses Remaining: 1/1
Bit of Luck: Uses Remaining: 5/6
Daily 1st Level Domain Spell: True Strike: Unused
3 Daily Orisons:Detect Magic
Light, Stabilize
2 Daily Level 1 Spells:
Bless: Used, Command DC14 (15 with "charming"): Unused
Daily Channels Remaining: 5/5
Gold: 16.10
Encumbrance: Light (Backpack stowed at the Inn)

PERSONALITY:

Lucky Longthorn is a cosmopolitan freethinker and an optimist. He looks for the silver lining and believes strongly that luck is on his side. But his positive attitude belies the dark memories of his childhood and coming of age... the oppression of his people. He has learned his share of hard lessons - and does not squander his fortunes or tempt fates on foolish gambles. His optimism is a sign of his courage in the face of darkness. He would not dishonour the memory of loved ones by indulging in despair. Instead he seeks to live life to its fullest and help others do the same. Lucky enjoys the company of regular folks in all walks of life. He assists the weary and inspires the wayward to find cause in the pursuit of freedom...to stand up for themselves in the face of oppression or dark terrors.

In conflict he seeks creative solutions to avoid violence (ie. trickery and guile). He has the physical strength to stand up for himself and fight if necessary....but prefers to stand back and provide support.


BACKGROUND:

Lucky Longo is a handsome young gypsy with a spring in his step and a light in his eye. A wandering tale-spinner and dream speaker, he was born on the eve of the vernal equinox beneath a canopy of stars. He was raised among nomadic tinkerers, who travelled the roads and byways of the country during a time of great strife and woe. His family was poor - but his auspicious birth marked him as a fovourite among the superstitious elders. As a young boy he was taken in by the clan matriarch to receive instruction in the old ways and rituals of Desna.

Lucky's people have alwasy had a reputation for thieving and mischief. As a child Lucky was certainly one of those lads who contributed to this notoriety. He had a knack for leading the other kids into trouble and then charming his way out of punishment. He was also admired by young lasses and envied by some of the other boys.

As he grew up, his god-given magic became manifest and the wise among the people began to wonder at his imminent power.

At this time great hardship fell on the wayward people. Historically they had often been distrusted and despised by the majority of citizens in the land. Their history is filled with tales of religious pogroms and genocide. Recently they became once again the targets of a local crusade. Authorities stormed their camp and rounded up all of the vagrants they could catch - young and old - male or female. It was a spectacular event as they were hauled into the city, strung up and flogged before the hysterical mob.

A lucky few managed to escape into the wild as outlaws or blended into streets to live among the thieves and beggars of skid row. And some even found ways to thrive, making the best of things and scraping together a living at the fringes of society. Such seems to be the case with our lucky young mystic.

Lately he has taken up the trail with a group of escaped slaves, bandits and paupers, who have circled their tents in a gully by the river just outstide of Redmount - an area sheltered from the winds of the plain.


DESCRIPTION:

A tall, handsome, young man with shoulder-length dark hair, brown skin and blue eyes. He is dressed for the road with a finely tailored ermine cloak draped over oiled leather and well worn boots. Hanging from his baldrick -shining - is an unusual starknife and a heavy iron mace is strapped to his belt. He also carries a wooden shield, a simple quarterstaff and a sling sack. Hanging from his neck is an amulet painted with an intricately carved butterfly...a religious symbol denoting him as a devotee of Desna.

ABILITIES AND STATS:

Point Buy: 20 = +5 + 1 + 2 +2 + 5* + 5

St 14 Dx 11 Cn 12 iT 12 wS 16 cH 14

Capacity: L: 58 or less / M: 59–116 / H: 117–175 lbs.........[St:14]
Speed: 30'
Initiative: +0
Perception: +3
Hit Dice: 1d8 +1
HP: 9


SAVES:

SAVES
Fortitude: +3.........[+1Cn + 2Cleric1]
Reflex: +0.........[+0Dx + 0Cleric1]
Will: +5.........[+3wS+2Cleric1]

PERSONAL TRAITS:

PERSONAL TRAITS
World Traveller
Benefit: +1 Local Knowledge. Also a class skill.

Charming
Benefit: +1 trait bonus when using Bluff or Diplomacy on a character that is (or could be) sexually attracted, +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.


FEATS:

FEATS:
Luck seems to follow young Longthorn. He is loved by his friends, who are fortunate to know him. But to enemies he is a thorn in the side andthey are often vexed by his presence. Elder mentors recognized his strange luck as a blessing of the Desna and they see him as a harbinger of resistance and freedom for their people. As he came of age he began to recognise this power, and has learned to channel it to heal people, drive off spirits and share blessings.

Level 1: Selective Channel
Select 3 targets who will not be affected by channel

Level 1 Human Bonus: Improved Channel
+2 to DC of Channel

TRAINED SKILLS AND LANGUAGES:

Lucky's people traditionally make their home as travelers scattered about the civilized and semi-civilized world. They remain unique, however, and have strange superstitions, rituals and customs of their own. Since a young age, Longthorn lived on the road and learned much about different people, how to do business and to appreciate other ways of life. He also studied Spellcraft with an old thaumaturgist (the Matriarch) who was practiced in arts both arcane and divine.
TRAINED SKILLS
Level 1 Skill Points (with favoured class bonus and human bonus): 5
1 Spellcraft............+5.........[+1iT +1rank +3class]
1 Knowledge, Local: +6.........[+1iT +1rank +3class +1trait]
1 Knowledge, Religion +5 .........[+1iT+1rank+3class]
1 Sense Motive +7.........[+3wS +1rank +3class]
1 Diplomacy ............+6.........[+2cH +1rank +3class]

Skill Modifiers:
Other modifiers:
+1 bluff and diplomacy vs. anyone capable of being attracted

Armour check penalty -1.......[-1shield]

LANGUAGES
Language Number: 2.........[+2base+0iT]
Languages: Common (Gypsy dialect), Goblin


CLERICAL POWERS:

CLERIC ABILITY: CHAOTIC GOOD
Chaotic Good Aura

CLERIC ABILITY: SPONTANEOUS CASTING
Channel stored spell energy into healing of the same level.

CLERIC ABILITY: CHANNEL POSITIVE ENERGY (Variant: Fate)
Range: 30’ radius
DC: 15........[+10base +1halfcleric1 +2cH +2 improved channel]
Times per Day: 5.........[+3base +2cH]

Channel effects: Heal the living or damage undead + Fate bonus / penalty
Damage to Undead: 1d6+1 halved & creatures gain a channel penalty on ability checks and skill checks for 1 minute.

Heal the living: 1d6+1 halved & creatures gain a channel bonus on one d20 roll made during their next readied action as long as it is taken before the end of the next turn.


CLERIC ABILITIES: LUCK DOMAIN:

Infused with luck, Longthorn`s mere presence can spread good fortune.

Bit of Luck (Sp):
Touch a willing creature as a standard action, giving it a bit of luck.
Range: Touch
Times per Day: 6........[+3base +3wS]

Effect: For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. EFFECT: Touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result.

Domain Spells:
1st: True Strike.


CLERIC ABILITIES: LIBERATION/REVOLUTION DOMAIN:

Lucky is a spirit of freedom and a staunch foe against all who would enslave and oppress.]

Liberation (Su):
Lucky has the ability to ignore impediments to his mobility.
Times per day: 1.........[+1cleric1]
Range: self

Effect: Move normally regardless of magical effects that impede movement, as if affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Domain Spells:
1st: Remove Fear.


ORISONS:

Orisons:

DC: 13...............[+3Cleric1]
Preparation: Selected each day. Not expended when cast.
Orisons per Day: 3...........[+10base +0level +3wS]


LEVEL 1 SPELLCASTING:

First Level Cleric Spells

DC: 14 ....................[+1Level1 +3wS]
Preparation: Selected each day. Expended when cast.
Level 1 Spells per Day: 2..........[+1Level1 +1wS16]
Level 1 Domain Spells per day: 1


ARMOUR AND DEFENSE:

CMD: 12 .........[+10base +0Dx +2St]

ARMOUR CLASS
Armour: Studded Leather +3, Light steel shield +1

Base AC: 14...........[+10 Base +0dX +4Armour]

TouchAC: 10...........[+10 Base +0dX]

Flatfooted: 14........[+10 Base +4Armour]

Other Modifiers: --
Armour check penalty -2


ATTACKS & WEAPONRY:

BASE ATTACK STATS

BaB: 0......[+0Cleric1]

CMB: +2......[+0BaB +2St]

Base Melee Attack: +2......[+0Bab +2St]

Base Ranged Attack: +0......[+0Bab +0Dx]

WEAPONS

Morningstar:
1 or 2-Handed Melee Attack +2
Damage: 1d8 +2 / x2
2-H Damage Bonus: +1 [+ 1 half st]
Type: Bludgeon

Starknife:
1 Handed Melee Attack +2
Ranged Attack +0
Damage: 1d4 +2 / 19-20 x3
Range: 20’
Type: Pierce/Slash

Heavy Crossbow:
Ranged Attack +0
Damage: 1d10 / 19-20 x3
Range: 110’
Type: Pierce

Quarterstaff:
1 or 2-Handed Melee Attack +2
TWF Attack -2/-2
Damage: 1d8 +2 / x2
2-H Damage Bonus: +1 [+ 1 half st]
Type: Bludgeon

Unarmed:
Melee Attack +2
Damage: 1d3 +2 / x2
Type: Bludgeon, Light Weapon, Non-Lethal


GEAR:

GEAR
Starting Gold Level 1: 140 Cleric average
Capacity: L: 58 or less / M: 59–116 / H: 117–175 lbs.........[St:14]
GOLD............LBS............ITEM

Money Pouch
000.00.........000.00.........Belt Pouch
000.00.........000.00.........Platinum
015.00.........001.50.........Gold
001.00.........001.00.........Silver
000.10.........001.00.........Copper
----------------------------------------------
016.10 gp......003.50.........Money Pouch Total

Base Gear
000.00.........005.00.........Cold Weather Outfit(furs)
000.00.........004.00.........Quarterstaff
008.00.........005.00.........Morningstar
024.00.........003.00.........Starknife
025.00.........020.00.........Studded Leather Armour
009.00.........006.00.........Light Steel Shield
050.00.........008.00.........Heavy Crossbow
001.00.........001.00.........10 Bolts
000.00.........000.00.........Wooden Holy Symbols
000.30.........000.30.........1 twist of tobacco
000.50.........000.00.........1 pipe
000.00.........000.00.........Flint and Steel
-----------------------------------------------
117.80 gp......052.30 lbs.....Base Gear Total
016.10.........003.50.........Money Pouch Total
-----------------------------------------------
133.90.........055.80.........On Person Total
On Person Encumbrance: Light

Additional Packed Gear
002.00.........002.00.........Backpack
000.00.........003.00.........Warm Weather Clothes
001.00.........001.00.........10 Bolts
001.00.........004.00.........Waterskin
000.10.........005.00.........Bedroll
002.00.........005.00.........4 Days Rations
----------------------------------------------
006.10 gp......020.00.........Packed Gear Total
133.90.........055.80.........On Person Total
----------------------------------------------
140.00.........075.80.........Carried Total
Free and Packed Encumbrance: Medium