Halfling

Luminarion's page

101 posts. Alias of Cutlass.


Full Name

Luminarion

Race

Elf

Classes/Levels

Cleric of Sarenrae/3

Gender

Male

Size

Medium

Age

145

Alignment

Chaotic Good

Deity

Sarenrae

Languages

Common, Elven, Celestial, Orc

Strength 12
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 16
Charisma 12

About Luminarion

Description:

Luminarion has dark brown hair and brownish tanned skin. He stands 6 foot 1 inch tall and weighs in at around 127 pounds. He has green eyes. At 145 years of age he is almost young for an elf. Compared to other adventuring characters Luminarion would appear slightly weak and somewhat frail. It looks like he's being at least slightly weighed down by all the equipment he's carrying.

Luminarion is wearing a traveler's outfit consisting of black leather boots, grey wool pants and a brown wool shirt. He also wears a brown leather belt with a gray wool vest. He also has the obligatory gray cloak with hood.

Luminarion wears his breastplate armor over traveler's outfit with the cloak going over everything else. He wears his wooden holy symbol of Sarenrae on a long leather thong around his neck such that it hangs down to about the middle of his breastplate. His scimitar is set up cross draw on his left hand side, his morningstar on his right hand side, and his dagger in the middle back of his belt. He carries the throwing darts in small quiver like container where he can reach them by reaching back over his left shoulder. He is wearing a long bow and a quiver of 20 arrows over his right shoulder. Completing this martial array he has a sling tucked into the middle front of his weapon belt and two small pouches for sling ammunition on either side of his morningstar.

Racial Traits:

+2 Dexterity, +2 Intelligence, -2 Constitution

Medium size

Normal speed: Base movement of 30 feet

Low-light Vision: Elves can see twice as far as humans in conditions of dim light.

Elven Immunities: Elves are immune to magic magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance and a +2 spellcraft skill check bonus to identify the properties of magic items.

Keen senses: Elves receive a +2 racial bonus on perception checks.

Weapon Familiarity: Elves are proficient with the longbow (including composite longbows), longswords, rapiers and shortbows (including composite shortbows) and treat any weapon with the word "elven" in its name as a martial weapon.

Character Traits:

Faith Trait - Sacred Conduit: +1 trait bonus to save DC of channeled energy.

Social Trait - Suspicious: +1 trait bonus on sense motive checks.

Combat Trait - Anatomist: +1 trait bonus on all rolls to confirm critical hits.

Feats:

Level 1: Extra Channel

Level 3: Improved Channel

Cleric Class Features:

Weapon and armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity (scimitar).

Aura: A cleric of a good deity has a particularly powerful aura corresponding to the deity's alignment.

Channel Energy:

6 channels per day [3(base) + 1(charisma mod) + 2(extra channel)]

Will Saving throw to halve damage of channeled energy:

15 = 10(base) + 1(1/2 cleric's level) + 1(charisma mod) + 1(Faith Trait) + 2(Improved Channel)

Channel energy amount: 2d6

Domain Powers:

Healing Domain:

Rebuke Death - 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 (6 total).

Domain Spells: 1st - cure light wounds, 2nd - cure moderate wounds

Sun Domain:

Sun's Blessing - Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Domain Spells: 1st - endure elements, 2nd - heat metal

Equipment:

Encumbrance - light load: < 44 lbs, medium load < 87 lbs, Heavy Load < 130 lbs

On Person

Traveler's Outfit________________free________________5 lbs
Holy Symbol, wooden________________1 gp______________-
MW Scimitar______________________315 gp______________4 lbs
MW Morningstar___________________308 gp______________6 lbs
4 throwing darts___________________2 gp______________2 lbs
+1 Breastplate__________________1350 gp_____________30 lbs
Wand of cure light wounds________750 gp______________-
1 healer's kit____________________50 gp______________1 lbs
9 pebbles__________________________-_________________3 lbs
sling______________________________-_________________-
10 sling bullets___________________0.1 gp____________5 lbs
dagger_____________________________2 gp______________1 lb
Cold Weather outfit________________8 gp______________7 lbs
snowshoes__________________________4 gp______________4 lbs
longbow______________________________________________3 lbs
20 arrows____________________________________________3 lbs
__________________________________-----____________-----
____________________________________________________74 lbs
spare money____________________44.9 gp_______________1 lb

In wagon

Backpack___________________________2 gp______________2 lbs
14 day's trail rations_____________7 gp_____________14 lbs
Waterskin__________________________1 gp______________4 lbs
3 Healer's Kits__________________150 gp______________3 lbs
cleats_____________________________5 gp______________2 lbs
_______________________________-------
_______________________________2955.1 gp

Trained Skills:

Trained Skills = 2(base) + 2(INT) + 1(Favored Class) = 5

1. Diplomacy 7 = 1(CHA) + 3(ranks) + 3(CSB)
2. Heal 11 = 3(WIS) + 3(ranks) + 3(CSB) + 2(HK)
3. Knowledge (Religion) 8 = 2(INT) + 3(ranks) + 3(CSB)
4. Sense Motive 10 = 3(WIS) + 3(ranks) + 3(CSB) + 1(trait)
5. Spellcraft 8 = 2(INT) + 3(ranks) + 3(CSB)

(CSB) = Class Skill Bonus, (HK) = Healer's Kit

Background:

Luminarion is a cleric of Sarenrae who specializes in healing. His normal duties are such that he travels a large irregular circuit providing clerical services to followers of Sarenrae who live in out of the way locations. He will usually come into towns or villages so small that they don't have established temples and spend several days to a week or so there holding services, performing marriages and baptisms and doing what healing he can for the people who live there. Then he will move on to the next area where his services may be required. From time to time he will expand his circuit and enter into new areas.

Looking for new areas that he could preach and heal in Luminarion eventually came to the Land of Song. Upon hearing the problems that the people were facing he decided that he would see what he could do to help. His duties as a cleric of Sarenrae would permit nothing less. However, the fact that he might be able to get a reasonable amount of money if he was successful as well as some good publicity for his religion didn't hurt either.

Somewhat ironically, Luminarion's training as a healer also helps him when has has to fight. His knowledge of anatomy helps him to land critical hits slightly more often than he might be able to otherwise. Luminarion is also descended from a long line of Elven clerics. As a result of Sarenrae's blessings to such a family for loyal service over a long span of elven generations Luminarion can channel energy more effectively than other clerics.

Unfortunately though there was a black sheep in the family. One of Luminarion's grand uncles, Nihilion, cast all tradition aside and became an anti-paladin of Rovagug before Luminarion was born. The rest of the family disavowed Nihilion and declared him to be "dead" to the rest of the family. As Luminarion was growing up he was simply told that Nihilion was dead. It wasn't until Luminarion began seminary training that he learned the truth. This shocked Luminarion and also worried him that so many people that he trusted implicitly had lied to him for so long about something that was important. As a result he became slightly more suspicious than he might otherwise have been.

Combat Statistics:

Hit points = 24

Speed = 20 ft/round (medium armor)

Initiative Modifier = + 2(DEX)

Armor Class = 10(Base) + 2(DEX) + 7(+1 Breastplate) = 19, 12 touch, 17 flat

Saves

Fortitude 3 = 3(base) + 0(CON)
Reflex 3 = 1(base) + 2(DEX)
Will 6 = 3(base) + 3(WIL)

Ranged Weapons

___________________To hit___Damage______Crit________Range____Type

(1)Sling____________+4______1d4+1________x2__________50 ft____B
(2)Sling____________+3______1d3+1________x2__________50 ft____B
(3)Sling____________+5______1d6+2________x2__________50 ft____B
Throwing Dart_______+4______1d4+1________x2__________20 ft____P
dagger______________+4______1d4+1________19-20/x2____10 ft____P or S
longbow_____________+4______1d8+1________x3_________100 ft____P

(1) Sling using bullets
(2) Sling using pebbles/stones
(3) Sling using pebbles enspelled with magic stone, 2d6+3 damage vs undead

Melee Weapons

__________________to hit_________damage________crit___________type

MW Scimitar_________+4___________1d6+1_________18-20/x2________S
MW Morningstar______+4___________1d8+1__________x2_____________B&P
Dagger______________+3___________1d4+1_________19-20/x2________P or S

Spells:

Luminarion prays for and prepares his spells at dawn.

Spells per day:

Level 0 - 4
Level 1 - 3 + 1
Level 2 - 2 + 1

Level 0 orisons prepared

1. Light
2. Guidance
3. Resistance
4. Detect Magic

Level 1 spells prepared

1. Bless
2. Magic Stone
3. Sanctuary

Domain
Cure Light Wounds

Level 2 spells prepared

1. Spiritual Weapon
2. Silence

Domain
Cure Moderate Wounds

Experience:

Using "medium" progression, starting at 3rd level with 5,000 ep

+1200 ep
+400 ep
+300 ep