Faxon

MacDowell's page

45 posts. Organized Play character for Merck.


Race

Tiefling, Oni-Spawn

Classes/Levels

Theologian Cleric of Asmodeus

Alignment

LN

Deity

Asmodeus

Languages

Commom, Infernal, Draconic

About MacDowell

PFS # 35561-10
STR 14, DEX 12, CON 12, INT 13, WIS 18, CHA 10
Tiefling, Oni-Spawn
Male
Medium Size
Theologian Cleric of Asmodeus lvl1

COMBAT STATS
BaB +0
Init +3; Senses Perception 4
CMB +2 (+0BaB +2strength)
CMD 14 (+0BaB +2strength +2dexterity +10)
Favored class Cleric (+1 HP at lvl 1)

DEFENSE
AC 20, touch 11, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 natura)
HP 13/13 (1d8+1+3)(+1 Favored Class)
Fort +3
Ref +1
Will +6

OFFENSE
Speed 30 ft, 20 ft Armored
Melee Heavy Mace +2 (1d8+2/x2)
Melee Cestus +2 (1d4+2/19-20x2)
Melee Dagger +2 (1d4+2/19-20x2)
Ranged Sling +2 (1d4+2/x2), range 50 ft.
Space 5 ft; Reach 5 ft
Spell-like ability Alter Self 1x day

TRAITS
Reactive: +2 on initiative checks -Combat Trait
Exalted by the society +1 use of channel energy per day

FEATS
Toughness

SKILLS
Diplomacy
Intimidate
Heal 8 (1rank)
Knowledge Religion 5 (1rank)
Knowledge Arcana
Knowledge Planes
Sense Motive
Spellcraft 5 (1rank)

EQUIPMENT:

Heavy Wooden Shield (+2/—/–2), 7 gp, 10 lbs.
Four-mirror armor (+6/+2/-5), 45gp, 45 lbs
Heavy Mace (B), 1d8 dmg, crit x2, , 8 lbs
Cestus (B or P)1d4 dmg, crit 19-20x2, 5gp, 1 lbs
Dagger (P or S), 1D4 dmg, crit 19-20 x2, 2gp, 1 lbs
Sling (B), 1d4 dmg, crit x2,
Backpack, 2gp, 2 lbs
Bedroll, 0.01gp, 5 lbs
Flint and Steel, 1gp, - lbs
Grappling Hook, 1gp, 4 lbs
20x Sling bullets
5x Oil (1 pint flask), 0.05gp, 5 lbs
Belt Pouch, 1gp, 1/2 lbs
Hemp Rope (50ft.), 1 gp, 10 lbs
Waterskin, 1gp, 4 lbs
Wooden Holy Symbol of Asmodeus, - lbs
Explorer's Outfit, 8 lbs
Spell component pouch, 5gp, 2 lbs
3x Trail Rations, 0.15gp, 3 lbs

Money spent:$123
Money left:$17

Total equipment weight:
Equipment carried on his body:
Equipment carried on backpack:

SPELLS:

Memorised

Orisons:

Detect Magic
Light
Stabilize

1st LVL:

Protection from Evil
Burning Hands
Burning Hands (domain)

DOMAIN - Ash (Fire):

Granted Powers:
Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Wall of Ashes (Su): At 8th level, you can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per cleric level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude save or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes per day equal to your cleric level, but these minutes do not need to be consecutive.

Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—disintegrate, 8th—incendiary cloud, 9th—fiery body.

CLASS ABILITIES:

Aura (Ex)

A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Channel Energy (Su)

Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

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.

A cleric must be able to present her holy symbol to use this ability.

Domains

A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

Orisons

Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting

A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).

Theologian Archetype:

Focused Domain

A theologian chooses only one domain from her deity’s portfolio rather than the normal two domains. All level-dependent effects of the granted powers from the theologian’s domain function as if she were two cleric levels higher than her actual cleric level. This does not allow her to gain domain-granted powers earlier than normal. A theologian can prepare domain spells using her non-domain slots. She cannot use her spontaneous casting ability on domain spells, even if they are prepared in non-domain slots.

In all other respects, this works like and replaces the standard cleric domain ability.

Domain Secret (Ex)

At 5th level, the theologian chooses one domain spell. That spell becomes permanently modified with one of the following metamagic feats: Bouncing Spell, Disruptive Spell, Ectoplasmic Spell, Enlarge Spell, Extend Spell, Focused Spell, Intensified Spell, Silent Spell, Still Spell.

This metamagic feat does not increase the level of the spell. Once chosen, this modification cannot be changed. The domain specialist need not have the metamagic feat to apply it to a spell using this ability. At every 5 levels after 5th, the domain specialist may choose an additional domain spell to modify in this way. She cannot modify the same spell more than once.