Agath

Maxwell Carter's page

123 posts. Organized Play character for Cookie Munster.


Full Name

Maxwell Carter

Classes/Levels

Spells:
Orisons: Create Water, Detect Magic, Light Level 1: Prot. fr Evil, Shield of Faith, Holy Shield | Channel Energy 5/5 | Touch of Good 6/6 | Restorative Touch 6/6

Gender

Human Cleric 1 | HP: 10/10 | AC: 16 | T: 10 | FF: 16 | CMD: 12 | Fort/Ref/Will: +4/+0/+5 | Init: +4 | Perception: +3 | Sense Motive: +7

Size

5'6", 175 lbs

Age

23

Alignment

NG

Deity

Sarenrae

Languages

Common

Occupation

Adeventurer, wandering Cleric

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

About Maxwell Carter

Stats:
Maxwell Carter
#123955-1
Human Cleric 1
NG Medium Humanoid
Init +4
Senses: Perception +3, Sense Motive +7
Speed 30 ft.
Str 14, Dex 10, Con 14, Int 10, Wis 16, Cha 14
Base Atk +0; CMB +2; CMD 12
XP: 1
PA: 2

Offense:
Melee: To Hit: +2 Scimitar (1d6+2, 18-20 x2. +2 Dam on crit from Flame of the Dawn trait)
Ranged: To Hit: +0 Light Crossbow (1d8/19-20 x2, range 80 ft), Ammo: 30 Bolts

Defense:
AC 16 (10 +5 [scale] +1 [buckler], Touch 10, flat-footed 16
HP 10 (1d8+2)
Fort +4 (2+2) Ref +0 Will +5 (2+3)
Concentration Check d20+4 vs DC

Gear:
Weapons and Armor: Scimitar, Light Crossbow, Scale Mail, Buckler.
Other Gear: Holy Symbol, 2 sets of adventurer clothes, 1 set of formal priestly vestments, backpack, bedroll, blanket, winter, chalk (5 pc), flint and steel, grappling hook, small steel mirror, 3 flasks or water, 2 belt pouches, 1 week rations, 50 ft hemp rope, 1 sack, soap, tent, 5 torches, whetstone.
Money: 462 Gold

Skills:
Acrobatics -5 (0, -4 Armor, -1 Shield)
Appraise 0
Bluff 2 (0+2)
Climb -3 (0+2, -4 Armor, -1 Shield)
Diplomacy 2 (0+2)
Disguise 2 (0+2)
Escape Artist -5 (0 -4 Armor, -1 Shield)
Fly -5 (0 -4 Armor, -1 Shield)
Heal 3 (0+3)
Intimidate 2 (0+2)
Knowledge(religion) 4 (+1 Rank, +3 Class skill)
Perception 3 (0+3)
Ride -5 (0 -4 Armor, -1 Shield)
Sense Motive 7 (+3, +1 Rank, +3 Class Skill)
Spellcraft 4 (+1 Rank, +3 Class Skill)
Stealth -5 (0 -4 Armor, -1 Shield)
Survival Wis 3 (0+3)
Swim -3 (0+2, -4 Armor, -1 Shield)
Languages: Common
Proficiencies: all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient
with the favored weapon of their deity (Scimitar).

Feats:
Improved Initiative
Selective Channeling

Traits:
Flame of the Dawn [Religion]: On a critical melee attack, target takes an 2 additional Fire damage.
Cleansing Light [religion]: When dealing damage to undead with your channel energy, you can reroll any damage die that shows a natural 1.

Spells per Day:
Level 0: 3
Level 1: 2 +1 Domain Spell

Cleric Domains:
Good Domain Domain with the Agathonian Subdomain: Replacement Power: Protective Aura replaces the Holy Lance power of the Good domain.
Touch of Good (Su): as a standard touch action 6 times per day (3+ Wis bonus). Grants target a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round.
Protective Aura (Su): At 8th level, you can emit a 30-foot protective aura as a standard action. Allies in this aura receive a +2 deflection bonus to AC and a +2 resistance bonus on all saving throws. In addition, allies in the area gain the benefits of protection from evil (although the AC bonus and saving throw bonus do not stack with those granted by this effect). You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not have to be consecutive.
Domain Spells with subdomain replacements: 1st—shield of faith, 2nd—align weapon (good only), 3rd— tongues, 4th—holy smite, 5th—dispel evil, 6th—planar ally (agathions only), 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

Healing Domain with Restoration Subdomain: Replacement Power: Restorative Touch replaces the Rebuke Death power of the Healing domain.
Restorative Touch (Su): Can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. The touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. Cleric can choose which condition is removed. Able to use this ability 6 times per day (3+Wis modifier).
Healer’s Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
Domain Spells with subdomain replacements: 1st—cure light wounds, 2nd—remove disease, 3rd—cure serious wounds, 4th—neutralize poison, 5th—break enchantment, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.


Special Abilities:

Channel Positive Energy: 5 times per day may as a standard action release Positive Energy in a burst, affecting either all living or undead targets within 30 feet. Heals living or harms undead for 1d6, 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. May choose up to 2 targets in range to not receive benefit die to Selective Channeling feat.
Spontaneous Casting: able to replace a prepared spell with a restorative spell of equal caster level.
Alignment Aura: gives off an aura of Neutral Good.
Touch of Good (Su): as a standard touch action 6 times per day (3+ Wis bonus). Grants target a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round.
Restorative Touch (Su): Can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. The touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. Cleric can choose which condition is removed. Able to use this ability 6 times per day (3+Wis modifier).

History:
Max was left on the steps of a temple of Sarenrae as an infant that was located in Almas, the capitol of Andoran. Clergy life didn't suit his restless nature. After a long time of yearning to explore the world he set out when he became old enough to become an adventurer. He decided that he would try to make a difference, and that he would try to spread the glory of Sarendae to all who would listen.. In his travels he heard of a Pathfinder Society and decided to seek them out, chartering a voyage to Absolom to join their ranks.

Personality:
When he set out on his own, Max was friendly to all an a bit naive to the ways of the world. After having to kill some bandits in self defense, he has learned to be wary of the unknown but he still believes in the possibility for good in most people. He tries to be friendly with all, and enjoys using his healing powers to relive the pain of the suffering. Though he is a cleric, he tries not to be preachy or overly dogmatic, so as not to drive people away. Instead, he would rather serve as an example.

Appearance:
Maxwell is a clean shaven and young looking human of average height with neatly kept straight black hair. His boyish looks and quick smile make him easialy likeable, but in a moment he can become focused and deadly serious. He carries himself with a sertain surety of purpose, knowing that he is the sevant of the divine, and witnssing proof of it on a daily basis. Strapped on his arm is a buckler that has been worked into the image of a bright sun with rays of light shining outward.

Completed Campaings: