Rotrovio

Morrick Goremason's page

31 posts. Alias of Steven_Evil.


Full Name

Morrick Goremason

Race

Human Cleric (Asmodean Advocate, Evangelist) 1 | Sermonic Performance: 10

Classes/Levels

HP: 10 | AC: 15 T: 12 FF: 13 | Fort: 4 Ref: 3 Will: 5 | CMD: 13 | Initiative: 8 | Cold Iron Heavy Mace: +1, 1d8+2; 20x2 Light Crossbow: +2, 1d8; 19-20x2

Skills:
K. Religion: 5 Perform: 4 Prof. Barrister: 8 Sense Motive: 7 Stealth: 6

Gender

Male

Size

Medium

Age

30

Special Abilities

Spontaneous Casting (Command), Familair, Aura (Lawful Evil), Sermonic Performance

Alignment

Lawful Evil

Deity

Asmodeus

Location

Unknown

Languages

Chelaxian, Common, Infernal

Occupation

Barrister

Strength 13
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 16
Charisma 10

About Morrick Goremason

Racial Traits:

Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Traits:
Soul Drinker: Once per day when an enemy creature is killed, you may, as an immediate action, gain a number of temporary hit points equal to the slain foe’s Hit Dice. These temporary hit points last for 1 minute. This is a supernatural ability.
Twitchy: You gain a +2 trait bonus on initiative checks and a +1 trait bonus on Reflex saves.

Class Abilities:

Pact Bound: An Asmodean advocate must choose Asmodeus as her deity and select the Trickery domain. She does not gain a second domain. If she ever changes her deity, she loses this archetype and becomes a normal ex-cleric.
This ability alters domains.

Serpent: At 1st level, an Asmodean advocate gains a familiar as the arcane bond class feature, using her cleric level as her wizard level. She must choose a viper familiar. The viper speaks one language of the Asmodean advocate's choice as a supernatural ability.
Devil in the Details: At 1st level, an Asmodean advocate learns to choose her words so carefully that even when she says something designed to deceive listeners, the words are phrased to be technically true. She can use her Profession (barrister) skill for Bluff and Diplomacychecks. This benefit also extends to her familiar. The Asmodean advocate gains an insight bonusequal to 1/2 her cleric level (minimum +1) on Linguisticschecks related to forgeries and on all Profession (barrister) checks.
Single Minded: An evangelist focuses her skills and learning on proclamation rather than the fine details of the church’s deeper mysteries or martial training. Thus, she may select only one domain and does not gain medium armor proficiency or shield proficiency.
Public Speaker: An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (minimum 0).
Sermonic Performance: An evangelist gains the ability to deliver a select number of supernatural and spell-likeperformances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform(oratory) as the evangelist’s performance skill. However, an evangelist gains only the following types of bardic performance: countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level.
Sermonic performance replaces the 1st-, 9th-, and 15th-level channel energy abilities. This caps the cleric's channel energydamage at 7d6 points.

Spontaneous Casting: An evangelist does not gain the ability to spontaneously cast cureor inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the spells listed in Table: Evangelist Spontaneous Spells by sacrificing a prepared spell of the noted level or above.
1st: Command

Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domainsfrom 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.
Domain: Trickery

Stats
HP: 10
AC: 15
Touch: 12
Flat Footed: 13
Speed: 30ft
Initiative: +8

Saves
Fort: +4
Ref: +3
Will: +5

Attacks
Cold Iron Heavy Mace: +1, 1d8+2; 20x2
Light Crossbow: +2, 1d8; 19-20x2

Feats:
Extra Performance: You can use bardic performance for 6 additional rounds per day.
Improved Initiative: You gain a +4 bonus on Initiative Checks.

Skills
Knowledge Religion: +5
Perform- Oratory: +4
Profession- Barrister: +8
Sense Motive: +7
Stealth: +6

Spells Per Day
0: 3
1st: 2+1

Spells Prepared
0:
Light
Detect Magic
Stabilize

1st:
Barbed Chains
Cute Light Wounds
Disguise Self (Domain Spell)

Domain
Trickery Domain
Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Imagespell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.
Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—invisibility (mass), 9th—time stop.

Gear:
Cold Iron Heavy Mace
Light Crossbow
--10 Bolts

Studded Leather Armor

Bandoliers (2)
--Acid Flask
--Acid Flask
--Alchemist's Fire
--Wooden Holy Symbol

Belt Pouch (5)
--Spell Component Pouch

Backpack
--Bedroll
--Candles (10)
--Cheap Holy Text
--Flint and Steel
--Iron Pot
--Mess Kit
--Rope (50ft)
--Grappling Hook
--Pitons (10)
--Soap
--Torches (10)
--Trail Rations (5 days)
--Waterskin

Se'Liss, Morrick's Familiar:

Viper 
LE Tiny animal

Init +3;

Senses
low-light vision
scent
Perception +12

DEFENSE
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
HP: 5

Fort +3, Ref +5, Will +3

OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.

Melee
Bite: +5 (1d2–2 plus poison)

Space
2-1/2 ft.;
Reach 0 ft.

STATISTICS
Str 4, Dex 17, Con 8, Int 6, Wis 13, Cha 2

Base Atk +0; CMB +1; CMD 8 (can't be tripped)

Feats
Extra Item Slot: Choose one magic item slotnot normally available to creatures with your shape. You can now use magic items in that slot.

Skills Climb +14, Perception +12, Stealth +18, Swim +14;
Racial Modifiers +4 Perception, +4 Stealth

SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

Alertness
Improved Evasion
Share Spells
Empathic Link

Background:

Proposed Level Up Scheme:

1st: Extra Performance, Improved Initiative
2nd: --
3rd: Power Attack
4th: Ability Score Increase- Strength
5th: Toughness --or-- Lingering Performance
6th: --
7th:
8th:
9th:
10th:
11th:
12th:
13th:
14th:
15th:
16th:
17th:
18th:
19th:
20th: