Full Name |
Moth |
Race |
Human (Varisian) |
Classes/Levels |
Cleric 1 |
Gender |
Male |
Size |
Medium |
Age |
22 |
Alignment |
CG |
Deity |
Desna |
Occupation |
Adventure Manager |
About Moth the Brave
Moth the Brave
Male human (Varisian) cleric (varisian pilgrim) of Desna 1 (Pathfinder Campaign Setting: Inner Sea Magic)
CG Medium humanoid (human)
Init +2; Senses Perception +3
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 8 (1d8)
Fort +2, Ref +2, Will +5
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee starknife +2 (1d4+2/×3)
Ranged sling +2 (1d4+2)
Special Attacks caravan bond, channel positive energy 5/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—bit of luck
Cleric (Varisian Pilgrim) Spells Prepared (CL 1st; concentration +4)
. . 1st—cure light wounds, tap inner beauty, true strike[D]
. . 0 (at will)—cure minor wounds (DC 13), detect magic, enhanced diplomacy
. . D Domain spell; Domains Luck, Travel
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Statistics
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Str 14, Dex 14, Con 10, Int 8, Wis 16, Cha 15
Base Atk +0; CMB +2; CMD 15
Feats Channel Surge, Dodge
Traits humble beginnings (varisia), marked by unknown forces, polite
Skills Appraise +3, Diplomacy +7, Heal +7, Knowledge (history) +3, Knowledge (religion) +3, Perception +3 (+1 to sight-based checks), Sense Motive +1
Languages Common, Varisian
SQ agile feet (6/day), oblivious, variant channeling (luck variant channeling[UM])
Other Gear chain shirt, sling, sling bullets (10), starknife, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pickles, goblin (per jar) (3), pot, reinforced scarf[UE], soap, spell component pouch, torch (10), trail rations (5), waterskin, 89 gp, 7 sp
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Special Abilities
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Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Caravan Bond (4 companions) (Su) After a minute of group prayer, may use a domain-granted power on up to 4 travelling companions within 30 feet.
Cleric (Varisian Pilgrim) Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric (Varisian Pilgrim) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Humble Beginnings (Varisia, Boot) No penalty for using selected item as improvised weapon.
Luck Variant Channeling (±1 Sacred) Bonus to one roll/penalty on all rolls
Marked by Unknown Forces People who recognize sigil start attitude at +/- 1 level.
Oblivious -2 to sight-based Perception checks.
"In the age of darkness, there was no sky, no moon, no stars. Without the guidance of the stars the church of Desna grew thin. There were no wandering blue priests. There was no starlight.
Until the birth of Mordecus. Desna herself inscribed her mark upon him. On the back of his hand, Mordecus kept the Last Star.
His mark was no butterfly, nor constellation, but a moth, that glowed with the light of a star.
Mordecus revived Desna's church, and helped rebuild it when the Stars reappeared."
That's how the story goes anyway. And in a small trading caravan, I was born with the same mark on my hand, and so I was named Moth.
One day, about a year ago, my grandma, a Harrower, told me something that changed my life.
Moth, you must go out. She flipped three cards. You must find the Princess, the Rat, the Ghost, and the Madman. And if you don't, great ruin will come to Varisia.
I dont trust harrowers, but I trust my grandma. So I went to my parents and told them I was leaving to go fulfill my destiny. They had no objection...neither did anyone else...that was awkward...
Regardless, I went out, and through a very ling and rather painful process, I found all of them: The Princess, Maven, the Rat, Paul, the Ghost, Slarthacore, and the Madman Avignon.
And now, were ready to stop some ruin.