Nebuzaradan - Aasimar Gnome - Male
Neutral Good Cleric of Sarenrae
Background:
Neb grew up in a happy home surrounded by family members who loved him and encouraged. Alas, he was not as physically capable as most his age but he did have a keen mind. From grasping concepts quickly to an understanding of the natural world around him and a personal charm that made others like him, he got by just fine. He loved stories of heroes, knights, soft hearted scoundrels; so much so that he wanted to lead such a life even though he knew his strength and constitution would likely never allow it.
After the family started going to the Sarenrae temple he learned quite a bit about the cult. They took care of those around them, healed the sick and injured, and brought the fire of the heavens against the malevolent. ‘Self,’ he said, “I think I just found a way to be a hero.” From then on he focused on becoming a priest of Sarenrae and accentuating the abilities he had been born with. He hoped to meet up with a company of goodhearted adventurers or to join an army perhaps as a chaplain. He may not be able to crush monsters but he could heal those who did.
Defense:
Initiative +1 (Dex 1)
AC 22, touch 12, Flat Footed 18 (+7 Armor, +3 shield, 1 dex, 1 size)
HP 31 (23 class + 4 Con + 4 FCB)
Fort +5 Ref +3 Will +8
Str 8 Dex 12 Con 12 Int 14 Wis 18 Cha 16
BAB +3, CMB +2, CMD 12
Stat Building
Base Str 8 Dex 12 Con 12 Int 14 Wis 16 Cha 13
Cost -2 2 2 5 10 3
Race Wis +2 Cha +2
Level Cha +1
Total Str 8 Dex 12 Con 12 Int 14 Wis 18 Cha 16
Domain: Fire; Spells - 1st Burning Hands, 2nd Produce Flame, 3rd Fireball, 4th Wall of Fire, 5th Fire shield, 6th Fire seeds, 7th Elemental body IV (fire only), 8th Incendiary cloud, 9th Elemental swarm (fire only)
Fire Bolt (Sp): ranged 30’ touch attack inflicting 1d6+1/2levels; use 3+Wis bonus per day
Domain: Healing; Spells - 1st Cure light wounds, 2nd Cure moderate wounds, 3rd Cure serious wounds, 4th Cure critical wounds, 5th Breath of life, 6th Heal, 7th Regenerate 8th Mass cure critical wounds, 9th Mass heal
Rebuke Death: heal 1d4+1/2levels but only on creatures below 0 hit points. Use 3+Wis per day.
Aura (EX)
Channel Energy: 2d6, 30’ burst, 3+Cha per day
Gnome Racial Traits:
Attributes: -2 Str +2 Con +2 Cha
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable. Aasimars of specific bloodlines (see below) gain different ability score modifiers as indicated.
Native Outsider: Aasimars are outsiders with the native subtype.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (with a caster level equal to the aasimar’s character level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Traits:
Frontier Healer: Know Nature as class skill, +1 Heal and Know Nature checks, Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st.
Deft Dodger: +1 Ref save
Missionary: You have come to town to see about expanding the presence of your chosen faith after receiving visions that told you your faith is needed in the region—what that need is, though, you’re not quite sure. You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus. Boneshaker - Fireball - Blindness/Deafness
Gear:
Handy Haversack (2000gp) (chalk x5, candles x10, 2 fish hooks, string 50', sewing needle, thread 50’, water skin, clay mug, thread 50’, soap, mirror(10gp), healers kit (50gp), whetstone, flint and steel, chalk x5, signal whistle, loose change: gold and silver) 5#
Breast Plate (Agile) +1 12.5# 1550gp
MW Cold Iron Scimitar 2# 330gp
Dagger .5# 2gp
Heavy wooden shield +1 5# 1157gp
Iron holy symbol .5# 5gp
Sling