Darl Quethos

Parneth Servais the Orphan's page

No posts. Alias of Deevor.


Full Name

Parneth Servias

Race

Human

Classes/Levels

Cleric

Gender

Male

Alignment

Neutral Good

Deity

Pharasma (Repose/Healing(Restoration)

Languages

Common, Celestial

Strength 13
Dexterity 10
Constitution 13
Intelligence 12
Wisdom 17
Charisma 14

About Parneth Servais the Orphan

Background:

Parnath brought up by his parents in the cathedral grounds where his faith in Pharasma was solidified, until his trials of faith tested him almost to the point of breaking. His father a Paladin and his mother a Cleric of Pharasma, taught him well. During his formative years, he was even allowed to take minor roles in the ceremonies to give the dead rest. He was once allowed to carry the holy symbol in front of Bishop Jarvis for the resting rites of the lower noble Eris Malhoven. That was the highlight of his 'service', but he was a regular child helper in the services of the cathedral.

His faith was tested when his parents were killed in 'an unfortunate accident'. His mother was called to put to rest a troubled spirit that had been plaguing an outlying hamlet called Trene's Halt. Garnod, his father accompanied his wife to protect her on the journey. His mother, Serela, carried with her one of the Cathedral's minor holy relics, held in an ornate wooden box. This relic, a blood red gem, protected those who were part of the ceremony from the draining powers of the restless spirits. For some unknown reason, the power of the relic failed the participants and in the ensuing chaos, both his parents died at the hands of the restless spirit. The spirit was dispatched to the care of the other planes, with the last dying actions of his father, heroically saving several other members of the congregation. The gem was bought back to the Cathedral and has never been used in these ceremonies ever since.

After the death of his parents, he was taken under the care of the cathedral and taught to be a sincere and devout cleric of Pharasma. Parneth is forever grateful to the Bishop for the care that was forthcoming after the deaths, he is forever in the Cathedral's debt and will do as his God bids, through the theocracy of the Cathedral and doing Bishop Jarvis's will.

Following its return, the holy relic the clergy discovered that it and several other holy items had been stolen from the abbey and replaced with worthless forgeries. It has taken time, but in all the investigations one name has always been found as a common denomintor...that of Gaedren Lamm. Parneth has prayed long and hard, but cannot rid himself of the need to revenge himself on the man who he blames for his parents death.

Probable campaign trait: Orphaned, well it pretty much fits


Appearance:

A tall man, wearing a dark vestment edged with white, on which a pattern is seen, black roses entwined in a golden coloured spiral, looking like a fist holding the rose. From under the depths of the cowl that covers his head, you see blue steel piercing eyes looking out, from either side of a hook nose and thin drawn face, framed by long black and untidy wavy hair. Over his chest on a cheap grey metal chain hangs a wooden carving, a strange looking bird, with a rose in its beak, surrounded by a circle design. His cloths hang loosely over his frame, his hands thin and wiry extend from his sleeves. He carries an old club looking weapon, worn red leather allows him to grip it firmly. At the other end of the dull grey shaft, the weapon thickens out into a diamond like head, on which each of its eights faces is etched the shape of a beetle. A small metal shield glints from the back of the cleric, easily deployed if required to defend himself.

First Draft Stats for DM NomadSage Crimson Throne game:

Parneth Servias
Male Human (Varisian) Cleric 1
NG Medium Humanoid (human)
Init +0; Senses Perception +3
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Defense
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AC 14, touch 10, flat-footed 14 (+3 armor, +1 shield)
hp 10 (1d8+1)
Fort +3, Ref +0, Will +5; +2 trait bonus vs. illusion
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Offense
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Speed 20 ft.
Melee Light Shield Bash -5 (1d3-1/x2) and
Light mace -1 (1d6-1/x2)
Special Attacks Gentle Rest (6/day)
Spell-Like Abilities Gentle Rest (6/day)
Cleric Spells Prepared (CL 1, -1 melee touch, 0 ranged touch):
1 (2/day) Protection from Evil (DC 14), Cure Light Wounds (DC 14), Obscuring Mist
0 (at will) Purify Food and Drink (DC 13), Create Water, Light
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Statistics
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Str 8, Dex 10, Con 13, Int 12, Wis 17, Cha 14
Base Atk +0; CMB -1; CMD 9
Feats Scribe Scroll, Selective Channeling
Traits Love Lost (Orphaned) (All Craft Skills), Skeptic
Skills Acrobatics -3 (-7 jump), Climb -4, Escape Artist -3, Fly -3, Heal +7, Knowledge (nobility) +5, Knowledge (religion) +5, Ride -3, Sense Motive +7, Stealth -3, Swim -4
Languages Celestial, Common, Varisian
SQ Aura, Cleric Channel Positive Energy 1d6 (5/day) (DC 12), Cleric Domain: Repose, Cleric Domain: Resurrection, Rebuke Death (6/day), Spontaneous Casting
Combat Gear Light mace, Light steel shield, Studded leather armor; Other Gear Backpack (empty), Holy symbol, wooden (Pharesma), Ink, black (2), Inkpen, Parchment (10), Scroll case (empty), Scroll case (empty), Scroll case (empty), Spell component pouch
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TRACKED RESOURCES
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Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su) - 0/5
Gentle Rest (6/day) (Sp) - 0/6
Rebuke Death (6/day) (Sp) - 0/6
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Repose Granted Powers: You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.
Cleric Domain: Resurrection Associated Domain: Healing
Gentle Rest (6/day) (Sp) Melee touch attack staggers target for 1r.
Rebuke Death (6/day) (Sp) Heal 1d4 damage to creatures at negative HP.
Selective Channeling Exclude targets from the area of your Channel Energy.
Skeptic +2 save vs. illusion.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

General Stats:

XP: 0 XP Next Level: 2000
HP: 13 (Death -13) Current HP: 13
HP rolls 8 (+1 per lev Con bonus, +3 Toughness Feat, +1 Fav Class)
Speed: 30ft Weight limits: 50/100/150
Fav Class Cleric
Fav Class 1 pts HP 0 pts Skill
Initiative [dice]1d20+0[/dice]
Perception [dice]1d20+3[/dice]
Parneth's Money 29.3 gp

Daily Allocations:

Uses left Ability/skill etc

  • 5/5 Channel Positive Energy (DC=14)
  • 6/6 Restorative Touch
  • 6/6 Gentle Rest
  • 1/1 Protection From Evil
  • 1/1 Magic Weapon


Defense:

AC 15 = 10 + 4 + 1 + 0 + 0 + 0 + 0 + 0
Touch(10) Flatfooted(15)
Chain Shirt(AC +4, ACk -2), Light Steel Shield(AC +1, ACk -1)
CMD [dice]1d20+11[/dice] = 10 + 1 + 0 + 0 + 0

Attack:

Base Attack +0
CMB [dice]1d20+1[/dice] = 0 + 1 + 0
Melee Attack +1

  • Unarmed Strike attack [dice]1d20+1[/dice]
  • Unarmed Strike damage [dice]1d3+1[/dice]
  • Critical Range 20x2
  • Heavy Mace attack [dice]1d20+1[/dice]
  • Heavy Mace damage [dice]1d8+1[/dice]
  • Critical Range 20x2
  • Dagger attack[dice]1d20+1[/dice]
  • Dagger damage[dice]1d4+1[/dice]
  • Critical Range 19-20x2

Ranged Attack +0

  • Empty


Saves:

  • Fort [dice]1d20+3[/dice] (2+1)
  • Reflex [dice]1d20+0[/dice] (0+0)
  • Will [dice]1d20+5[/dice] (2+3) Trait: +2 vs illusions


Spells:

Concentration [dice] 1d20+4 [/dice] = 1 CL + 3 Wis
Spells per day 0/3, 1/2+1
Prohibited Spells Evil
Spell DC 0/13, 1/14
Daily Spells

  • 1 Cure Light Wounds (D)
  • 0 Create Water
  • 0 Purify Food & Water
  • 0 Resistance
  • 1 Magic Weapon
  • 1 Protection from Evil

Spells Known


Skills:

Cleric 2 + Human 1 + Int 1 = 4
Total - Skill = Ability Mod + Ranks + Skill additions
Armor Check = -3

  • [dice]1d20-3[/dice] Acrobatics = 0 + 0 + -3
  • [dice]1d20+1[/dice] Appraise = 1 + 0 + 0
  • [dice]1d20+2[/dice] Bluff = 2 + 0 + 0
  • [dice]1d20-2[/dice] Climb = 1 + 0 + -3
  • [dice]1d20+2[/dice] Diplomacy = 2 + 1 + 3
  • [dice]1d20+2[/dice] Disguise = 2 + 0 + 0
  • [dice]1d20-3[/dice] Escape Artist = 0 + 0 + -3
  • [dice]1d20-3[/dice] Fly = 0 + 0 + -3
  • [dice]1d20+7[/dice] Heal = 3 + 1 + 3
  • [dice]1d20+2[/dice] Intimidate = 2 + 0 + 0
  • [dice]1d20+5[/dice] Knowledge Religion = 1 + 1 + 3
  • [dice]1d20+1[/dice] Linguistics = 1 + 0 + 0
  • [dice]1d20+3[/dice] Perception = 3 + 0 + 0
  • [dice]1d20-3[/dice] Ride = 0 + 0 + -3
  • [dice]1d20+7[/dice] Sense Motive = 3 + 1 + 3
  • [dice]1d20+1[/dice] Spellcraft = 1 + 0 + 0
  • [dice]1d20-3[/dice] Stealth = 0 + 0 + -3
  • [dice]1d20+3[/dice] Survival = 3 + 0 + 0
  • [dice]1d20-2[/dice] Swim = 1 + 0 + -3


Feats, Abilities and Talents:

Feats

  • Toughness(H): You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
  • Selective Channeling(1st): When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.

Class Abilities Cleric

  • Aura: A powerful neutral aura
  • Channel Positive Energy: 5/day (3+2) for 1d6. DC Will save vs damage 14 = 10 + 1 + 2 + 1(1/2 cleric, Cha bonus, Trait)
    Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
    An neutral cleric channels chooses either positive or negative energy. Parneth chooses Positive energy and can damage undead creatures or heal living creatures.
    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.
  • 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 can channel stored spell energy into cure 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).
  • Cannot cast Evil Spells
    A cleric can’t cast spells of an alignment opposed to her own or her deity’s. Spells associated with particular alignments are indicated by the evil descriptors in their spell descriptions.

Domain Abilities

  • Healing(Restoration) - Restorative Touch (Su): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Healing(Resoration) - Domain Spells: 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.
  • Repose - Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Repose - Domain Spells: 1st—deathwatch, 2nd—gentle repose, 3rd—speak with dead, 4th—death ward, 5th—slay living, 6th—undeath to death, 7th—destruction, 8th—waves of exhaustion, 9th—wail of the banshee.

Traits

  • Campaign: Orphaned: Your parents (or last surviving parent) were murdered, and when you identified the body, you noticed a ring was missing from the body. You’re convinced that the murderer stole the ring, and traced it to a merchant. Although, to your great frustration, you can’t afford yet to buy it back, the merchant did tell you that he purchased the ring from Gaedren Lamm. You’re convinced that he
    murdered your parent or knows who did it. As an orphan, you were forced from an early age to
    support yourself. Pick one of the following skills: Craft (any), Perform (any), or Profession (any). You gain a +1 trait bonus in that skill, and that skill is a class skill for you. Craft(Alchemy) would be appropriate for Parneth.
  • Faith: Sacred Conduit Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Benefit:- Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
  • Magic: Skeptic - Growing up, you were always around magical effects to the extent that you realized that much of it was smoke and mirrors. Benefit:- You gain a +2 trait bonus on all saving throws against illusions.


Treasure and Equipment found and bought:

None

Equipment:

2 gp Holy Symbol Wooden x2 -
2 gp Backpack 2
0.7 gp Bedroll + Blankets(winter) 8
3 gp Waterskin x 3 12
1 gp Travelers Outfit 5
5 gp Clerics Vestments 6
1 gp Flint & Steel -
50 gp Healer's Kit 1
8 gp Pack Animal, Mule
5 gp Pack, saddle
8 gp Saddlebags x2
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85.7 gp Mundane 3
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100 gp Chain Shirt 25
9 gp Light Steel Shield 6
4 gp Dagger x2 2
12 gp Heavy Mace 8
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125 armor and weapons 41
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240 (starting money)
210.7 = 85.7 + 125
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29.3 gp in purse.
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Notes:

20 points build,
Str 13 Dex 10 Con 13, Int 12, Wis 15, Cha 14
+ 2 Wis for lev 1,

Character Creation
Character creation rules are the following:
* 20-point buy.
* Core PF classes/prestige classes and APG classes allowed.
* No traits

progression:

Planned Feats:

Character Creation overview, basis to make up the character sheet:

+2 in Wisdom
Alignment Neutral Good
Favoured Class: Cleric
Diety: Pharesma Domains: Healing(Restoration), Repose
Feats: Selective Channeling
Toughness
Traits: Sacred Conduit (Faith)
Orphaned (CotCT)
Focused Mind (Magic)
Skill points in: Diplomacy, Healing, Knowledge(religion), Sense Motive
Weapons: Dagger x2, Heavy Mace, Light Crossbow

For DM Patcher:

1. How did Gaedren Lamm ruin your life?
As per background, parent died using fake holy relic. Return of the real holy item to the cathedral, and revenge.
2. What do you think of the tension at the royal court between King Eodred II and the Royal Queen Ileosa?
Only in as far as this adversely affects the cathedral and the general population of the city. Anything which makes the burial of the population more difficult, although more concerned if it affects the undead.
3. Do you think you could change Korvosa for the better? How?
What is better? Some suffering is natural, although excessive suffering must be remedied and restitution given. Continue to keep the undead in control and not giving them the opportunity to bring harm or evil on the living.
4. What will your character contribute to the group? Basically a healer and undead fighter, but able to fight for himself it required, but as a follower of Pharesma, I expect him to be at the forefront of dealing with undead.
5. What are your plans for your character mechanically?
Nothing too exotic...mainly healing and Turn Undead, maybe a bit of crafting magical items, like scrolls or potions..maybe some wonderous items, but in some respects he develops as the story takes him.
6. What are your plans for your character from a story-perspective?
Nothing planned, as I don't rallly know the plot...but expect progression in the cathedral hierarchy. Making the cathedral more powerful in politics.
7. Consider your character's heritage: could he (or she) possibly be of noble or royal blood, or is he (or she) a lowborn commoner? Without real connections to royal blood, although from a noble perspective, his father or mother may have been of noble blood. However, he is a pawn of the Bishop, with regards to political intrigue. I see the Bishop using him as an expendable loyal servant, who follows blindly the Bishop's missives. Unless the Bishop sends him to do actual evil, or directs his part in an evil scheme, he continues to believe the Bishop's actions are those to honor Pharesma.

Background Changes for Carrion Crown AP submissions:

To further the young clerics progression in the church the Bishop has placed the acolyte into the service of the University Chapel. Here he has been able to further his studies of necromancy, whilst also aiding and healing those students that follow rites of the divine. It was here that he met the Professor and became obsessed with his studies to understand more of the necromancer and his relation to life and death. Even going as far as attending the Professor's talk and lectures whenever he could. On hearing the death and burial, he has been instructed by the Bishop to make sure that the ceremonies have been attended to correctly. Unfortunately on his way to the funeral, he was waylaid in a village to perform the rites of passage from this world to the next, making him late for the funeral. He wants to make sure that he makes amends and is able to report back to the BIshop, that all has been done and even in this dark world, Pharesma has greeted the Professor before his own god claims him.