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About Pelius PindleloricPelius Pindleloric
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Priest:
Orisons: Create water Detect poison Guidance Purify food and drink Stabilize Level 1 (4/day):
Level 2 (3/day):
Level 3 (2/day):
Sorcerer:
Cantrips:
Daze Detect magic Light Mending Prestidigitation Read magic Level 1 (7day):
Level 2 (5day):
*FCB spell; #Bonus spell.
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Skills (6+3 Int+1 human)/level+3 FCB=53 Name +(stat)+(rank)+(others)=total
Armor penalty -
Priest SQ:
Separatist Weapon and Armor Proficiency Separatists do not gain proficiency in their deity’s favored weapon (though they are not prohibited from using it or learning its use).
A separatist selects one domain from her deity’s domain list, and a second domain that is not on her deity’s domain list. This second domain cannot be an alignment domain that doesn’t match the priest’s or her deity’s alignment. For example, a lawful good separatist priest of a neutral good deity cannot choose the Chaos or Evil domain with this ability, but can select the Lawful domain even though her deity isn’t lawful. Granted powers from the priest’s second domain function as if the cleric’s level, Wisdom, and Charisma were 2 lower than normal (minimum level 1) in terms of effect, DC, and uses per day. This also means the separatist doesn’t gain the domain’s higher-level ability until 2 levels later than normal. If the second domain grants additional class skills, the separatist gains these as normal. In all other respects, this ability works like and replaces the standard priest’s domain ability. Spells A priest casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs (see Chaotic, Evil, Good, and Lawful Spells, below.) A priest must choose and prepare his spells in advance (see below). To prepare or cast a spell, a priest must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a priest’s spell is 10 + the spell level + the priest’s Wisdom modifier. Like other spellcasters, a priest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Priest. In addition, he receives bonus spells per day if he has a high Wisdom score. A priest also gets two domain spells of each spell level he can cast, starting at 1st level. When a priest prepares a spell in a domain spell slot, it must come from one of his three domains (see Deities, Domains, and Domain Spells, below). Priests meditate or pray for their spells. Each priest must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a priest can prepare spells. A priest may prepare and cast any spell on the priest spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Aura (Ex) A priest of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Priests that don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment. Channel Energy (Su) Regardless of alignment, any priest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good priest (or one that worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil priest (or one that worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral priest that worships a neutral deity (or one that is not devoted to a particular deity) must choose whether he channels positive or negative energy. Once this choice is made, it cannot be reversed. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the priest. The amount of damage dealt or healed is equal to 1d8 points of damage plus 1d8 points of damage for every two priest levels beyond first. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + ½ the priest’s level + the priest’s Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total – all excess healing is lost. A priest may Channel energy a number of times per day equal to 3 + his charisma modifier. This is a standard action that does not provoke an attack of opportunity. A priest can choose whether or not to include himself in this effect. A priest must be able to present his holy symbol to use this ability. Domains
Asmodeus: Law
Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—dispel chaos, 6th—hold monster, 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only). Separatist: Honor (glory)
Honor Bound (Su): With a touch, you can remind a creature of its duties and responsibilities, granting it a new saving throw against each enchantment (charm) or enchantment (compulsion) effect that currently affects it. If the saving throw is successful, the enchantment effect is ended. This power only affects effects that allow a save. If you fail a save against such an effect, you can use this ability as an immediate action to grant yourself an additional save. Once the target (either you or a touched creature) has made one additional save per effect, this ability has no further effect on that particular enchantment effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier-1. Replacement Domain Spells: 2nd—zone of truth, 6th—geas/quest. Divine Presence (Su): At 10th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level-2. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level - 2+ your Wisdom modifier - 1. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies. Domain Spells: 1st—shield of faith, 3rd—searing light, 4th—holy smite, 5th—righteous might, 7th—holy sword, 8th—holy aura, 9th—gate. Priest: Knowledge
Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier. Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight. With access to three domain spells at a given spell level, a priest prepares two of the three each day in his domain spell slots for each spell level that he can access. If a domain spell is not on the priest spell list, a priest can prepare it only in his domain spell slot. Lore (Ex) Thanks to long hours of study, a priest has a wide range of stray knowledge. This ability is identical to the bard's bardic knowledge class feature, using the priest’s class level in place of the bard level. Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. Orisons Priests can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. Spontaneous Casting A priest can channel stored spell energy into domain spells that the priest did not prepare ahead of time. The priest can “lose” any prepared spell that is not a domain spell in order to cast any domain spell of the same spell level or lower. The priest may only choose one of his domains for this purpose. The domain is chosen when the first priest level is taken and cannot be changed later. If cure or inflict spells are not part of the priest’s domain, he may choose to spontaneously cast cure or inflict spells instead of domain spells (as if he were a cleric). A priest that channels positive energy may spontaneously cast cure spells, while a priest that channels negative energy may spontaneously cast inflict spells.
A priest can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Sorcerer SQ:
Spells A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier. Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study. Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Unlike a wizard or a cleric a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Bloodline Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed. At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels. At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats. Arcane Bloodline Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice. Class Skill: Knowledge (any one). Bonus Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th). Bonus Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell. Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat. Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you. Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item. Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis. New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level. School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus. Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges. --------------------
Ordinary:
He likes to wear light robes with calid colors, like crimson red or deep purple. --------------------
...the more in deep I read The Asmodean Disciplines, the more I deeply believe that cruelty and corruption are against the Prince of Law doctrine... That was it all. Just words making a sentence. Words ruining a brilliant career. He was judged, but no one got a real reasoning against what he postulated.
Even realizing his destination is just a punishment, he did his work with great dedication, discovering that all the documents stored in that place, shows that a great conspiracy against the city is in the works.
Again, his dedication and meticulous ways, make him found a way to help the city. A document he archived a woman named Janiven is reported as suspicious of belonging to a rebellious gang. Searching incidents related to rebellious activities, Pelius found again her name in a couple of acts that involved corrupt nobles or slowed some of the conspiracy plans. Making contact and arranging a meeting with her took his time, but if there is something Pelius has in great quantities, it is time. As he inferred from the documentation he gathered, her group is trying to return the city to a place of justice and honor, but as they speak a numbers of Hellknights stormed into the meeting, and after a flight through the city servers, Pelius got finally to the safe-house, an ancient Aroden's shrine, only to find that Arael, the group leader, have been captured by the Hellknights.
The journey to Andoran was without incidents, but when Pelius was going to finally breathe free, he was arrested by a mountain patrol, just after he crossed the border by the Aspodell Mountain range.
Not was but after long years of prison, that he got an offer to get a chance of freedom. His competence for bureaucratic labors was not passed unnoticed, and his claims of being unfairly treated as a criminal finally draw the attention of Commander Gerregne. Having an able man to do the paper-work and native from Cheliax was just what he needs, in case a patrol of Hellknights show their noses. So there is Pelius, an aged man with still strong beliefs, and the hope to survive this last trial to become a free man at the end of his life. Jail Master:
The prison where Pelius has been for years rats used to run free; They where ugly, stinky, with missing patches of hair and flea-filled, but there was an exception. One rat looked clean, and smarter than the others. In fact, was even smarter than the prison's jailer, as the rat used to steal his food. Pelius, amused by the strange animal, started to feed it himself, and called it "Jailmaster". Somehow, perhaps the mistical blood that he inherited from his family or a bless from his deity, the old man started to share a bond with Jailmaster, and even become able to comunicate with it. Female rat
Creation rules:
Character creation guidelines. -Starting level 5, gestalt. -30 point buy. -Standard wealth by level. -Max hp at first level, average rounded up at subsequent levels. -Two Traits. -Variant Rules: Commonplace Guns, although advanced firearms can only be bought in cities. A good few years has passed, and the musket is now the weapon of choice for foot-soldiers in large-scale conflicts. At least, that's the case in civilized lands. Expect most enemies to try to stab you regardless. -Material allowed: Anything paizo official. Most 3pp material, if its accessible online. No 3.5e material though. -Specifically allowed 3pp classes: Mystic, Stalker, Warder, Warlord (All from Path of War.), Dragonrider. -Specifically banned 3pp material: DSP Psionics, including the Zealot, Harbinger. -Regarding alignment and backstories: I'm down with people running what they want to. That said, you're hired by Andoran military high-ups, who are reasonably certain you'll be loyal to them, and keep who hired you secret, at least to a point. Beyond that, the adventure assumes you're willing to be embroiled in a long and bloody, dangerous war to save the people of Isger, instead of running off to relative safety across the border. If you can make that fit into a chaotic evil character, by all means submit that guy. I think we might hit 12th level, when all is said and done. Class I like: Nightblade |