Cleric of Pharasma

Radamiel's page

29 posts. Alias of Degwyn.


Full Name

Radamiel

Race

Human

Classes/Levels

Cleric (Pharasma) 2 HP 13/13 | AC 17, FF 16, Touch 10, CMD 13 | Fort +3 Ref +0 Will +6 | Init +0 | Per +3, SM +7 | Speed 30ft (20 in armor) | Channel (Positive) 7x/day | Disrupt Undead 6x/day | Rebuke Death 6x/day |Conditions:

Gender

Male

Size

M (5'8")

Age

31

Alignment

N

Deity

Pharasma

Location

Wati, Osirion

Languages

Common, Osiriani

Strength 14
Dexterity 10
Constitution 10
Intelligence 8
Wisdom 17
Charisma 14

About Radamiel

Description:

Bright blue eyes scan for an open seat as the bald, bronze-skinned man crosses the room, a book tucked under his arm. He finds a small empty table, takes his seat and quickly opens the book to a page marked with a long black ribbon attached to the spine of the tome. His finger traces across the lines of text, his lips moving slightly as he reads.
A friendly smile appears on his face as he looks up at the waitress who takes his order for a modest meal and drink. As she turns to leave, his attention returns to the book again. His bald head begins to nod slowly as his finger taps the page before he gently closes the book. He reaches down to his chest to fetch a holy symbol which he presses to his lips and closes his eyes quietly whispering a prayer.
He opens his eyes and traces the spiral on the cover of the book with a smile now confident that the path he is preparing to travel is in alignment with the will of The Lady of Graves.

Background:

Radamiel was born in Wati, the son of a baker and a retired Knight of Ozem. His father had participated in several skirmishes on the border of Geb and likely fueled Radamiel's early disdain for the undead. Hearing how the Parazmin order helped to rebuild Wati coupled with the awesome sight of the Grand Masoleum pulled him to the service of Pharasma.

Statblock:

Radamiel
Human (Garundi) cleric of Pharasma 2
N Medium humanoid (human)
Init +0; Senses Perception +3
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Defense
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AC 16, touch 10, flat-footed 16 (+6 armor)
hp 13 (2d8)
Fort +3, Ref +0, Will +6
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4+2/19-20) or
. . heavy mace +3 (1d8+2) or
. . unarmed strike +3 (1d3+2 nonlethal)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks channel positive energy 7/day (DC 13, 1d6)
Domain Spell-Like Abilities (CL 2nd; concentration +5)
. . 6/day—disrupt undead (+wis mod to dam), rebuke death (1d4+1)
Cleric Spells Prepared (CL 2nd; concentration +5)
. . 1st—bless, cure light wounds[D], protection from evil, sanctuary (DC 14)
. . 0 (at will)—guidance, light, stabilize, virtue
. . D Domain spell; Domains Final rest inquisition, Healing
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Statistics
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Str 14, Dex 10, Con 10, Int 8, Wis 17, Cha 14
Base Atk +1; CMB +3; CMD 13
Feats Extra Channel, Turn Undead
Traits corpse hunter, undead crusader
Skills Acrobatics -4 (-8 to jump), Diplomacy +6, Heal +8, Knowledge (religion) +5, Sense Motive +7
Languages Common, Osiriani
Combat Gear potion of cure light wounds (2), potion of hide from undead, alchemist's fire (3), alchemist's fire (2), holy water (2), holy water (2); Other Gear breastplate, crossbow bolts (20), dagger, heavy mace, light crossbow, backpack, bandolier[UE], bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy symbol with compartment[UE], holy text (The Bones Land in a Spiral)[UE], mess kit[UE], soap, spell component pouch, trail rations (5), waterskin, 379 gp, 5 sp
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Special Abilities
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Cleric Channel Positive Energy 1d6 (7/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Final Rest Inquisition) Granted Powers: The dead have paid their dues; there is no need, and no excuse, for them to walk. You protect their rest personally.
Disrupt Animation (Sp) (6/day) {ray, ranged touch attack, 1d6+3} You can use disrupt undead as a spell-like ability, adding your wisdom modifier to the damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Rebuke Death (6/day) (Sp) As a standard action, touch heals 1d4+1 dam to negative HP target.

Turn Undead (DC 13) Stnd act, 1 channel energy, undead in 30 ft. flee as if panicked for 1 min. (Will neg).