Ranius's page

No posts. Alias of CampinCarl9127.

Full Name





Cleric 2












Common, Infernal

Strength 7
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 17
Charisma 16

About Ranius

Male Aasimar Cleric 2
N Medium Humanoid (Human)/Outsider (Native)
Init +2 (+2 with surprise round); Senses Perception +11; darkvision 60 ft.
AC 19, touch 12, flat-footed 17 (+5 armor, +2 shield, +2 dex)
hp 17 (16/17)
Fort +5, Ref +2, Will +6
Resist acid 5, cold 5, electricity 5
Speed 30 ft. (20 ft. in armor)

Melee Dagger -1 (1d4-2)

Ranged Light Crossbow +3 (1d8)
Str 7, Dex 14, Con 14, Int 12, Wis 17, Cha 16
Base Atk +1; CMB -1; CMD 13
Traits Conspiracy Hunter, Kin Bond, Sacred Conduit
Drawbacks Family Ties
Feats Alignment Channel (Evil)
Skills (6 points; 4 class, 2 Int)
ACP -6
(1) Diplomacy +9
(1) Knowledge (nature) +5
(1) Knowledge (planar) +5
(1) Knowledge (religion) +5
(1) Perception +11
(1) Sense Motive +7
*ACP applies to these skills
Non-Standard Skill Bonuses
+2 Diplomacy (racial)
+2 Perception (racial)
+1 Perception (trait)
+1/2 level Perception (class)
Languages Common, Infernal

Special Abilities:

Celestial Resistance Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Skilled Aasimar have a +2 racial bonus on Diplomacy and Perception checks.

Darkvision Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Scion of Humanity Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill.

Conspiracy Hunter You’ve long heard rumors of dark deeds afoot in Westcrown. Shipments of valuable cargo that go missing with nary a trace or question asked. People who disappear as though they never existed. Lords of business and nobles who speak in veiled references and accidental slips of masters even they must obey. What lords rule the Westcrown underworld? Do the tales of far-reaching criminal organizations hold a hint of truth? Could the fabled Council of Thieves, said to have been purged from the city ages ago, have somehow survived or reformed? And what hold do they hold over the city today? You don’t know, but you’re determined to find out! Choose one of the following skills: Bluff, Diplomacy, Knowledge (local), Perception, Sense Motive, or Stealth. You gain a +1 trait bonus on this skill and it is always considered a class skill for you.

Kin Bond The bond between you and a close sibling is nearly mystical. Choose a single sibling with whom to share this bond. Once per day when you fail a saving throw while your sibling is within 30 feet, you may reroll that saving throw using your sibling’s saving throw modifier. If you and the sibling are twins or otherwise part of a multiple birth, you gain a +2 trait bonus on the rerolled saving throw. Your sibling must be willing to grant you the reroll. If you fail the saving throw, you and your sibling are dazed for 1 round.

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 survived). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Family Ties Your family is extremely important to you, and you feel disheartened when you can’t do what they ask. When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom– and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.

Aasimar Cleric Favored Class Bonus (+1) Add +1/2 to damage when using positive energy against undead or using Alignment Channel to damage evil outsiders.

Channel Energy (0/6) Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her 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 cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to 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.

Spontaneous Casting 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).

Animal (Feather) Domain You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill. Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).

Eyes of the Hawk You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.

Domain Spells: 1st—calm animals

Air (Lightning) Domain You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.

Lightning Arc (5/6) As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—shocking grasp


0th (at will)
Detect Magic
Read Magic

1st (4/day)
Shocking Grasp
Shocking Disarm (as burning disarm)
Shield of Faith
Weapons Against Evil


Carrying Capacity
Light 0-23 lb. Medium 24-46 lb. Heavy 47-70 lb.
Current Load Carried 45 lb.

Money 16 GP 0 SP 0 CP
Dagger (2gp) (1 lb.)
Light Crossbow (35gp) (4 lb.)
Scale Mail (50gp) (30 lb.)
Heavy Wooden Shield (7gp) (10 lb.)
Wooden Holy Symbol (1gp)
Potion of CLW x3
Scroll of Remove Fear (25gp)
Scroll of Obscuring Mist (25gp)
Wand of Infernal Healing (49/50)
Alchemist's Fire
Tanglefoot Bag

Party Loot
Mayor Note: Permission to hunt bandits
Mayor Note: Tax is lowered from 15% to 7%

Build Path:
3rd: Boon Companion
5th: Celestial Servant