Zutha

Rathh Gnatstrain's page

145 posts. Organized Play character for PatheticWretch.


Full Name

Rathh Gnatstrain

Race

Human Cleric 3 | HP 30/30 | AC 19; Tch 11; FF 18 | F +5; R +2; W +7 | CMB +3; CMD 14 | Speed 20 ft | Init +3 | MW Morningstar (Silver): +4 (1d8+1) | Perc +8

Age

48

Strength 12
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 19
Charisma 7

About Rathh Gnatstrain

Rathh Gnatstrain
Male Human Cleric 3 (Asmodean Advocate)
LN Medium Humanoid (Human)
Init +3 (Reactionary); Senses Perception +8 (Alertness)
Languages Common, Infernal
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DEFENSE
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AC 19, touch 11, flat-footed 18
    (+6 armor, +2 shield, +1 Dex)
hp 30 (3d8, +6 Con, +3 favored, +3 toughness)
Fort +5, Ref +2, Will +7
Defensive Abilities
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OFFENSE
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Speed 20 ft. (4 squares)
Melee MW Morningstar (Silver) +4 (1d8+1)
Ranged Javelin +3 (1d6+1)
Base Atk +2; CMB +3; CMD 14
Special Attacks
Deity Asmodeus Domain Trickery (Innuendo)
Cleric Spells Prepared (CL 3, Concentration +7) *Domain
    2nd — cure moderate wounds, invisibility*, shared sacrifice
    1st — burning disarm, command, compel hostility, sow thought*
    0th — detect magic, enhanced diplomacy, guidance, light
Spells per Day: (3+1/2+1/0/0/0/0/0/0/0/ DC:14+spell level)
Scrolls: none
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STATISTICS
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Abilities STR 12, DEX 12, CON 14, INT 12, WIS 19, CHA 7
Feats Antagonize, Skill Focus (Profession: Barrister), Toughness
Traits Fiendish Confidence, Reactionary
Skills (*Devil in the Details) Acrobatics +1, Appraise +1, Bluff +21*, Climb +1, Diplomacy +18*, Escape Artist -2, Fly -2, Heal +4, Intimidate +7, Knowledge (Planes) +6, Knowledge (Religion) +5, Linguistics (re: forgeries), +2, Perception +8, Profession (Barrister) +16, Ride -2, Sense Motive +10, Stealth -2, Survival +4, Swim -2 Armor Check Penalty -3
SQ Channel Negative Energy (2d6, DC 8, 1/day), Fool's Privilege (1/day)
Combat Gear wand of bless [48/50], wand of cure light wounds [48/50], wand of infernal healing [50/50], potion of cure light wounds, acid flask (x3) Other Gear authoritative vestments, MW morningstar (silver), dagger (cold iron), javelin (x4), sling, bullets (10), MW agile breastplate, heavy mithral shield, cold-weather outfit, MW backpack, bandolier, bedroll, rations (trail)(x3), waterskin (filled), holy symbol (wooden)(x2), spell component pouch (x2), sack, bell, candle, chalk, charcoal, fishhook, string, flint and steel, parchment, sewing needle, signal whistle, oil (flask)(x3), tindertwig (x2), earplugs, spring-loaded wrist sheath (x2, loaded with wand of cure light wounds, wand of infernal healing), MW perception tool, MW barrister tool, MW intimidate tool, 308 gp

FAMILIAR:

Loophole (alertness, empathic link, improved evasion, share spells, deliver touch spells)
Viper, N Tiny animal
Init +3; Senses low-light vision, scent; Perception +9

DEFENSE
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 15 (3d8)
Fort +5, Ref +5, Will +7

OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +7 (1d2–2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 4, Dex 17, Con 8, Int 7, Wis 13, Cha 2
Base Atk +2; CMB +3; CMD 10 (can't be tripped)
Feats Weapon Finesse
Skills Climb +11, Perception +9, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth

Poison (Ex)
Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

SPECIAL ABILITIES:

Aura of Law (Ex): You project a faint law aura.
Channel Energy (Su): 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. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
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.
Devil in the Details (Ex): At 1st level, an Asmodean advocate learns to choose her words so carefully that even when she says something designed to deceive listeners, the words are phrased to be technically true. She can use her Profession (barrister) skill for Bluff and Diplomacy checks. This benefit also extends to her familiar. The Asmodean advocate gains an insight bonus equal to 1/2 her cleric level (minimum +1) on Linguistics checks related to forgeries and on all Profession (barrister) checks.
Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Fool's Privilege (Su): You can use this power as a swift action when you fail a Bluff, Diplomacy, or Intimidate check outside of combat. You suffer no negative effects due to the failed check, and the next round you can attempt the check again without the usual penalty for a failed attempt.
You can use this ability once per day, and one additional time per day for every 4 levels beyond 1st.
Orisons: You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Pact-Bound (Ex): An Asmodean advocate must choose Asmodeus as her deity and select the Trickery domain. She does not gain a second domain. If she ever changes her deity, she loses this archetype and becomes a normal ex-cleric.
This ability alters domains.
Serpent (Su): At 1st level, an Asmodean advocate gains a familiar as the arcane bond class feature, using her cleric level as her wizard level. She must choose a viper familiar. The viper speaks one language of the Asmodean advocate's choice as a supernatural ability.
Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
Spontaneous Casting You can channel stored spell energy into inflict spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with "Inflict" in its name).
Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.

BACKGROUND:

A chair groans in protest as one of the Pathfinders adjusts his massive girth. The man could kindly be referred to as corpulent or obese, but it would hardly be accurate. The truth is, as his armor strains against the straps that hold it in place, that he could hardly be any larger.

His beady eyes look like those of a rodent, and thin strands of dark wispy hair mat against his scalp, glistening with sweat.

"When our administration indicated that we must travel to this destination, they failed to elaborate on how long this mission would take," the man says to the others. "Or how much we would sweat once we arrived. A place to cool off...would be most welcome."

The man retrieves several parchments and a quill and begins scribbling some notes. A tiny serpent writhes out of his sleeve onto his paper as he writes. "I am Rathh Gnatstrain, a barrister by trade. Let us fulfill the terms of our contract and take a cold bath. I'm sure we could reach an accord on that term."

The Prince of Hell preaches strict discipline and unwavering devotion from his worshipers; the strong should rule the weak. The Prince of Darkness expects flattery from his followers, appreciating it for what it is, and delights in deals and contracts that secretly favor one party over another. Followers of the Prince of Darkness often include nobles and bureaucrats, especially those participating in the slave trade and in those nations where his worship is openly accepted.

Knights of Asmodeus wear the typical black and red associated with the Dark Prince, often wielding a spiked mace. They seek out order to gain power. Some call themselves paladins to give their behavior a gloss of righteousness.

Asmodeus' priests usually dress in clean and orderly red-accented black dress, and often wear horned masks or helmets for ceremonies. Clothing worn is usually expensive, and clearly so, as the faith preaches that wealth attracts wealth. In countries not under Cheliax's yoke, priests are expected to abide by local laws and take sacrifices only from willing victims. It is also common for individual priests to offer the sacrifice of a small animal before preparing spells. Clerics of Asmodeus may prepare lesser geas and a variant of geas, and the Prince of Darkness grants access to infernal healing and greater infernal healing.

PFS:

Boons and Vanities
Confirmed Field Agent: You may acquire a wayfinder by spending 1 Prestige Point.
Friend of Janira Gavix: You receive a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
Prized Find: If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).
Elixir of Treasure Seeking: Driking this elixir gives you the ability to find treasure in unlikely places, granting you a +2 competence bonus on Appraise and Perception checks for duration of an entire adventure. In addition, if you earn less than the maximum gold piece reward during an adventure, your sharpened senses lead you to a small cache of gold and gems that increases your gold earned by 150 gp (up to the maximum reward given in the adventure. When you use this boon, cross it off your Chronicle sheet.
Impressive Find: Once you earn 12 or more fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost.
Echoes of the Dead: When you fail a Fortitude or Will saving throw against a haunt, you can use this boon to gain a +2 competence bonus on the save retroactively.

PFS# 132076-27
XP 6
Prestige/Fame 4/10
Faction The Exchange
-Faction Card [0 goals]
Scenarios Completed
*First Steps (In Service to Lore), [1 XP, 2 PP, 417 gp]
*The Confirmation [1 XP, 2 PP, 430 gp, 20 gp day job]
*The Wounded Wisp [1 XP, 2 PP, 430 gp]
-Bought MW morningstar (silver) [-402 gp], wand of bless [-2 PP], wand of cure light wounds [-2 PP], wand of infernal healing [-2 PP], potion of cure light wounds [-50 gp], MW perception tool [-50 gp], MW barrister tool [-50 gp], MW intimidate tool [-50 gp]
*The Half-Dead City [3 XP, 4 PP, 1536 gp, 75 day job]
-Bought authoritative vestments [-450 gp], mithral heavy shield [-1020 gp], MW agile breastplate [-550 gp], sold scale armor [+25 gp], heavy wooden shield [+3.5 gp]

Level Progression:

Level 1:
Class Taken: Cleric
Class Feature Gained: Aura, Channel Energy, Domains, Orisons, Spontaneous Casting
Hit points Gained: 1d8, +2 Con, +1 favored
Skill Points (3): intimidate (1), knowledge (planes)(1), profession (barrister) (1)
Feats: antagonize, skill focus (profession: barrister)

Level 2:
Class Taken: Cleric
Class Feature Gained:
Hit points Gained: 1d8, +2 Con, +1 favored
Skill Points (3): intimidate (1), knowledge (religion)(1), profession (barrister) (1)

Level 3:
Class Taken: Cleric
Class Feature Gained: channel energy 2d6
Hit points Gained: 1d8, +2 Con, +1 favored
Skill Points (3): intimidate (1), profession (barrister) (1), sense motive (1)
Feat: toughness

Dice:

[dice=MW Morningstar (silver)]1d20+4;1d8+1[/dice]

Devil in the Details: use profession (barrister) skill for Bluff and Diplomacy checks, gains an insight bonus equal to 1/2 her cleric level (minimum +1) on Linguistics checks related to forgeries and on all Profession (barrister) checks.
Demonic Knowledge: when making knowledge (planes) checks, bonus on the check equal to half his class level (minimum +1) and can make these Knowledge skill checks untrained.

Barrister: +4 Wis, +3 ranks, +3 class, +1 (1/2 level), +3 skill focus, +2 MW tool
Bluff: (Use Barrister, +2 Silver Tongued, +3 from familiar)
Diplo: (Use Barrister, +2 Silver Tongued)
Intimidate: -2 Cha, +3 rank, +3 class, +2 MW tool
Sense Motive: +4 Wis, +1 rank, +3 class, +2 alertness

http://paizo.com/threads/rzs2rem9?Optimization-Challenge-Caster-Cleric-with -no