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About Rathh GnatstrainRathh Gnatstrain
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
OFFENSE
STATISTICS
Poison (Ex)
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
PFS# 132076-27
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:
Level 3:
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.
Barrister: +4 Wis, +3 ranks, +3 class, +1 (1/2 level), +3 skill focus, +2 MW tool
http://paizo.com/threads/rzs2rem9?Optimization-Challenge-Caster-Cleric-with -no |