About Robert MerosettAppearance
Background
The years that followed were terrible for Robert, who gradually came to realize that the society and prestige he was used to were being stripped from him. Robert became paranoid and saw in everyone an enemy. His nights were restless and his desire for vengeance grew at the same time as his virility. He started praying for Calistria to allow him his revenge. As he managed to interpret his dreams according to the goddess teachings, Robert began feeling peaceful. His peace came in the form of resolve. In his mind, he made an agreement with the goddess, a trade. In exchange for her help enacting his revenge and ridding Taldor of the scum who would dishonestly prey on the honorable, he would spread her word and fight for her. Unfortunately for him, finding and punishing wrongdoers was harder than it seemed. It wasn't a matter of fighting. It was a matter of politics. He would have to learn the game in order to defeat the right players. And so he started. He learned how to lie, pressure and intimidate people. He learned all about the noble families' traditions. He became a perfect gentleman. Now it was time to start working, and there was no better opportunity than this year's Exaltation Gala. Personality
Basic Info:
STR 10, DEX 14, CON 12, INT 14, WIS 16, CHA 14 Human (Taldan) Male Medium Size NG Cleric lvl 4 (cardinal archetype) BaB 2 Init +2; Senses: Perception +11, Sense Motive +10 CMB +2 (2BaB) CMD 14 (2BaB +2dexterity +10) Favored Class Cleric (+4 skill point) Channel Energy (positive) 2d6 - 5/day Defense
Offense
Domain:
Trickery Powers
Domain spells
Spells:
CL 4 Concentration (Cleric level + Wis): +7 DC: 13+spell level Spell level: Slots+bonus
Spells prepared
Traits, feats, skills and languages:
Traits: Disgraced Noble: +2 Bluff to conceal identity, +2 Linguistics to spot/produce forgeries, +1/+1 attack/damage versus NPC single humanoid who I believe has been involved in the conspiracy to destroy my family. 1/day - lasts for level rounds. Seeker: +1 bonus on Perception and Perception is class skill. Feats:
Skills (6 class +2 Int +1 Human +1 Fav class = 10 ranks/level):
Background skills:
Languages: Common/Taldan, Celestial, Elven, Skald, Undercommon, Dwarf, Halfling Equipment:
Magical gear - Wands -- Cure Light Wounds: 47 - Scrolls -- Animate rope -- Blur -- Flaming sphere -- Hypnotism -- Mount -- Web -- Cure Light Wounds -- Dispel Magic -- Invisibility -- Mirror Image -- Mount - Dignity's Barb is now a +1 darkwood light crossbow and reduces the miss chance from concealment by 10%. In addition, once per day, when the wielder threatens a critical hit, they can roll twice to confirm and take the better result. Luxury gear
Normal gear
Money left - 811.9
Money transactions:
Money tracked in gp. Sp and cp are tracked in decimals Spent
Earned
Race abilities:
Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size. Base Speed: Humans have a base speed of 30 feet. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Class abilities:
Aura: A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details). Channel Energy: 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. 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. Armor Proficiency: A cardinal is proficient in light armor, but not shields. This ability replaces the cleric’s armor proficiencies. Political skill: A cardinal adds Bluff, Intimidate, Knowledge (geography), and Knowledge (local) to her list of class skills. She gains a number of skill ranks equal to 6 + her Intelligence modifier at each level, instead of the normal 2 + her Intelligence modifier. However, she gains only one domain, and her base attack bonus from cleric levels is equal to half her class level (which is the same as for a sorcerer or wizard). This ability replaces the cleric’s spontaneous casting ability. It alters the cleric’s domains, as well as her class skills, skill ranks per level, and base attack bonus. Trickery domain: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills. Granted Powers - Copycat: You can create an illusory double of yourself as a move action. This double functions as a single mirror image, and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
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