About Rooke XandarianInitiative: +0
Special Qualities/Class Features:
Divine Brand (Ex) At 1st level, a mark appears somewhere on the divine paragon’s body. The mark’s location varies by individual and faith, but takes the form of the deity’s holy symbol and generally appears in a location easy to display, such as on the hand, forearm, chest, or face. An uncovered divine brand functions as a holy (or unholy) symbol and as a divine focus for spellcasting. The divine paragon’s aura is even more powerful than a typical cleric’s as a result of her devotion, and her cleric level is treated as 1 higher for the purpose of determining the strength of her aura when it is viewed by spells like detect good. 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. Devoted Domain Travel (Devoted) and Good A divine paragon is intensely devoted to a single deity, and her alignment must be identical to her deity’s alignment. She gains Deific Obedience as a bonus feat, even if she doesn’t meet the feat’s prerequisites. She gains access to her boons at an accelerated rate (see below) rather than the standard HD-based rate granted by Deific Obedience (and as such cannot benefit from the accelerated rate granted by the Deific Obedience feat). When the divine paragon selects her domains, she must designate one of the two domains she gains as her devoted domain. She gains all of this domain’s granted powers and domain spells normally. For her other domain, she gains only its domain spells—she does not gain any of the granted powers of that domain. Instead, she must choose from the evangelist, exalted, or sentinel boons granted by her deity. At 5th level, she gains access to the first boon granted by her deity. At 11th level, she gains access to the second boon. At 14th level, she gains access to the third boon. In order to retain access to her domain spells, the domain powers of her devoted domain, and the boons granted by Deific Obedience, the divine paragon must perform her obedience daily. If she fails to do so, she loses access to these abilities until she next performs her obedience (but she can still cast spells, channel energy, and perform other abilities granted by her cleric levels). This ability alters domains. Orisons Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again. Spontaneous Casting A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. 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). An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy). ------- Traits Student of Faith (Campaign), Adventurous Imbiber (Religion), Ease of Faith (Faith) & Charming (Social) ------- Items Cleric kit (backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (3 days), and a waterskin), tabard of Cayden Cailean (slightly stained), a gallon of ale, a clay tankard, playing cards, a pair of gaming dice, an ioun torch, a bandolier with 4 cure light wound potions, and a healer's kit. Combat Gear Chainmail armor, buckler, rapier, and two daggers. Wealth (1 sp, 8 cp)
Backstory:
Rooke Xandarian was born and raised in Kaer Maga, The City of Strangers, on the Stovial Rise in Varisia. Born to two caydenite clerics, Rooke was made an orphan early in life when both his parents were killed during a slave escape they orchestrated. The young boy was raised by the kind-hearted clerics in The Common House, the largest temple to Cayden Cailean in the city and headquarters for the Freemen, an organization in The Bottoms dedicated to eradicating slavery, which is legal in Kaer Maga, of whom Rooke's parents were members.
Rooke became The Common House's unofficial mascot; helping out wherever he could until the varisian boy got bigger and got more responsibilities. Rooke learned the in and outs of bartending and general maintenance of taverns, but the clerics also made sure young Rooke had a proper education. He learned to read and write both Taldane and Varisian, along with the language of the Upper Planes, Celestial. Although The Common House was a caydenite temple, Rooke learned about many other faiths, due to the cosmopolitan nature of Kaer Maga. Despite this, Rooke took the lessons of The Placard of Wisdom to heart, and decided to follow in his parent's footsteps and become Cayden Cailean's cleric. Due to the close association with the Freemen, Rooke also undertook several lookout missions for them as well, earning their respect. Throughout The Bottoms, Rooke Xandarian learned to love, fight, pray and drink like his god and personal hero. When Rooke was 18, the newly-sworn cleric was delivering a shipment of Deverin ale to The Rusty Dragon in Sandpoint. Rooke liked the atmosphere of the tavern and the temperment and beauty of it's owner and operator, Ameiko Kaijitsu. The young cleric was amazed The Rusty Dragon did not have a caydenite cleric on-staff. During his way back to Kaer Maga, Rooke sat in comtemplation on why he was drawn to this smaller out-of-the-way tavern. The next month, Rooke was on caravan duty again for another shipment to The Rusty Dragon. This time, Rooke had a opportunity to sit down with Ameiko, and petition for a position as bartender in her tavern, along with other caydenite duties. At first the young tavern owner was unsure and gave Rooke a quick test of his barkeep knowledge. Rooke was able to serve and make every beverage Ameiko asked for, and knew several concoctions Ameiko wasn't aware of. Both Xandarian and Kaijitsu came to an agreement that when Rooke came back the next month with the next ale shipment, Rooke would stay on as The Rusty Dragon's new bartender and spiritual advisor. Before he left The Common House for his new tavern, the clerics gave Rooke many gifts, most of them used; a deck of playing cards, his own tabard of Cayden Cailean, a healer's kit, some dice, and a ioun torch, to guide him in times of darkness. Rooke Xandarian has served thousands of drinks and pieces of advice in The Rusty Dragon for 3 years. The cleric has been extra busy of late, helping Ameiko Kaijitsu and The Rusty Dragon ready for the upcoming Swallowtail Festival. Personalty:
Rooke Xandarian is as much a rogue as his god.
The cleric loves to drink, joke, preach, and romance young maidens, and not necessarily in that order. Rooke feels Cayden's way is the best, and would rather party with him forever in his Domain in Elysium, than play a harp in Heaven. Rooke is a font of caydenite lore. Someday the cleric hopes to meet an azata or a cayhound, if he's lucky; both! Rooke would like to start a romantic relationship with his employer and long-time friend, Ameiko Kaijitsu, but he feels his romantic exploits with the fine women of Sandpoint might have hampered that possibility. Rooke Xandarian, though a respected citizen of Sandpoint, has a reputation of a 'ladie's man' among the small town's female population. Appearance:
Rooke Xandarian is a tall, handsome, varisian man with wavy brown hair and ocean blue eyes. Despite his toned physique, Rooke has a 'beer belly', no doubt from partaking in all of Cayden's Cailean's 'blessings'. Rooke laughs off any jibes, simply stating 'it is his keg to bare for following The Drunken God'. On Rooke's right side of his neck, it looks like a tattoo of Cayden Cailean's symbol. But it was a divine brand from The God of Heroes himself, and is a great point of pride for the young cleric. Rooke proudly wears his tabard of Cayden Cailean, despite several stains marring it's appearance. The cleric wears chainmail armor and a buckler on his shield arm. Feat Progression:
1st - Human Bonus - Additonal Traits Class Bonus - Deific Obedience 2nd - 3rd - Endurance 4th - Minor Spell Expertise 5th - 6th - 7th - 8th - 9th - 10th - |