Description Saint Isma of the Sand Stands at the front of an Amry of 5000+ next to her an Astral Devier as its lord commander. The Saint of the Sand walks in Pius holy light. Giving hope to any who see her. Her may of holy fighters, ready to stop any evil they may meet. The saint has on simple clothing of poor present. She holds no weapons more will she, for her sword and shield is her amy of righteousness
Personality
Quiet and good, her manner is that of a saint, good words, good deeds, good thoughts. In a world of greys and half-truths, she stands form as Goodness personified. She never lies, never tricks, The wolds is simple as black and white, there is good and there is evil.
Resistance:
--Focused--
+10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive.
Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
Immunity's
Other
CMD 17 {10+1Base +2Str +4Dex +0size +0misc}
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
Base Atk: +1;
Melee:+15/+10/+5{+15/+10/+5Base,+1Str}[WF +19/+14/+9{+1Base,+4Dex}
Ranged: +19/+14/+9{+1Base,+4Dex}
STR [09][+6Item][+1Inherent]=[16][+3]
DEX [13][+6Item][+1Inherent]=[20]=[+5]
CON [12][+6Items]=[18][+4]
INT [14][+6Item]=[20][+5]
WIS [16][+6Item]=[22][+6Item]
CHA [16][+2Race][+5Levels][+1Inherent][+6Item]=[30][+10]
Traits and Feats:
-------------------------=Traits=----------------------
Traits:
1:Natural-Born Leader
You’ve always found yourself in positions where others look up to you as a leader, and you can distinctly remember an event from your early childhood where you led several other children to accomplish a goal that each of you individually could not.
Benefits: All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.
----------------=Drawbacks=-----------------
1:Family Ties [The house of De-Ron-Xue]
Your family is extremely important to you, and you feel disheartened when you can’t do what they ask.
Effect(s) When a family [De-Ron-Xue] 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.
--------------=Feats=-----------------
Level Feats:
1:noble-scion
Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.
2:-
3:
4:-
5:practiced-leader
6:-
7:-
8:-
9:-
10:-
"EPIC FEAT
Epic Leadership [Epic]
Prerequisites
Cha 25, Leadership, Leadership score 25.
Benefit
You attract a cohort and followers as shown on Table: Epic Leadership. In all other ways Epic Leadership functions as the Leadership feat.
Normal
The Leadership feat provides no benefit for leadership scores beyond 25.
Table: Example Special Epic Cohorts presents some creatures that make good cohorts for epic characters.
RACE
Standard Racial Traits
Ability Score Modifiers: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-elves are humanoid creatures with both the human and the elf subtypes.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Half-elves have a base speed of 30 feet.
Languages: Half-elves begin play speaking Common and Elven. Half-elves 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.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
-=Non-Standard Skill Bonuses=-
*+10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive.
Augment For every 2 additional power points you spend, the competence bonus increases by +1.
-=Languages=-
Languages: Telepathy [Link mind]
-=Languages=-
Common, Evlan, Celestial, Infernal, Abyssal, Necril, Sylvan, Auran ("Tongue of the Heavens"), Ignan ("Tongue of Fire"), Terran ("Tongue of Earth")
Cleric L21 EPIC:
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.
Aura (Ex)
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 (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
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. A complete listing of cleric domains can be found here: Cleric Domains
Nobility/Sub Leadership Domain
You are a great leader, an inspiration to all who follow the teachings of your faith.
Granted Powers
Inspiring Command (Su): As a standard action, you can issue an inspiring command to your allies. The inspiring command affects one ally plus one additional ally for every three cleric levels you possess, who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language-dependent mind-affecting effect.
Leadership (Ex): At 8th level, you receive Leadership as a bonus feat. In addition, you gain a +2 bonus on your leadership score as long as you uphold the tenets of your deity (or divine concept if you do not venerate a deity).
Domain Spells: 1st—level—bless, 2nd—enthrall, 3rd—prayer, 4th—discern lies, 5th—command (greater), 6th—brilliant inspiration, 7th—repulsion, 8th—demand, 9th—storm of vengeance.
Glory Domain
You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Granted Powers
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light, 4th—holy smite, 5th—righteous might, 6th—undeath to death, 7th—holy sword, 8th—holy aura, 9th—gate.
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).
Bonus Languages
A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
Alternative Capstone Ability
When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. When a character reaches 20th level in this class, the following new ability can be selected instead of the standard 20th level class ability which would normally be gained. In some cases, a capstone specifies what ability it replaces. A character can’t select an alternative capstone if she has previously traded away her class capstone via an archetype. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with.
Proxy (Su)
At 20th level, the cleric forges a direct, personal connection to her deity. She knows instinctively whether her deity would approve or disapprove of a given course of action or idea (though deities rarely bother to form opinions about overly mundane or trivial events). In addition, she can select an additional domain from the list offered by her deity.
Spellcasting
A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Chaotic, Evil, Good, and Lawful Spells A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
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.
Slotless Handy Haversack
Bag, Handy Haversack
Aura moderate conjuration; CL 9th; Slot —; Price 2,000 cp; Weight 5 lbs.
DESCRIPTION
A backpack of this sort appears to be well-made, well-used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
Pouch 1 2' 20lb
Composite longbow
80 Arrows/Ceramic tipped
String or twine (50 ft.) 1cp 1/4lb
Bone Whistle, silent 1sp -lb
Healer Kit 10/10 1lb 50cp
Letters of refinance,
Small bag uncut Gems
Pouch 2 2' 20lb
Grooming set 10gp 1lb
Small item bags --cp 1/4lb
Water flask x1 1cp
White Fox Filter mask 2cp
Journal 10cp
Ink Pen + Inc 2cp
Mian backpack
Small Tent 20lb 10cp
Small Stool 2lb 1cp
Desert Clothing: 10cp Loose clothing in light colors reflects heat and retains the body's moisture. When wearing desert clothing, you gain a +1 bonus to Constitution checks against environmental dangers when out in the desert.
Distillation Kit: Desert travelers use a distillation device, which "boils" moisture out of the materials and collects it in a reservoir. Using a distillation kit for 6 hours produces 1 day’s worth of water.
Sun Balm: 10cp
Travelers value sun balm to ward against the sun’s relentless heat. Sun balm grants a +2 bonus to Constitution checks made to endure the heat.
Spice Coffee set and Spice Coffee 10cp
Bed-Roll 5lb 1cp
Rope, silk (50 ft.) 5lb 20cp
Map case + maps 1cp 1/2lb
MW-Survival Kit 25cp
Rations, trail Dayx5 25cp
PFS Legal Ring of the Ecclesiarch
Source Ultimate Equipment pg. 175
Aura faint enchantment CL 5th
Slot ring; Price 28,500 gp; Weight —
Description
This ornate ring of sanctified silver is engraved with a golden signet that incorporates the holy symbol of the wearer’s deity after being worn for 24 hours. The ring can be used to seal parchments or to mark any surface as the arcane mark spell at will. The wearer is marked as a scholarly leader of the faith and gains a +5 competence bonus on Diplomacy and Knowledge (religion) checks. If the wearer has the Leadership feat, she may attract double the normal number of followers, and her followers’ zealous devotion grants them a +4 morale bonus on Will saves against enchantment spells and effects. Once per day, the wearer of the ring can use prayer and enter image (Advanced Player’s Guide), often using the latter power to speak and observe through portraits, statues, and even minted coinage bearing their likeness.
Suzerain Scepter
Source Ultimate Equipment pg. 186
Aura moderate enchantment CL 7th
Slot none; Price 20,000 gp; Weight 5 lbs.
Description
This ornately bejeweled baton confers the mark of rightful rulership on its bearer. The wielder of this scepter gains a +5 competence bonus on Knowledge (nobility) and Diplomacy checks. Furthermore, once per day, and on command, the wielder can affect up to seven living creatures with good hope, as the spell. If the wielder of a suzerain scepter has the Leadership feat, she may attract double the normal number of followers for her Leadership score; however, if the rod is out of the wielder’s possession for more than 1 week these extra followers leave. In addition, a suzerain scepter radiates a continuous bless effect that affects any cohort, follower, animal companion, familiar, special mount, or creature charmed or summoned by the wielder (but not called creatures or those under dominate or other compulsion effects). Whenever the wielder creates an effect that provides a morale bonus to such creatures (not including the scepter’s bless effect), that bonus increases by 1.
Imperial Army Greathelm
Source Inner Sea Combat pg. 60
Aura moderate enchantment; CL 9th
Slot head; Price 29,000 gp; Weight 6 lbs.
Description
Many seasoned military commanders in Molthune wear this style of silver helmet adorned with a single oversized red plume. If the wearer of an Imperial Army greathelm has the Leadership feat, he gains a +3 bonus to his Leadership score, and any of his followers or cohorts gain a +1 bonus on attack rolls and on saving throws against fear effects while they’re within line of sight of him. If the wearer possesses the tactician class feature, the range of that ability increases to 60 feet.
Crown of Conquest
Aura moderate enchantment; CL 7th
Slot head; Price 24,600 gp; Weight 3 lbs.
DESCRIPTION
This crown of steel and gold projects an aura of menacing power.
The wearer gains a +4 competence bonus on Intimidate checks, and whenever he confirms a critical hit, the crown creates a prayer effect centered on the crown’s wearer (caster level 5th).
If the wearer of the crown has the Leadership feat, he gains a +1 bonus to his Leadership score and any follower or cohort of the wearer gains a +1 bonus on attack rolls and saving throws against fear effects while within line of sight of the wearer.
Stone of Good Luck (Luckstone)
Aura faint evocation; CL 5th; Slot —; Price 20,000 gp; Weight —
DESCRIPTION
This small bit of agate grants its possessor a +1 luck bonus on saving throws, ability checks, and skill checks.
Background:
Write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.
1)
2)
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4)
Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game. During any session in which you take positive action to achieve that goal, I will award you an action point that can only be used in scenes furthering that goal. These Action Points are separate from the action points you gain by resting and reaching milestones. You can change goals later, though you lose all the accumulated Action Points for the goal you abandoned.
1)
2)
Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
1)[known]
2)[unknown]
Step 4: Describe three people that are tied to the character through blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1)
2)
3)
Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.