Ziszka

Seishin of the Wheel's page

281 posts. Alias of Dragoncat.


Full Name

Seishin of the Wheel

Race

Samsaran

Classes/Levels

Cleric of Tsukiyo 2|HP: 15/15|AC: 16/10/16|Saves: +4 Fort, +0 Ref, +7 Will (+2 vs. fear, stabilize, neg levels, +4 vs. death effects)|Init: +0|Perc: +11

Gender

Channels: 3/5|Mad Touch: 7/7|Good Touch: 7/7|Male

Size

Medium (6'1", 165 lbs)

Age

90 (looks 25)

Special Abilities

Healing and A Listening Ear

Alignment

LG

Deity

Tsukiyo, Prince of the Moon

Location

Sandpoint

Languages

Common, Tien, Samsaran, Elven, Ulfen, Goblin

Occupation

Enlightenment Seeker

Homepage URL

Seishin's Portrait!

Strength 12
Dexterity 11
Constitution 12
Intelligence 14
Wisdom 18
Charisma 14

About Seishin of the Wheel

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Statblock
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Seishin of the Wheel
Male samsaran cleric of Tsukiyo 2
LG medium humanoid (samsaran)
Init +0; Senses low-light vision; Perception +11
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Defense
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AC 16, touch 10, flat-footed 16
hp 15 (2d8+2)
Fort +4, Ref +0, Will +7
Defensive Abilities +2 to saves vs. fear, Fort vs. negative levels, CON checks to stabilize, +4 vs. death effects
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Offense
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Speed 30 ft
Melee +3 mwk longspear (1d8+2/x2, reach)
+2 dagger (1d4+1/19-20/x2)
Ranged +1 sling (1d4/x2/50 ft. range)
Special Attacks channel positive energy (1d6, DC 14, 5/day)
+2 Vision of Madness (touch, target gets +1 to attack rolls/saving throws/skill checks while taking -1 penalty to others for 3 rounds, 7/day)
+2 Touch of Good (touch, target gets +1 to attack rolls/skill checks/ability checks/saving throws for 1 round, 7/day)
Samsaran Magic (comprehend languages, deathwatch, stabilize 1/day each)
Spells Known
0- Read Magic, Guidance, Create Water, Stabilize
1- Lesser Confusion (D), Summon Monster 1, Magic Weapon, Remove Fear
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Statistics
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STR 12, DEX 11, CON 12, INT 14, WIS 18, CHA 14
Base Atk +1; CMB +2; CMD 12
Feats Selective Channeling
Traits Reincarnated, Rescued (Shalelu)
Skills +6 Acrobatics, +9 Diplomacy, +3 Intimidate, +7 Knowledge (History), +6 Knowledge (Religion), +7 Linguistics (Elven, Goblin), +11 Perception, +9 Sense Motive
Languages Common, Tien, Samsaran, Elven, Ulfen, Goblin
SQ Lifebound, Shards of the Past (Diplomacy, Perception), Samsaran Magic, Aura (Lawful, Good), Channel Energy (1d6), Orisons, Domains (Good & Madness), Spontaneous Casting (Positive)
Combat Gear Mwk Chain Mail, Mwk Longspear, Dagger, Sling, 10 Sling Bullets, Jade Holy Symbol of Tsukiyo
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Special Abilities
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Racial Traits:
Lifebound: Samsarans gain a +2 racial bonus on all saving throws to resist death effects, saving throws against negative energy effects, Fortitude saves to remove negative levels, and Constitution checks to stabilize if reduced to negative hit points.

Samsaran Magic: Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day— comprehend languagesdeathwatch, and stabilize. The caster level for these effects equals the samsaran’s character level.

Shards of the Past: A samsaran’s past lives grant her bonuses on two skills. The samsaran chooses two skills—she gains a +2 racial bonus on both, and they are always class skills for her. Once made, this choice can’t be altered. (Diplomacy & Perception)

Class Features:
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell 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 one 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 one 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 who worships 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 casts 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 channeled 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, using a domain power is a standard action.

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 cast 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 who worships 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).

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.

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.

Madness Domain:
Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.

Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.

Domain Spells: 1st—lesser confusion, 2nd—touch of idiocy, 3rd—rage, 4th—confusion, 5th—nightmare, 6th—phantasmal killer, 7th—insanity, 8th—scintillating pattern, 9th—weird.

Good Domain:
Granted Powers: You have pledged your life and soul to goodness and purity.

Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).


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Background
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My past is not a long one… at least, not within this lifetime. I was reborn here, in these lands you call ‘Varisia’—far from the lands my past lives call home. For many years, I called the city of Magnimar home. I had a family--a father, mother, parents... siblings. Not like me, but their hearts were kind enough to take in a child of the Wheel. I suppose my childhood could be called normal. I experienced all the joys and pains of growing up; the hollow feeling of isolation from one's peers, the fluttering, maddening lightness of a first... infatuation, the joy and comfort of belonging to a group... even if said group would get themselves into no end of mischief. Eventually, the walls of Magnimar grew too confining, and I set off on my own.

Throughout it all, my shards of past memories would sing to me the praises of the Prince of the Moon--His parables that warned against pride, His lessons of wisdom, His mantras of kindness and awareness that provided direction and purpose in a sometimes-cruel world. I do not know why He decided to have me reincarnate in your lands, but what point is there in questioning His holy will? In all of my lifetimes, I still remember that He has always watched over me, guided me and nurtured me—and in return, I am His voice in this world.

I take it you do not believe in reincarnation? That this life is all you have, with no chances to begin anew? It is a difficult thing to accept, but I assure you, it is very real. To be able to learn from mistakes made in this life, to learn, adapt and improve for the next… it is a concept that provides me with more comfort than the idea that the only life that matters is this one.

That being said, do not mistake me—I am not eager to leave this life behind until I have lived it to the fullest. My journey to Sandpoint was proof enough of that.

I was… inattentive. My vigilance lapsed as I walked upon the roads, letting the light of Tsukiyo illuminate my way. I had faith that the Prince of the Moon would not let His servant come to harm… but I learned that night that one cannot expect the Gods to do all the work. He gave me the senses to see, hear and smell danger approaching—but they are worthless if I do not use them.

I was beset by goblins as I camped along the road. I fended them off as best I could, but there were too many, and I was cornered. I was not prepared to die that night—not when there was so much I had left to do. Besides, being slain by goblins would have been utterly embarrassing.

But she appeared—the elven ranger that saved by life. A volley of arrows pierced goblin flesh, sending them into a panicked rout. Another volley, and the stragglers were all felled. She stepped into the firelight, with hair of spun sunlight and eyes of a piercing blue…

…and she was kind enough to help me get to town.

I owe her a great deal, and that’s why I’m here. This is the beginning of a new leg of my journey, and what better way to start it than by repaying a debt?

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Description & Personality
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Before you stands a tall, pale blue-skinned man of Tian-Min descent with flowing black hair and solid white eyes. He smiles at you, looking rather enigmatic. His green-and-white chain mail is well-kept, and the longspear in his hand is carefully polished. A jade crescent moon hangs around his neck.

Seishin is a patient and quiet man, preferring to listen carefully to everything around him before offering his input on things. He offers a sympathetic ear to those in distress and is known to do his best to help them deal with their woes—usually, by trying to comfort them with how they can learn from their mistakes in preparation for their next life. He is reluctant to bring violence to others, believing that the only way a soul can truly achieve enlightenment is to live a long and fulfilled life, and sometimes this causes him to be slow to act when others are in peril.

He is currently interested in the elven ranger that saved him from goblins on the road to Sandpoint—the local heroine, Shalelu.

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Traits & Drawback
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(Campaign) Rescued by Shalelu: At some point in the past, you had a terrifyingly close brush with death. Maybe a goblin nearly killed you during an attack on the town, or perhaps a building struck by a giant’s boulder collapsed around you. Whatever the peril was, you would have certainly died if not for the swift actions of Shalelu, who intervened just in time to save your life. You’ve never forgotten this, and remain fiercely loyal to the NPC who saved you. Perhaps even more importantly, the method in which she saved you seems to have had an impact on your own skills. If it was Shalelu who saved you, she did so by pulling you to safety while simultaneously defeating the peril that almost did you in, and as a result, you gain a +1 trait bonus on Acrobatics checks and Acrobatics is a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your savior.

(Faith) Reincarnated: You lived a previous life as someone—or something— else. For you, life and death are a cycle, and you have no fear of death. You gain a +2 trait bonus on saving throws against fear and death effects.

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Skill Breakdown
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—2 Acrobatics
—2 Diplomacy
—1 Intimidate
—1 Knowledge (Religion)
—2 Perception
—2 Sense Motive

Background Skills
—2 Knowledge (History)
—2 Linguistics (Elven, Goblin)

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Gear
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—Masterwork Chainmail (300 GP)
—Cleric’s Kit (16 GP)
—> backpack, a bedroll, a belt pouch, candles (10), a cheap holy text (Tsukiyo), a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin
—Grooming Kit (1 GP)
—Masterwork Longspear (305 GP)
—Sling (Free)
—10 Sling Bullets
—1 Dagger (2 GP)
—1 Jade Holy Symbol of Tsukiyo (25 GP: uses costs for silver holy symbol)
—10 doses of bachelor's snuff (10 GP)
—1 scroll of remove fear

Money: 110.16 GP

Carrying Capacity:

Current Load:

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Magical Items
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GM Questions!:
-Who are you and how are you doing? - I'm doing just fine. I've been on these boards for a few years now.

-How often do you tend to post? - I try to post at least once a day, every day to keep games moving, but sometimes life can get in the way. I'll try to give advance notice if that's the case.

-What kind of tone are you looking for in this game? - I'd love to explore themes of love, enlightenment and what they really mean when tied together with this character. Tone-wise, I'm down for either a serious or a light-hearted game.

-What do you expect out of your fellow players? - Preferably to get along and to play characters with interesting backstories and goals.

-What do you expect out of me (the GM)? - I'd appreciate a regular posting rate and fairness. Otherwise, I'm interested in seeing what your GMing style is like for myself.

-What is your comfort zone? Where's the line for you in RP terms? - See the spoiler below.

-How do you see your character progressing as a character? - I'm planning to build him mainly as a support-based character, providing buffs and some face skills. Pure cleric all the way. In terms of personality, I'm planning on having him become curious about the homelands of his own people and coming to believe that actually living life and developing friendships with others is what actually leads to enlightenment instead of self-isolation.

About Comfort Level:
Regarding this campaign, while I'm not averse to adult themes and other mature subject matter, I believe it should be handled carefully. I'm comfortable with most subject matter, so long as the GM asks the player/players if they're comfortable with the subject as well.