About ShimmerStats:
HP 24/24 AC 16 T11 FF16 CMD 16 F/R/W 5/0/7 Channel Energy 6/7 Nanite Surge 1/1 Seize the Initiative 7/7 Touch of Good 7/7 Spells 0th - Guidance, Detect Magic, Create Water, Light 1st - Bless, Shield of Faith, Protection from Evil, Magic Weapon Effects None Name Shimmer
DEFENSE AC 16, touch 10, flat-footed 16
OFFENSE Speed 20' Melee
Ranged
Combat Options STATISTICS Str 18, Dex 10, Con 14, Int 10, Wis 18, Cha 14 Base Attack +2; CMB +6; CMD 16 Feats
Traits
Trained Skills
*Armor Check Penalty -04 Languages
EQUIPMENT
Armor
Other Gear
Wealth
Carrying Capacity
SPELLCASTING
Abilities:
Racial Abilities Ability Score Racial Traits: Androids have swift reflexes and are very intelligent, but have difficulty relating to others. As a result, androids gain a +2 bonus to Dexterity and Intelligence, but suffer a –2 penalty to Charisma. Size: Androids are Medium creatures, and they have no bonuses or penalties due to their size. Base Speed: Androids have a base speed of 30 feet. Languages: Androids begin play speaking Common. Androids with high Intelligence can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. Alert: Androids gain a +2 racial bonus on Perception checks. Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (-1 RP) Exceptional Senses: Androids have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision. Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects (2 RP.) Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (-1 RP) Nanite Surge: An android's body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android's character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round (3 RP.) 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. A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields). 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). Spells: 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. 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).
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.
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. War (Tactics) Seize the Initiative (Su): Whenever you and your allies roll forinitiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to yourcleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat. Domain Spells: 1st—magic weapon, 2nd—Aid, 3rd—magic vestment, 4th—divine power, 5th—Greater Command, 6th—blade barrier, 7th—power word blind, 8th—Greater Planar Ally, 9th—power word kill. Good 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). 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'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. Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.” Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level. Appearance:
Shimmer stands slightly taller than an average human, blue hair flowing down her back with the telltale signs of her android heritage running along her face. When not armored she often chooses to wear a hooded robe to hide her features so as to not draw attention. She has encountered circumstances where those unfamiliar with her nature thought her some manner of demon, and prefers to avoid those misunderstandings if possible. Personality:
Shimmer is still trying to figure out who she is as a person. Often coming off as cold and unfeeling, she often tries to emulate the fervor others among the clergy have displayed. Her study of martial combat as well as learning of Iomedae both are fueled by her desire to learn more of the warm feelings she gets from prayer. Background:
My story begin several years before I was born, or at least that is what I'm told. I had escaped from the lands south of Kenabres, a place controlled by a group called the Technic League. I had brought with me several others imprisoned by them during their raids. We traveled north until eventually arriving to where I was to be born. Alas I neared the time of my passing, and shortly after arriving in Kenabres I died. The priests interred me within catacombs with other fallen warriors, a tribute to my final act. Two years later I was born. I awoke among the other honorable dead, a death shawl wrapped over me. As my eyes tried to find focus I felt a warmth about me, and saw a symbol before my eyes cleared and focused. The symbol was everywhere in the tomb. Standing I proceeded to find my way up and into the church proper to the surprise of the acolyte in attendance. In shock he thrust forth his holy symbol, a wave of energy coming over me akin to the one that awoke me. Seeing me not scream in pain but rather appear to be at peace, he found the priest in charge and brought him to see me. I was examined, both physically and with magic, before he pronounced that I was not undead, but rather a miracle. I attempted to explain what I could, but I myself knew little about what brought me to this point. Nevertheless, he offered to provide me with what hospitality they could for the service I had provided prior to my death. A death and life which I knew nothing of, for it had happened to the one who had inhabited my body prior. I took the priest up on his offer and stayed at the church, though I was uncertain why. One figure who made himself known was a soldier in service to the Crusaders of Kenabres, and one of those the former me had rescued. Named Tebbon Fri, he was ecstatic about my birth (though as he called it rebirth). He had an injured leg during the escape and the former me helped him during the trip escaping the League. It was obvious he had become infatuated with that person, and as much as I attempted to explain that I was not she he could not put aside his feelings. In the end, though he was hurt, we did still become friends. As time passed I found myself more and more drawn to the teachings of Iomedae. At first a thing to pass the time, I found myself absorbed in her teachings and how the Crusaders stood fast against the demons of the worldwound. The struggle seemed futile, destined to fail. Yet the dedication they had in halting their progress, of watching the men and women, it brought a strange mix of impulses. I knew now what it meant, but yet I still wanted to learn more. Eventually I moved on to observing classes on channeling Iomedae's will. I tried to emulate the actions they took with many failures. Then I recalled the feeling of warmth from when I awoke, and then when I tried to again found success. It was quite surprising. At this moment I became an acolyte learning Iomedae's ways. It is now where I find myself in Kenabres. |