HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
About Sigmund Voight
Sigmund is a very average man. He is neither tall nor short, thin nor fat. His brown hair is neatly trimmed, as is his beard, and it mostly conceals the grey circlet on his brow. A scratched breastplate encases his chest, supporting a sword and shield slung across his back. A wooden crossbow and boltcase hang from his belt, completing the image of a mercenary or guard. Only his eyes and hands are noteworthy. Making eye contact with him is akin to staring at the sun – fury seethes within his brown eyes, promising swift retribution to any slight. Tiny rivulets of blood sprout from his brutally scarred palms and run down his fingertips to patter on the floor. Looking closely at his equipment reveals subtle evidence of this continuous bloodshed - cracks and crevices are stained a dark red-brown.
Male Cleric of Iomedae 8, Holy Vindicator 2
LG Medium Humanoid (Human)
Init +1, Perception +5
STAT BLOCK HP 75 (55 base + 20 con)
AC 28 T 18 FF 27 (+7 armor, +1 dex, +3 shield, +7 sacred)
BAB +8/+3 CMB +10 CMD 35
Fort +9 Ref +4 Will +12 [+8 vs gaze]
Str 14 Dex 12 Con 14 Int 13 Wis 20 Cha 16
Speed 30 ft. (20 ft. in armor)
Space 5 ft. Reach 5 ft.
SPECIAL ABILITIES Aura of Heroism (8/day) Swift action. Allies in 30' radius. +2 to attack, skills, saves for 1 round. Morale.
Aura of Menace (8/day) Enemies in 30' radius. -2 AC, attack, saves for 1 round.
Channel Energy (8/day)
*Heal: 7d6/2, 30' radius, extra save vs. fear with +3, or +3 AC & charge attack. Sacred.
*Harm Undead / Evil Outsiders: 7d6, 30' radius, Will DC 23.
*Vindicator's Shield: +7 AC. 24 hours or until struck. Sacred. Touch of Glory (8/day) +8 to one Cha skill/check within 1 hour. Sacred.
Touch of Good (8/day) +4 to attack, skills, checks, saves for 1 round. Sacred.
Stigmata 1 bleed. +1 to attack/damage/AC/CL checks/saves. Immune blood drain/other bleed. Sacred.
Prerequisite: Cha 13, channel energy class feature.
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.
Alignment Channel (Evil)
Choose chaos, evil, good, or law. You can channel divine energy to affect outsiders that possess this subtype.
Prerequisites: Ability to channel energy.
Benefit: Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of the chosen alignment subtype, your channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new alignment subtype. Whenever you channel energy, you must choose which type to effect.
Exotic Weapon Proficiency (Falcata)
Prerequisite: Base attack bonus +1.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Prerequisite: Channel energy class feature.
Benefit: You can channel energy two additional times per day.
Prerequisite: Channel energy class feature.
Benefit: Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.
Caster Level 10
Effective Cleric Level for Spells/Day 9
Concentration +15 (+10 caster level +5 wisdom)
vs. Spell Resistance +10 [+8 vs. outsiders]
Close: 50' Medium: 200' Long: 800'
Orisons4/day DC 15[list]
1st Level6+1/day DC 16
bless: 50’ burst. 10 min. +1 attack, vs. fear. Morale.
command: C. Will neg. Target obeys single order.
cure light wounds: T. Heal 1d8+5 HP.
detect undead: 60’ cone. 10 min. Detects undead.
doom: M. 10 min. Will neg. Target is shaken.
endure elements: T. 1 day. Exist in hot/cold comfortably.
hide from undead. T/lvl. 100 min. Will neg. Undead cannot see target.
sanctuary: T. 10 rnd. Will neg. Foes can't attack target.
weapons against evil: C. 10 Weapons within 20’ overcome evil creature’s DR 5 or less.
D shield of faith: T. 10 min. +3 AC. Deflection.
D divine favor: P. 1 min. +2 attack, damage. Luck.
2nd Level5+1/day DC 17
bull’s strength: T. 10 min. +4 str.
cure moderate wounds: T. Heal 2d8+10 HP.
consecrate: C. 20’ emanation. 20 hrs. +3 channel DC. Sacred. Undead -1 attack, damage, saves. Doubled with fixture.
ghostbane dirge: C. 10 rnd. Will neg. Incorporeal 100% damage magic, 50% damage mundane.
hold person: M. 10 rnd. Will neg. Target humanoid is paralyzed. Save every round.
inheritor's smite. Swift. P. +5 to next melee attack, plus free bull rush with +5. Sacred.
Magical Knack (Cleric) Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.
Sacred Conduit Benefit: Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy
Favored Class (Cleric)
(1-8) Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
Common(Taldane), Abyssal, Celestial
male 5'4" 157 lbs. brown hair & eyes
Standard Racial Traits
Ability Score Racial Traits: 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.
Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Hit Die: d8
Class Skills: The cleric’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks Per Level: 2 + Int modifier.
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 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).
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.
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.
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 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).
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.
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.
Granted Powers: 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.
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.
Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive.
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.
Aura of Menace (Su): At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a –2 penalty to AC and on attacks and saves as long as they remain inside the aura. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
The following categories are examples of alternative channeling abilities based on the nature of a deity’s power; for example, a fire deity’s negative energy channeling may deal fire damage as part of or instead of the damage from channeling. When you create a cleric character, decide whether she uses the standard form of channel energy or a variant presented here based on one aspect of her deity’s portfolio. Once this choice is made, it cannot be altered. Variant channeling has the same area of effect, save DCs, uses per day, and other rules relating to channeling energy. Feats and abilities that modify or present alternative uses for channeled energy (such as Command Undead and Turn Undead) work normally with these variant channeling abilities.
A variant channeling either modifies positive channeled energy when used to heal or modifies negative energy when used to harm. When using positive energy to heal, affected creatures gain only half the normal amount of healing but also receive a specific beneficial effect. When channeling negative energy to harm, affected creatures take only half the normal damage but take an additional penalty or harmful effect; a successful saving throw negates the additional penalty or effect but does not reduce the damage any further. Creatures that would normally ignore the effect of a particular channel (such as undead with respect to a positive energy channel used to heal) ignore the variant effect of that channel.
Unless otherwise stated, bonuses granted by a variant channeling are sacred bonuses if you channel positive energy or profane bonuses if you channel negative energy. If an alternative channeled energy provides a “channel bonus” on rolls or statistics, the bonus is +1, increasing to +2 at cleric level 5 and for every 5 cleric levels thereafter (to a maximum of +5). Likewise, a “channel penalty” is initially –1, increasing to –2 at cleric level 5 and every 5 cleric levels thereafter (to a maximum of –5).
Heal—Creatures affected by fear may attempt another saving throw and receive a channel bonus on the roll. A creature unaffected by fear gains a channel bonus to its Armor Class until the end of your next turn and on its attack roll if it makes a charge attack before your next turn.
Harm—This works like a standard channel (not halved).
Hit Die: d10
Class Skills: The vindicator’s class skills are Climb (Str), Heal (Wis), Intimidate (Cha), Knowledge (planes) (Int), Knowledge (religion) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).
Skill Ranks Per Level: 2 + Int modifier.
Weapon and Armor Proficiency: A vindicator is proficient with all simple and martial weapons and all armor and shields (except tower shields).
Vindicator’s Shield (Su): A vindicator can channel energy into his shield as a standard action; when worn, the shield gives the vindicator a sacred bonus (if positive energy) or profane bonus (if negative energy) to his Armor Class equal to the number of dice of the vindicator’s channel energy. This bonus lasts for 24 hours or until the vindicator is struck in combat, whichever comes first. The shield does not provide this bonus to any other wielder, but the vindicator does not need to be holding the shield for it to retain this power.
Stigmata (Su): A vindicator willingly gives his blood in service to his faith, and is marked by scarified wounds appropriate to his deity. At 2nd level, he may stop or start the flow of blood by force of will as a standard action; at 6th level it becomes a move action, and at 10th level it becomes a swift action. Activating stigmata causes bleed damage equal to half the vindicator’s class level, and this bleed damage is not halted by curative magic. While the stigmata are bleeding, the vindicator gains a sacred bonus (if he channels positive energy) or profane bonus (if he channels negative energy) equal to half his class level. Each time he activates his stigmata, the vindicator decides if the bonus applies to attack rolls, weapon damage rolls, Armor Class, caster level checks, or saving throws; to change what the bonus applies to, the vindicator must deactivate and reactivate his stigmata. While his stigmata are bleeding, the vindicator ignores blood drain and bleed damage from any other source and can use bleed or stabilize at will as a standard action.
Using Hero Points
Hero Points can be spent at any time and do not require an action to use (although the actions they modify consume part of your character’s turn as normal). You cannot spend more than 1 hero point during a single round of combat. Whenever a hero point is spent, it can have any one of the following effects.
Act Out of Turn: You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.
Bonus: If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero Points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).
Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.
Inspiration: If you feel stuck at one point in the adventure, you can spend a hero point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent.
Recall: You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.
Reroll: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.
Special: You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.
Cheat Death: A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character’s holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.
Sigmund Voight is the firstborn son of Lord Commander Nicholas Voight of Castle Firrine in Lastwall. Born under an auspicious sign, he was destined for greatness from his first breath. His childhood was spent in tutelage with the Hospitalers of Iomedae and the Gorumite Battlemasters. Although his prowess with the sword was acceptable, he soon showed that he was capable of manifesting Iomedae’s divine spark.
Nicholas took this as the manifestation of the greatness promised by the stars. He decided to send Sigmund off for more distinguished training in Vigil, the capital. Armed with a letter of introduction, Sigmund presented himself to the Precentor Martial for Magic and declared his intention to become a citizen and train at the Crusader War College. The admittance tests were administered, and he passed them with great effort. For his success, the Shield-Mark and Sword-Mark were placed upon his palms: twin marks of justice that unite those who swear loyalty to the crusade.
Four years passed, and while Sigmund advanced steadily in his training, he did not excel at it. Though given opportunities to distinguish himself, he was content to continue in mediocrity. His youthful rebellious nature had flourished in the school and he was not in any hurry to complete his schooling and return home. Nicholas was quite displeased with the reports of Sigmund’s lackluster performance, but could not withdraw his son without losing face. So, Sigmund continued to coast along while Nicholas continued to stew and send scathing letters filled with threats and encouragement.
One day, Sigmund and several other cadets were relaxing at the Red Banner, a tavern frequented by soldiers and students. There, he had the great pleasure of meeting Ishara D’Lambrilla. A bard of magnificent skill, and quite the charming young woman as well, her easy grace and nubile beauty transfixed him; he was instantly and completely smitten with her. Akwardly, and with much trepidation, he began to court her. She was amicable enough to his advances and Nicholas was delighted with the turn of events. Ishara, you see, is the second cousin (twice removed) of Ulthun the Second, Watcher-Lord of Lastwall, Bearer of the Shattered Shield of Arnisant: the ruler of the kingdom.
Using his influence and contacts, calling in favors, and making promises, Nicholas soon secured an accord with Rogaris, Ishara’s father, and it was not long after that accord that the engagement of Sigmund and Ishara was announced with much ado. Sigmund could not have been happier, but his tranquility was short lived. With their marriage still months away, Ishara became pregnant. Rogaris was outraged, and called Sigmund to account. Still a virgin, Sigmund protested his innocence and pleaded with Ishara to exonerate him. She refused, and as Sigmund’s patience unraveled, she declared that not only had he impregnated her, he had raped her as well.
A tribunal was convened, and matters investigated most seriously. Called to testify before the Tribunes, Ishara told her story under magical scrutiny. Knowing it to be entirely lies, Sigmund was frightened and enraged when the inquisitor declared her story to be true. Unable to control himself, he charged across the courtroom and struck Ishara, sending her sprawling. An instant later, he joined her on the floor as his palms became crippling points of agony. His outburst had triggered the marks he bore, and they opened grievous wounds in response. The tribunal was satisfied with their justice at that point, and Sigmund was not even given the opportunity to speak for himself.
He was expelled from the College and remanded into the custody of his father, who beat him senseless the instant they crossed the threshold into the castle. Sickened, betrayed, wounded, and tormented, Sigmund’s heart broke. He stole his father’s sword, Beacon, and struck out for Mendev. He had heard that Queen Galfrey had announced a Fifth Crusade, and decided that was where he wanted to go: killing demons offers him an outlet for his volcanic fury and an opportunity to meet his untimely demise.