Shalelu Andosana

Silver Starlight's page

9 posts. Alias of Johnny_Panic.


Full Name

Silver Starlight

Classes/Levels

Legendary Ranger/Cleric

Gender

Silver Starlight

Strength 14
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 16
Charisma 14

About Silver Starlight

Silver Starlight IMAGE
Legendary Cleric L1 Legendary Ranger L1

Description
Silver Starlight [common name] is a Snow elf from the great white north. Standing 6' tall, she is Athletically built with broad Shoulders and long legs, with blue tattoos in places. She is often mistaken for male snow elf. Her pale skin, white hair and piercing blue eyes mark her as such. Dressed in winter traveling clothing, she carries an well made Elf comp Bow, an elf hunting knife in her boot and a simple hunting satchel by her side.

Personality
Cheerful and kind, Silver will help anyone if she can. In her Ice elf tribe she had a lot of siblings and relatives. So gets on well with others is a thing she can do. A little too trusting at times maybe. But she always tries to see the best in others. Life to her is all about exploring, freedom and adventure.

Background:

Silver was born under a conjunction of stars, at the High Ice, the Crew of the world. They say the elder spirits stood round the tribes winter encampment and waited for her 1st scream. Silver was just the little bit more kinder, faster, smarter and more Durable in the white than her siblings and trabe mates. She took to tracking and stealth even as a child spending days alone out in the cold wilds. There she said talking to nature. At 48 she walked alone to the Nameless Spires at the very top of the world. Coming back to tell the tribe about it. She spend mouths alone on the Boreal Expanse, Just exploring. When she came of Age she was sent to the Evlen Ice City to gain her education in the ways of the greater world. Being educated in a religious institution to took to the clerical ways, while being told of for heading out to the ice fields to much. She is a child of two worlds the wild and civilised.

For her trates and main features.
A Child of Nature {trait} living in the Great White of the north, With in her Snow Elf tribe, she is legendary for spending weeks out hunting in the hardest winter and yet coming back alive. She has an Affinity for cold environments {Resistance 5 cold race and Cold Resilience -regional trait} She has strong ties to her Family/tribe {drewback} But has a natural affinity to colder environments, and living in them. {Cold Resilience Trait} The Dream Spirits showed her the ways of the Great white Ice Fields. {Child of Nature trait} And her, Nature is a Faith, and Freedom within it is a state of mind {Domain} and being.{Snow elf race} She knows the healing ways and uses a Heal Kit and Clerical magics when she or others are hurt. Hunt or battle her Elf bow is her 1st weapon of choice, then hand to hand or Hunting blade close in, {Classes}. Some find the fact her tribe suspicious reeking of the taint of the Drow, with their Darkvision, White hair and pale skins. But she has an especially off look, {Mutient eye trait} which she hides under her hair, and is very selfcouses off. She tires to pays no heed to others who look down at them, She is of a proud Snow Elves tribe and to them the long winter nights need eyes that see, and the great snow needs Hair and skin that lets one hide, how can one hunt otherwise, and evil walks in Dark places to always be aware.

Speed 40' Init+2 Perspective +10

HD{13/13}
AC 13/19* RTA12 FF10/16*
{10+0/+6Armor+3Dex+1Dogue-1Size}
Ice Armor [+6AC] [1hour]

ATTACKS {Quarry (Ex) +1d6 DMG +1TH}
[Close]
Unarmed Attack TH+3 DMG {1d6+2} Reach 5' [B/NL}
Large Bow {Staff} TH+3 DMG {1d6+2} Reach 5' [B/NL}
Can use bow weapons as improvised melee weapons without the normal –4 penalty.
Weapons used in this way by an Acolyte of the Arrow deal 1d6 points of bludgeoning damage (plus his Strength modifier, as normal)

Hunting Knife TH+3 DMG [1d6+2] X2 reach 10' [S/P]

[Range]
Large Elf Comp Bow {+2Str} TH+4 DMG1d8+2 Critx3 Range 110' {Point Blank Shot}{Far Shot}

Saves
Ref[+5]{+2}{3Dex}
For[+3]{+2}{1Con}
Wil[+6]{+2}{3Wil+1 Trait}

Resistance and immunity
Immunity: Starvation and thust {Does not need to Breathe} Poisonous Gasses/Poisons/Diseases
Resistance: 5-cold
Endure elements constant {ex}
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.

States 30 point buy
Str{14}[+4]{14}{5p}
Dex{16}[+3]{14}{5p}[+2Race]
Con{12}[+1]{14}{5p}[-2Race]
Int{16}[+3]{14}{5p}[+2Race]
Wis{16}[+3]{14}{5p}[+2Race]
Cha{14}[+2]{14}{5p}

Feats and Traits
GM BOON: Combat Endurance
GM BOON: Elephant in the room:
EiTRDeft Maneuvers = Weapon Finesse/Agile Maneuvers/Combat Expertise
You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers.
1:Dodge{combat}
Revised. You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
2:Far Shot{combat}
3:Precise Shot{combat}

Traits
1:Cold Resilience{reginal}
Benefit(s) You gain a +4 trait bonus on saves to avoid nonlethal damage from cold environments. In addition, you begin play with a cold-weather outfit at no cost.
2:Child of Nature{Campaign}
You have been blessed by the gods to be as comfortable in the wilderness as you are at home.
Benefit(s) You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (Nature) checks.
One of these skills (your choice) is always a class skill for you.
3:Auspicious Tattoo
You bear a tattoo depicting one of the totems listed for your tribe that favors you with good fortune.
Benefit You gain a +1 trait bonus on Will saving throws.
4:--

Drawbacks
Family Ties [Snow Elf Tribe]
Your family is extremely important to you, and you feel disheartened when you can’t do what they ask.
Effect(s) When a family 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.
Sensitivity to Light
Dazzled in areas of bright light or within the radius of a daylight spell.{race}

Oaths
Oath of Honor {2 Oath Points}
Oath: You have sworn to uphold your good name and maintain an air of dignity in your actions. You must select a code of honor and maintain an honor score (see Ultimate Campaign) of at least 3 x your character level at all times. When you first swear this Oath or when you level up, your honor score is increased to 3 x your character level if it is lower.
Defiance Penalty: Your dishonorable actions weigh physically on you. You are constantly considered sickened, and this effect ignores any immunity to the sickened condition you may possess.
Atonement: You must see your honor restored in the face of your community, and must reach an honor score of at least 4 x your character level.
Special: Codes of honor Tribal Code and honor scores are detailed in Ultimate Campaign.
Immortality (Ex) (2 Oath points)
Your body has transcended physical weakness. You do not need to eat, drink, or sleep, and do not age so long as you do not break your oath (this prevents you from gaining bonuses or penalties from aging). At 5th level, you become immune to disease and aging effects. At 10th level, you become immune to poison and do not need to breathe.

Skills:

-=Skills=-
6x+3=9 FC+1 BS+1

^Acrobatics*(Dex)_+7{+1rank+3Dex+3Class}
Appraise(Int)_+3{+0rank,+3Int+0class}
Bluff(Cha)_+2{+0rank,+2Cha+0Class}
^Climb*(Str)_+6{+1rank,+2Str+3class}
^Craft(Traps) (Int)_+7{+1rank,+3Int+3Class}
^[b]Diplomacy
(Cha)_+2{+0rank,+2Cha+0Class}
^Disable Device_+3{+0rank,+3Dex+0Class}
Disguise (Cha)_+2{+0rank,+2Cha+0Class}
^Escape Artist*(Dex)_+7{+1rank,+3Dex+3class}*
Fly(Dex)_--{+0rank,+3Dex+0Class}
^Handle Animal [/i](Wis)_+7{+1rank,+3Wis+3Class}
^Heal(Wis)_+9{+1rank,+3Wis+3Class+2Item}
^Intimidate(Cha)_+6{+1rank,+2Cha+3Class}
^Perception(Wis)____+9{+1rank,+3Wis+3Class+2Race}
^Perform (ALL)(Cha)____+2{+0rank,+2Cha+0Class}
^Profession(Hunter)(Wis)_+7{+1rank,+3Wis+3Class}{b}
^Ride*(Dex)____+3+0rank,+3Dex+0Class}
^Sense Motive(Wis)_+7{+1Rank+3Wis+3Class}
Sleight of Hand(Dex)_+3{+0rank,+3Dex+0Class}
^Spellcraft(Int)+7{+1rank,+3Int+3class}
^Stealth(Dex)____+7{+1rank,+3Dex+3Class}
^Survival(Wis)____+10{+1rank,+3Wis+3Class+1Trait+2Item}
^Swim*(Str)_+6{+1rank,+2Str+3class}
^Use Magic Device(Cha)_+1{+0rank,+2Cha+0Class}

^Kn (Arcana)(Int)+3{+0rank,+3Int+0class}
^Kn (Dungeoneering)(Int)+7{+1rank,+3Int+3class}
Kn (Engineering)[i](Int)
+3{+0rank,+3Int+0class}
^Kn (Geography)(Int)+7{+1rank,+3Int+3class}
^Kn (History)(Int)+3{+0rank,+3Int+0class}
^Kn (Local)(Int)+3{+0rank,+3Int+0class}
^Kn (Nature)(Int)+8{+1rank,+3Int+3class+1Trait}
^Kn (Nobility)(Int)+3{+0rank,+3Int+0class}
^Kn (Planes) (Int)+3{+0rank,+3Int+0class}
^Kn (Religion) (Int)+8{+1rank,+3Wis+4class}

^Linguistics(Int)+7{+1rank,+3Int+3class}

Concentration [+3][1CL+2Int]

ACP [0]
*ACP applies to these skills
^In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-
+2 Heal [Item]
+2 Perception Race
+1 Survival Kn Nature {trait}

-=Languages=-
Galactic - Elvish /Common / Wildspeak (Ex) See below

Race-Advanced Arctic Elf {RP10}
These elves were born and raised in the frozen lands of the far north or south, and have dealt with freezing deserts, nights that last for weeks, and the horrors that roam the cold terrain. These elves have the darkvision, desert runner, and elemental resistance alternate racial traits.
Standard Racial Traits
Ability Score Modifiers: {1RP}
Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution. {1RP}
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size. {0RP}
Type: Elves are Humanoids with the elf subtype. {0RP}
Base Speed: Elves have a base speed of 30 feet.{0RP}
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.{0RP}
Defense Racial Traits
Elemental Resistance: {2RP} Resistance 5/Cold
Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities.
Keen Senses: Elves receive a +2 racial bonus on Perception checks. {2RP}
Magical Racial Traits
Desert Runner: {2RP}
Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. 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. This racial trait replaces elven magic.
Offense Racial Traits
Weapon Familiarity: {2RP}
Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Senses Racial Traits
Darkvision: {1RP With Drawback}
Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
{Game Add}
Advanced Wisdom {4RP}
Benefit: Members of this race receive a +2 racial bonus to Wisdom.
Fast {1RP}
Prerequisites: Normal speed.
Benefit: Members of this race gain a +10 foot bonus to their base speed.

>>>>>> Legendary Ranger L1 <<<<<<<
Hit Die: d10
Starting Wealth:350 gp, In addition, each character begins play with an outfit worth 10 gp or less.
Skill Ranks per Level: 6 + Intelligence modifier
Class Skills: The legendary ranger’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Weapon and Armor Proficiencies
A legendary ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Adaptive Learning (Ex)
The legendary ranger doesn’t learn to be strong in every way. Instead, he learns to use his strengths in every way. This applies to learning as well, allowing the legendary ranger to master techniques he otherwise wouldn’t be able to. When choosing feats, if a feat requires a certain minimum ability score, the legendary ranger is considered to meet that requirement. He must still meet any other requirements.
In addition, the legendary ranger counts his legendary ranger class levels as fighter levels for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.

Natural Gift
The first rule of survival is to use what you have, and everyone has something. At 1st level, the legendary ranger cultivates one specific ability, which will be his greatest asset. Although he will continue to gain abilities in other areas, this will always be his strongest ability. The legendary ranger may choose one of the natural gifts listed in the natural gifts section. Once chosen, the gift cannot be changed. A full list of Natural Gifts can be found here.

Sizeshifter (Su)
The legendary ranger can alter his physical size without changing his actual shape. He can grow (if he has room) or shrink, and his equipment changes size with him. Melee weapons do more damage or less damage if grown or shrunk respectively, but any item that leaves the legendary ranger’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, but other ranged weapons still deal damage based on the size of the weapon that fired them. Being rendered unconscious or asleep causes the legendary ranger to regain their normal size.The legendary ranger may become Tiny, Small, Medium, or Large, and may remain that way for as long as he wishes. At 9th level, he may also become Diminutive or Huge, and at 17th level he may also become Fine or Gargantuan. The benefits and penalties of a size change are outlined on the Size Effects table. The legendary ranger’s Size Modifier applies to his attack rolls and AC, the Fly and Stealth Modifiers modify checks with those skills, and the Strength and Dexterity modifiers modify those attributes. The reach specified is their natural reach at that size, not including reach weapons. If the legendary ranger’s default size isn’t medium, then subtract the modifiers for his normal size from the size he has become. The legendary ranger may shift sizes as a full-round action. At 5th level, shifting sizes becomes a standard action, at 9th level it is a move action, at 13th level the legendary ranger may shift sizes as a swift action, and at 17th level it is a free action. While using this ability, the legendary ranger cannot benefit from (or be burdened by) size changes from other sources. If the legendary ranger is polymorphed into another creature, they are still limited to the sizes they were before, plus whatever size their new form has.

The following talents are available to legendary rangers with this natural gift:
Mega Strike (Su, 12th level): When the legendary ranger uses the attack action, he can make one attack while enlarging one or two limbs to their maximum possible size for just long enough to attack, while not increasing the size of the rest of his body. When he attacks this way, he may use the modifiers and reach for the maximum size he can achieve, instead of his current size. Any weapons he is holding increase in size as well.
Resilience (Su, 10th level): While the legendary ranger is Huge or larger, he gains a +4 circumstance bonus to his Fortitude saving throws. While he is diminutive or smaller, he gains a +4 circumstance bonus to his Reflex saving throws.
Skilled Sizing (Su, 6th level): Reduce any Strength or Dexterity penalty the legendary ranger has from his sizeshifter ability by 4. This cannot turn a penalty into a bonus.
Table 2: Size Effects

Quarry (Ex)
A legendary ranger’s most well-known ability is tracking creatures: detecting them, locating them, identifying them, and observing important details about them. These abilities come with the limitation that the legendary ranger must concentrate his attention on the target in order to do these things properly. So, the legendary ranger learns to focus his concentration and attention on one creature: his quarry. To make a creature his quarry, the legendary ranger must take a moment to gather his thoughts and visualize the creature in his mind. This means the legendary ranger must know enough about the creature to identify and describe them. Once per round as a free action, the legendary ranger can make anyone he remembers encountering and interacting with in for at least 10 minutes in the past 24 hours his quarry. If a legendary ranger is extremely familiar with someone, he can make them his quarry up to 1 year after encountering them. This includes anyone he has spent an extended period of time interacting with (at least 2 hours total). Even if the creature is not present, the legendary ranger can make them his quarry. If the legendary ranger meets a creature, he can study it so that he makes it his quarry immediately. A legendary ranger can make any creature his quarry if he can see them (or sense in a unique way, such as by using a form of blindsense) as a move action. Finally, a legendary ranger can also make a creature his quarry based on evidence of their presence, without even knowing exactly who they are. If a legendary ranger makes a successful Survival or Perception skill check to find tracks or other signs of a creature’s passage, he may make that creature his quarry as a standard action. If the legendary ranger fails, he may not try to quarry that creature again for 24 hours, unless he discovers tracks or other signs of passage at a different, unrelated location.
A legendary ranger has several special abilities that relate to his quarry:
1:A legendary ranger is skilled in finding his quarry. When making Survival skill checks made to follow his quarry’s tracks, the legendary ranger adds half his class level (minimum 1) to his check and can move at his normal speed while using following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
2:When making Perception skill checks to locate his quarry (such as if the quarry is invisible or hiding), to confirm their identity (such as if the quarry is disguised), or to determine if something belongs to the quarry or was left behind by them, the legendary ranger adds 1/2 his level (minimum 1) to his check.
3:A legendary ranger may attempt to use a Knowledge check to identify the creature type of his quarry based on its tracks or evidence of their passage.
4:A legendary ranger may make a Perception skill check against his quarry’s Disguise or Bluff check (whichever is higher) to gain some information about its condition at the time they were present, just by looking at the quarry’s tracks. They may learn the following: whether the creature was badly injured (has less than half of its hit points), whether it had any conditions that affect its movement (such as blindness or a missing leg), or whether it was encumbered. The legendary ranger can also tell whether the quarry was running or walking.
5:A quarry lasts until the legendary ranger chooses a different quarry. For the purpose of this ability, a troop or swarm is considered a single creature.

Predation (Ex)
When a legendary ranger attacks his quarry, his increased focus makes him even deadlier. The legendary ranger gains a +1 insight bonus to attack rolls against his quarry, and deals an additional 1d6 precision damage against them on all attacks. These bonuses increase by +1 and +1d6 respectively at 5th, 9th, 13th, and 17th level.

Wildspeak (Ex)
A legendary ranger is skilled in speaking with creatures that are close to nature. He can speak with any creature with the animal or magical beast type or communicate with them as if he spoke their language if they don’t have one. In addition, he gains a bonus equal to half his class level (minimum 1) to his Diplomacy checks against such creatures when he attempts to influence their attitude. As a legendary ranger grows more experienced, he learns to do this with more exotic creatures. At 5th level, he may use this ability with any creature of the monstrous humanoid or fey types, at 9th level, he may use this ability with vermin and plants, at 13th level, he may use this ability with elementals and oozes. At 17th level, he may speak with the earth itself, communicating with rocks, rivers, and soil as if it were intelligent. For this purpose, treat each 30-foot by 30-foot section of earth as a separate intelligent creature, unless an obvious physical landmark is larger than that, with an alignment and temperament befitting that sort of terrain. The earth is aware of what has happened to it and has some understanding of events that have occurred in its presence (though it doesn’t speak common languages).

>>>>> Legendary Cleric L1 <<<<<<

Hit Die: d8
Starting Wealth: 350gp
Skill Ranks Per Level: 4 + Int modifier.
The legendary 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).
BAB+0 Saves +2/+0/+2

Alt-Weapon and Armor Proficiencies
A: Legendary clerics are proficient with all simple weapons, light armor, and bucklers, plus one weapon appropriate to their faith. They may select a single martial tradition of their choice.

Acolytes of the Arrow
Alignment: Any.
Symbol: A single arrow that streams scrolls as if fluttering in the wind.
Disciplines: Solar Wind.
Oath: Acolytes of the Arrow swear themselves to the bow and forswear weakness in both the immediate personal sense and the spiritual sense. An Acolyte is given their oath after a test of survival in which they are given only a bow and a dozen arrows—not so much as a stitch of clothing is permitted them—and commanded to survive for a fortnight in a harsh environment. Those that live kneel at the feet of their fellow Acolytes and swear the following oath.
“This test was only the beginning. Before my fellows I swear to purge myself of the weaknesses that plague my mind, my body, and my soul. Whether pride or powerlessness, I vow to rise above my flaws and to aid others who seek the same, to test myself against worthy foes, and to raise no hand against those too weak to challenge me. By the Arrow, let it be.”

Allegiance Benefit: An Acolyte of the Arrow continually gains the benefits of the endure elements spell as an extraordinary ability. In addition, he gains proficiency with all simple and martial bows and crossbows, and can use such weapons as improvised melee weapons without the normal –4 penalty. Weapons used in this way by an Acolyte of the Arrow deal 1d6 points of bludgeoning damage (plus his Strength modifier, as normal). An Acolyte who violates his oath (such as by indulging in excessive vice) loses his endure elements effect (but not access to the Solar Wind discipline or the other allegiance benefits) until he atones by spending a week in obedience to his oath, during which he is permitted neither food nor water. An Acolyte of the Arrow who leaves the organization permanently loses the endure elements effect, but retains his other benefits. Description: The Acolytes of the Arrow offer one simple purpose and goal to their students and to the world: transcend the weaknesses of mortality, not by cheating them but by challenging and rising above them. Acolytes strive to purify their bodies, hone their minds, and balance their souls so that no pain, vice, or temptation may have power over them. To do this, they train in the arts of war and put themselves through all manner of tests, trials, and training. To the Acolytes, ignorance is just as inexcusable as physical inability, and flaws like addiction or sloth are just as bad as either. This war-cult attracts students with the simple promise that if you work hard enough, they will make you strong in a way no one else can or will. Though the Acolytes admit to favoring archery because of tradition—their founder was a master archer—they also prize bows and knives as tools useful for survival, battle, meditation, sport, and even art. Each Acolyte dedicates themselves to self-reliance, but they interpret the idea differently; one masters magics that let her survive without tools, while another can craft anything he needs with only the resources at hand. Acolytes understand that they will never achieve the perfection they seek in life, but they find nobility and value in the attempt, and it is not uncommon to hear a mentor tell their students that striving for the impossible means growth rather than futility. If there is one thing the Acolytes refuse to abide, regardless of creed or morality, it is those who deliberately create weakness in others. Drug dealers, spreaders of poison or disease carriers are marked for death by the cult and treated with neither pity nor mercy. Though the Acolytes have no respect for those who will not address their flaws, they have even less for people who hold others back. The order as a whole does not take a stance for or against charity work and other acts to aid others, though the somewhat chilly distance these master archers affect can make others uncomfortable around them and gives the Acolytes as a whole a reputation for arrogance.
Common Tasks: Acolytes only rarely give tasks— which, when they do, tend to fall under eliminating a spreader of weakness—but they do often set challenges for one another. Acolytes test each other by challenging their brethren to great feats of strength, cunning, or survival, which very often draws them into the adventuring lifestyle where such challenges may be found. Available Services: The Acolytes of the Arrow have a strong internal barter culture, and all manner of services and handmade goods might be found amongst them. Additionally, the order has long-standing deals with various temples that offer discounts on healing services—and, at times, resurrections—in exchange for services rendered by the cult. Any given Acolyte may be called upon to honor those deals, especially if they’ve recently taken advantage of those discounts.

Faith (Su)
A legendary cleric’s power is drawn from their faith, a deep and powerful belief in a greater power or meaning.This may take the form of a deity or pantheon, spirits, ancestor worship, a deep reverence of nature, or any other religious or spiritual belief. A legendary cleric’s alignment must be appropriate to their religion; if they worship a deity, their alignment must be within one step of that deity’s. Otherwise, they should choose an alignment which reflects the values of their faith.At 1st level, the cleric’s faith manifests itself in a pool of points which fuel their domain powers. The cleric’s faith pool is equal to ½ their level plus their Wisdom modifier (minimum 1). When casting a spell, they can expend 1 point of faith to increase their effective caster level by 1 or increase the DC of the spell by 1. The legendary cleric regains all expended faith when they regain spells each day.

Aura (Ex) {CG}
A legendary cleric treats their level as 5 higher when determining the strength of their alignment aura. If they worship a deity or an aligned faith, they gain a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).

Knowledge of the Faith (Ex)
A legendary cleric automatically gains a number of ranks in Knowledge (religion) equal to their class level and may use Wisdom in place of Intelligence for Knowledge (religion) checks. In addition, they automatically succeed at any Knowledge check related to their faith, though if it isn’t about their faith specifically (for instance, a story about a different deity that theirs is involved in), they only know the parts that involve their faith.

Channel Energy (Su) 6/Day 1d6 Positive Heal living/Harm undead
A legendary cleric can release a wave of energy by channeling the power of their faith through a divine focus, typically a holy symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. At 1st level, the legendary cleric must choose whether they channel positive or negative energy. A legendary cleric who channels positive energy can choose to deal damage to undead creatures or to heal living creatures. A legendary cleric who channels negative energy can choose to deal damage to living creatures or to heal undead creatures. Channeling energy creates a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the legendary cleric. When channeling, they can select a number of targets in the area of up their Wisdom modifier. These targets are unaffected by the channel (this counts as having the Selective Channeling feat as well as 13 Charisma for the purpose of meeting prerequisites). The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two legendary cleric levels beyond 1st. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + ½ the legendary cleric’s level + the legendary cleric’s Wisdom modifier. A legendary cleric may channel energy a number of times per day equal to 3 + their Wisdom modifier. This is a standard action that does not provoke an attack of opportunity. A legendary cleric can choose whether or not to include themselves in this effect.

Domains
The power of a given faith is not all-encompassing. Regardless of how powerful a deity is or how wide-reaching a faith may be, a legendary cleric can only contain so much of that power and scope within themselves. At 1st level, the legendary cleric chooses one domain based on their faith; though the setting may include set domains for a deity or religion, at the GM’s discretion the legendary cleric may choose any domain that is appropriate. Each domain has an associated skill known as a divine skill. When a domain is selected, the legendary cleric immediately gains that skill as a class skills.

Freedom Domain
Skill: Escape Artist
The domain of freedom is one of reflection, detachment, and perpetual striving. As a legendary cleric of freedom, you may be seeking to liberate yourself and others from some shackles of physical spiritual oppression. You could be a revolutionary firebrand opening the eyes of the masses to their condition, a warrior battling against forces of subjugation, or a mystic seeking to cast off the bindings of material existence to achieve spiritual perfection.

Doctrine of Transcendence
The body and mind are themselves prisons, and you dedicate yourself to escaping their confines to exist in a higher state of being. Through intense physical and mental discipline, you push towards freeing yourself from your own mortal limitations. You gain the following abilities.

Free of Necessity (Ex)
You no longer need to eat, drink, or breathe and become immune to poisons and diseases.

Domain Spells
1st-Abjuring Step

Breaker of Chains (Su)
By spending a faith point as an immediate action, you may grant an ally within 30 feet a sacred bonus to Acrobatics checks, Escape Artist checks, CMD, and saving throws against effects which would restrict their movement for 1 round. This bonus is equal to half your cleric level (minimum 2).

Spellcasting
A legendary cleric casts divine spells which are drawn from the legendary cleric spell list. They cannot cast spells whose alignments oppose theirs or their faith’s. A legendary cleric must choose and prepare their spells in advance. To prepare or cast a spell, a legendary cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a legendary cleric’s spell is 10 + the spell level + the legendary cleric’s Wisdom modifier.Like other spellcasters, a legendary cleric can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table 1-1: Legendary Cleric Class Features. In addition, they receive bonus spells per day if they have a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).Legendary clerics must meditate, pray, or otherwise focus to gain their spells. A legendary cleric must spend 1 hour each day in quiet contemplation or supplication to regain their daily allotment of spells. Time spent resting has no effect on whether a legendary cleric can prepare spells, but they must wait at least 24 hours to regain their spells again.

Orisons: Legendary clerics can prepare a number of orisons, or 0-level spells, each day as noted on Table 1-1: Legendary Cleric Class Features 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: Each domain has one spell at each spell level. A legendary cleric can channel stored spell energy to cast these spells any time. The legendary cleric can “lose” any prepared spell that is not an orison in order to cast any domain spell of the same spell level or lower.

Cleric Spells

Orisons:
1:Read Magic
2:Mending
3:Sacred Bolt 1d4 CG

L1 Spells
1:Ice Armor [+6AC 1 hour]
D:Abjuring Step
T:Cure light wounds{1d8+1}

Belongings
Starting wealth 5d6x10 = 400gp [Used 292gp] Cash [108gp/0sp/0cp]
Cold Weather outfit [Trait] + Padded Armor 5gp /Holy Symbol tattoos hands 10gp / Elf comp Bow {+1Str} + 60 Arrows + Quiver {213gp} / Kit Rangers {9gp] / Ivory holy symbol {2gp} / Holy Rope book 1gp / Hunting Knife Old Iron 2gp Healer's Kit 10/10