Jabbyr

Slip's page

13 posts. Organized Play character for DarkWhite.


About Slip

Overheard in a bar:

"Negative energy? Really, please, there's no need for concern, I Selective Channel around my friends ... you do want to be my friend, don't you?"

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BACKGROUND
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Slip, a dark-skinned halfling of Osirion birth, was abducted by Gnolls and sold into Chelish slavery at an early age. His family and given names long forgotten, he adopted the word "slip" as his name, a derogatory slang spat at halflings by their Chelish slavers. Slip wears a black keffiyeh to hide the house Thrune slave brand that scars his neck.

He quickly learned to hide his hatred for the Chelish, instead devoting years of servitude and "loyalty" to gain their trust as a useful agent. Thus Slip found himself assigned to the Pathfinder Society, secretly working Chelish missions, but for Slip, this was his ticket out of the hell-hole Westcrown and explore the world beyond!

Though he still performs faction missions to discourage his Chelish superiors from paying too close attention to his affairs, Slip has also formed contacts with Andoran freedom fighters and Osirion immigrants, and often assists those members with their own missions - Andoran because Slip's own years of child slavery have hardened his view on this practice; and Osirion because he longs for the culture he never grew up to know as his own.

Though his new life as a Pathfinder grants him status above the lowly slave, Slip habitually continues to offer his service to traveling companions, such as carrying their packs, or cleaning up after their horses, which often makes those not accustomed to slavery, uncomfortable. Old habits die hard.

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SLIP (PREGEN) CR 1/2
Male Halfling Cleric 1
NN Small Humanoid (Halfling)
Init -1; Senses Perception +5
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DEFENSE
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AC 14, touch 10, flat-footed 14. . (+4 armor, -1 Dex, +1 size)
hp 7 (1d8-1)
Fort +2, Ref +0, Will +6
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OFFENSE
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Spd 15 ft.
Melee Short Sword +0 (1d4-1/19-20/x2) and
. . Unarmed Strike +0 (1d2-1/20/x2)
Ranged Crossbow, Light -2 (1d6/19-20/x2)
Special Attacks Bleeding Touch 1 rounds (6/day)
Spell-Like Abilities Bleeding Touch 1 rounds (6/day), Lore Keeper (At will)
Cleric Spells Known (CL 1, 0 melee touch, 0 ranged touch):
1 (2/day) Comprehend Languages (DC 14), Deathwatch, Cure Light Wounds (DC 14)
0 (at will) Stabilize, Detect Magic, Light
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STATISTICS
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Str 8, Dex 9, Con 9, Int 16, Wis 16, Cha 16
Base Atk +0; CMB -2; CMD 7
Feats Selective Channeling
Traits Fiendish Presence: Sense Motive, Sacred Conduit
Skills Acrobatics -2, Bluff +4, Climb -2, Diplomacy +8, Escape Artist -4, Fly -2, Knowledge (Local) +7, Knowledge (Planes) +7, Knowledge (Religion) +7, Perception +5, Ride -4, Sense Motive +8, Stealth +0, Swim -4
Languages Abyssal, Common, Halfling, Infernal, Osiriani
SQ Aura (Ex), Cleric Channel Negative Energy 1d6 (6/day) (DC 14) (Su), Cleric Domain: Death, Cleric Domain: Knowledge, Fearless, Spontaneous Casting
Combat Gear Short Sword, Bolts, Crossbow (10), Chain Shirt, Crossbow, Light, Dagger; Other Gear Grappling hook, Rope, hemp (50 ft.)
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SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bleeding Touch 1 rounds (6/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Cleric Channel Negative Energy 1d6 (6/day) (DC 14) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Death Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain: Knowledge Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Fearless +2 morale bonus vs Fear saves.
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 19.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

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CONCEPT
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Inspiration: Clerics lost heavy armour proficiency when Pathfinder transitioned from 3.5.
Knowledge Domain treats all Knowledge skills as class skills.
Even using favoured weapon shortsword, only does 1d4-1 damage
Build a Cleric as one might a studious Wizard or Necromancer - low hps, low AC, no healing, area affect blasts (neg energy channel).
Realisation: Adventuring groups need a healer. Sure, go with a negative energy channeling concept, but you'll need to back it up with cure spells.
CON penalty characters don't survive long, so back it up with Toughness.
Play an anti-hero halfling without being a jerk! Be a team player.
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CHARACTER ADVANCEMENT
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Feats Selective Channeling is essential at 1st level to avoid harming your friends, but you'll want to invest in the Toughness feat as early as possible, otherwise you won't last long with a CON penalty. After you've gained Toughness - Improved Channel, Alignment Channel and Command Undead are good choices.
Skills Norgorber, God of Knowledge, constantly whispers secrets directly into your mind - spend a point in Knowledge (Planes) and Knowledge (Religion) each level.
You're a good judge of character, and try to keep people on your good side - spend a point in Sense Motive and Diplomacy each level, and an occasional point in Bluff doesn't hurt either.
Knowledge Domain treats all Knowledge skills as class skills - spend a point in a different Knowledge skill each level.
If you have any points left over, some other skills you might want to consider are Heal and Profession (Sailor).
Spells Neutral Clerics of an evil deity channel only negative energy and can only spontaneously convert spells to inflict damage; however, they can still cast cure spells in the normal way. Negatively channel to harm enemies, but still prepare cure spells to heal your friends.
1st - comprehend languagesD, deathwatch to monitor the health of friends and enemies, particularly at higher levels to determine when to channel negative or who requires breath of life.
2nd - death knellD
3rd - speak with deadD
4th - death wardD
5th - true seeingD, breath of life, raise dead.
6th - find the pathD, cure moderate wounds, mass to appear to be channeling positive energy.
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ROLEPLAYING
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