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About Sonny RightCharacter Sheet:
DEFENSE AC: 29 Touch AC: 14 Flat AC: 26 (+9 armor, +1 deflection, +2 dex, +1 dodge, +2 natural armor, +4 shield) Initiative: +2 HP: 115(14d8+42) Fortitude: +13 Reflex: +7 Will: +16 CMD: 25 Resistances: Acid 5, Cold 5, Electricity 5 OFFENSE
SKILLS & PROFICIENCIES
Skill Ranks: Diplomacy +19 Kn: Planes +14 Kn: Religon +18 Perception +8 Sense Motive +18 Favored Class: Cleric Add +1/2 to damage when using positive energy against undead or using Alignment Channel to damage evil outsiders. Cleric Special Abilities:
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). Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. 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 when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of 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 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. Cleric domains are listed at the end of this class entry. Glory Domain 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. Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies. Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light, 4th—holy smite, 5th—righteous might, 6th—undeath to death, 7th—holy sword, 8th—holy aura, 9th—gate. Sun Domain Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds. Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy. Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive. Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere. 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. Feats and Traits:
FEATS 1- Alignment Channel: Evil
TRAITS Cleansing Light (Sarenrae): Your faith is pure and strong, and your positive energy purges undead. When dealing damage to undead with your channel energy ability, you can reroll any damage die roll that results in a natural 1. Sacred Conduit: Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have survived). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy. RACIAL TRAITS Native Outsider: Aasimars are outsiders with the native subtype. Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Aasimars have a base speed of 30 feet. Darkvision: Aasimars can see in the dark up to 60 feet. Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks. Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level). Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
Gear:
+1 Holy Undead Bane Cold Iron Scimitar 34,330gp (4#), +1 Mithral Dagger 2502gp (1#), +1 Undead Bane Light Crossbow 8,335gp (4#), Celestial Armor 22,400 gp (20#), Celestial Shield 13,170 gp (7#), Handy Haversack 2000gp (5#), Ambrosia 100gp (1#), Waterskin 1 gp (4#), 10 days Trail Rations 5 gp (10#), Hemp Rope 50' 1 gp (10#), Grapping Hook 1 gp (4#), bedroll 1sp (5#), blanket 5sp (3#), flint and steel 1 gp, Antidote Kit 100gp (3#), Healer's Kit 50gp (1#), Surgeon's Tools 20gp (5#), 4XFlask of Holy Water 100gp (4#), Coffee pot 3gp (4#), Holy text 10gp (2#), Pot 8sp (4#), Scroll case 1gp (0.5#), Small Tent 10gp (20#), Coffee grounds 1gp (5#), silver cup 5gp, belt pouch 1 gp, Silver Holy Symbol of Sarenrae 25gp, Spell component pouch 5gp, 1000gp Diamond Dust.
Ring of Protection +1 2,000gp, Amulet of Natural Armor +2 8,000gp, Cloak of Resistance +1 1000gp (1#), Dawnflower Sash 2,500 gp, Headband of Mental Prowess +4 (Wis, Cha) 40,000gp (1#), Belt of Physical Might +2 (Con, Dex) 10,000gp (1#), Reach Metamagic Rod 11,000gp (5#), Ectoplasmic Metamagic Rod 11,000gp (5#), Lesser silent metamagic rod 3,000gp (5#), Lesser extend metamagic rod 3,000gp (5#) Bolts:
Scrolls
Wands
Potions
41 gp 6 sp
Backstory:
Sonny is the fourth of six children. He was born to human parents in Absolom on a dreary day. His birth was a difficult on and one of the local priests was needed to heal his mother during it. When Sonny was born, the room filled with daylight and his mother named him Sunshine as a result. No one outside his family knows that name. His father was a rather successful wholesale merchant doing import business with many different people. His father was the first to die. When this happened his oldest brother took over running the business which Sonny helped out in. Then his mother died. This is when Sonny started drinking. Nothing out of hand other than occasional drunk night. When his brother died, Sonny disappeared into the bottle. He's brother's son took over at this point and put up with Sonny out of sympathy. After his oldest sister died, there are three days Sonny can't recall. This is when his nephew had enough. Luckily for both one of his father old friends and suppliers saw his pain and invited him to Kyonin. Knowing what Sonny was, he sympathized with him as he had himself seen many short lived friends die. Sonny spent ten years with the elves. Most of them sober, other than during holidays. He eventually grew tired of the elves' aloofness, as that seemed to be their method of dealing with the short lived, don't get involved. It was a chance meeting in Almas, more exactly in the gutter in Almas that changed his life. He met a cleric of Sarenrae one far too bright morning while waking up from a night of much drinking. The cleric said he could remain a useless drunk the rest of his long life or he could change his ways and help others. Either way the cleric offered Sonny breakfast and a some work if he wanted it. Sonny spent the next 5 years with him and eventually followed Sarenrae himself. It was that clerics death to undead while saving Sonny that tipped him over. Since then he has been dedicated to serving Sarenrae by wiping out all the undead he can as he wonders the Inner Sea. Early on Sonny spent a lot of time in Andoran. He is well know in Falcon's Hollow for saving the town numerous times including an undead invasion. He was even invited to a wedding in the Verduran and ended up having to deal with a fey queen. While traveling to the north into Isger he had to deal with a threat from beyond Golorian. It was after this that he received a summons from his church to head to Osirion. Several necropoli had been opened and the church of Sarenrae and the church of Pharasma were teaming up to clear one of them that was full of undead. Several mummies were slain and ultimately the lich that was causing the problem was dealt with. Sonny's fame was now spreading in Osirion, Qadira, and further into Taldor. This is what ultimately prompted his invitation to help with the Tomb.
Daily Resources:
Channel Positive Energy: 7d6(+21/+7) 10X/day Will DC 27/25 Used: (Undead/Evil Outsiders) Touch of Glory: 9X/day Used: Divine Presence: 14 Rounds DC: 23 Used: Nimbus of Light: 14 Rounds Used: Daylight: 1X/day Used: Orisons (4/day)
1st Level 6+1
2nd Level 6+1
3nd Level 5+1
4th Level 5+1
5th Level 4+1
6th Level 4+1
7th Level 2+1
Dice:
[dice=+1 Holy Undead Bane Cold Iron Scimitar]1d20+12[/dice] [dice=Damage]1d6+2[/dice] [dice=+1 Holy Undead Bane Cold Iron Scimitar 2nd Attack]1d20+7[/dice] [dice=Damage]1d6+2[/dice] [dice=+1 Undead Bane Light Crossbow]1d20+13[/dice] [dice=Damage]1d8+1[/dice] [dice=+1 Mithral Dagger]1d20+12[/dice] [dice=Damage]1d4+1[/dice] [dice=+1 Mithral Dagger 2nd Attack]1d20+12[/dice] [dice=Damage]1d4+1[/dice] [dice=Perception]1d20+8[/dice] [dice=Diplomacy]1d20+19[/dice] [dice=Kn: Planes]1d20+14[/dice] [dice=Kn: Religion]1d20+18[/dice] [dice=Sense Motive]1d20+18[/dice] [dice=Fort Save]1d20+13[/dice] [dice=Reflex Save]1d20+7[/dice] [dice=Will Save]1d20+16[/dice] |