Garuda-Blooded Aasimar

Sonny Wright's page

428 posts. Alias of trawets71.

Full Name

Sunshine "Sonny" Wright




Cleric 9 | AC 23 T 13 FF 21| HP 66/66 | F +10 R +7 W +13 | Init +2 | Perc +7







Special Abilities

Channel Positive Energy: 8X/day


Neutral Good




Common, Celestial, Elven

Strength 12
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 20
Charisma 16

About Sonny Wright

Character Sheet:

Size Medium Outsider (Native)
Init +2; Senses darkvision 60’; Perception +7

AC: 23 Touch AC: 13 Flat AC: 21 (+7 armor, +1 deflection, +2 dex, +1 nat, +2 shield)
HP: 66 (9d8+18)
Fortitude: +10 Reflex: +7 Will: +13
Resistances: Acid 5, Cold 5, Electricity 5

Speed: 30
Ranged: Light Crossbow +8 (1d8/19-20/X2) Range: 80'
Melee: Scimitar +7 (1d6+1/18-20/X2)
Melee: Dagger +7 (1d4+1/19-20/X2)


Str 12, Dex 14, Con 14, Int 12, Wis 20, Cha 16
Languages: Common, Celestial, Elven
Base Atk +6/+1; CMB +7; CMD 20


Skill Ranks: Diplomacy +17 (9) Heal +16 (2) Kn: History +13 (B9) Kn: Planes +13 (4) Kn: Religion +18 (9) Perception +7 (0) Profession: Cook +17 (B9), Sense Motive +10 (2), Spellcraft +5 (1) Total: 27 B: 18

Favored Class: Cleric Add +1/2 to damage when using positive energy against undead or using Alignment Channel to damage evil outsiders. +4.5

Stat Increase:
4th Level: Dex
8th Level: Con

Special Abilities:

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 deity.

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:


1- Selective Channeling
3- Extra Channel
5- Alignment Channel: Evil
7- Improved Channel
9-Quick Channel


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.

Subject of Study: Professor Lorrimor approached you as part of his studies, as he had heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the ruin and the means by which you avoided death or injury, he met with you and maintained frequent correspondence until several months ago. The scars of your experience and his continual reminders of the encounter prompted you to hone your skills lest you someday face the same type of creature again. The professor assisted you in this endeavor, providing you with insight into the anatomy and defenses of the creature that attacked you.
Years of study have improved your combat effectiveness against your chosen foe. Choose a non-humanoid creature type (and subtype if outsider). You gain a +1 bonus on damage rolls against creatures of this type. See the ranger favored enemy suggestions for a list of creature types most likely to appear in this campaign.

Creature Type: Undead


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.

Scimitar 15gp, Dagger 2gp, Mwk Heavy Mace 312 gp, Light Crossbow 35gp, 18 Bolts 1.8gp, +1 Mithral Breastplate 5200gp, +1 MIthral Buckler 2505gp, Handy Haversack 2000 gp (5#), Waterskin 1 gp, 10 days Trail Rations 5 gp, Hemp Rope 50' 1 gp, Grappling Hook 1 gp, bedroll 1sp, blanket 5sp, flint and steel 1 gp, belt pouch 1 gp, Wooden Holy Symbol of Sarenrae 1gp, Spell component pouch 5gp.

36 Silver Crossbow Bolts 75.6gp

Ring of Protection +1 2000gp
Amulet of Natural Armor +1 2000gp
Cloak of Resistance +2 4000gp (1#)
Phylactery of Positive Channeling w/ Headband of Inspired Wisdom +2 17000 gp (1#)
Vest of Surgery 3000 gp (4#)
Dawnflower Sash 2500 gp
Saliharion 3000 gp (15#)

Wand of Lessor Restoration (3) 270gp
Wand of Cure Light Wounds (50) 750gp
Wand of Inflict Light Wounds (50) 750gp

567 gp


Sonny is the fourth of six children. He was born to human parents in Absolom on a dreary day. When he 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 wanders the Inner Sea.

The undead that killed Sonny's mentor were unusual and Professor Lorrimor approached Sonny about them. While it was hard for him to discuss what happened it helped Sonny recover from the ordeal. Sonny kept in touch with the Professor during his journeys around the Inner Sea. Unfortunately he was in Qadira when word arrived of the Professor's death and he was unable to make it to Ustalav in time due to there being an small outbreak of zombies.

Daily Resources:

Channel Energy: 7d6+13 8X/day Will DC 21 Used: 0
Touch of Glory: 8X/day Used: 0
Daylight: 1X/day Used: 0
Divine Presence: 9 rnds/day Used: 0
Nimbus of Light: 9 rnds/day Used: 0

Orisons (4/day)
Create Water
Detect Magic

1st Level 6+1

Protection From Evil
Hide From Undead
Inflict Light Wounds
Shield of Faith D

2nd Level 5+1

Bless Weapon D
Inflict Moderate Wounds
Remove Paralysis
Spiritual Weapon

3rd Level 4+1

Daybreak Arrow
Dispel Magic
Invisibility Purge
Searing Light D

4th Level 3+1

Blessing of Fervor
Holy Smite D
Spell Immunity
Spiritual Ally

5th Level 2+1

Air Walk, Communal
Breath of Life
Flame Strike D


[dice=Positive Energy Channel Damage DC: 21]7d6+9+4+1[/dice]
[dice=Scimitar]1d20+7[/dice] [dice=Damage]1d6+1[/dice]
[dice=Mwk Heavy Mace]1d20+8[/dice] [dice=Damage]1d8+1[/dice]
[dice=Light Crossbow]1d20+7[/dice] [dice=Damage]1d8[/dice]
[dice=Dagger]1d20+7[/dice] [dice=Damage]1d4+1[/dice]
[dice=Kn: History]1d20+5[/dice]
[dice=Kn: Planes]1d20+8[/dice]
[dice=Kn: Religion]1d20+13[/dice]
[dice=Sense Motive]1d20+9[/dice]
[dice=Fort Save]1d20+9[/dice]
[dice=Reflex Save]1d20+5[/dice]
[dice=Will Save]1d20+12[/dice]