Verik Vancaskerkin

"Surgeon" Avion Merdiota's page

119 posts. Alias of Azharten.


Race

Human

Classes/Levels

Cleric lvl 3

Gender

Male

Size

6 ft.

Age

25

Alignment

Lawful Evil

Deity

Nerull

Languages

Common, Infernal, Aqua, Abyssal

Occupation

Surgeon, Sailor, Cleric

Strength 9
Dexterity 12
Constitution 10
Intelligence 16
Wisdom 18
Charisma 16

About "Surgeon" Avion Merdiota

***Stats***
Str:9 (+0p) [-1 for spell using]
Dex:12 (+2p)
Con:10 (+0p)
Int:16 (10+p)
Wis:18 (10+p)(+2)
Cha:16 (10+p)

***Offense***
BAB:+1
AB:+2

Melee:
[msw Scythe]# Attack: +2 Damage: 2d4-1 20/4x

Special Attack
[msw Scythe]# Trip CMB +1

***Defense***
HP: 24/24

AC: 15 (+4 armor, +1 dex)
Touch: 11 (+1 dex)
FF: 14 (+4 armor)

***Combat Statistic***
Movement: 30 ft.
Initiative: +1

***Saves***
Fortitude: +3 | Reflex: +2 (+1 dex) |Will: +8 (+4 wis, +1 trait)

***Combat Maneuver***
CMB:+1
CMD:+13

XP: +3,545 XP / xxxxx = 4th lvl

Karma Points: +1

Gained:(+1 Diplomacy for Gunny, +1 Gather Information, +1 Will save)
Used: -1 Kripya (Get depressed), -1 Kripya (Come to darkside)

Skills:

Class Skills (2 + 3 Int modifier per level, ×4 at 1st level)
3rd lvl: 33 (*3 for favored class)

Class Skills
Bluff (Cha): +8 (+5 rank, +3 cha)
Concentration (Con) +9 (+3 rank, +3 cha, +3 feat)
Craft (Int)
Diplomacy (Cha) +8 (+3 rank, +3 cha, +2 synergy)
Disguise (Cha) +9 (+4 rank, +3 cha, +2 synergy)
Heal (Wis) +10 (+3 rank, +4 wis, +3 feat)
Hide (Dex)
Knowledge (arcana) (Int) +8 (+5 rank, +3 int)
Knowledge (history) (Int)
Knowledge (religion) (Int) +8 (+5 rank, +3 int)
Knowledge (the planes) (Int)
Profession (Wis) (Surgeon) +5 (+1 rank, +4 wis)
Profession (Wis) (Sailor) +5 (+1 rank, +4 wis)
Spellcraft (Int) +8 (+3 rank, +3 int, +2 synergy)

non-class skills
Survival (Wis): +2 (+2 trait)
Gather Information (Cha) +2 (+2 trait)

Feats:

Improved Turning You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability.

Skill Focus: Heal: +3 to skill checks

Skill Focus: Concentration: +3 to skill checks

Blind-Fight Reroll miss chances

Traits:

Keeping the Faith:
Prerequisite: Spellcasting ability (Clerical).
Even though you have not had a prayer answered since stepping through the magical gates to this world you still hold in your heart the hope that there is divine guidance in this world yet to be discovered. You have traveled far and wide across the massive seas in search of artifacts and lore and have stockpiled a wealth of information that may lead you closer to your goals.

Benefit: You are able to cast 1st level spells on faith alone, though at a cost. By sacrificing 1 point of either strength, dexterity, or constitution, you can fuel your own mind with the ability to prepare and cast spells up to 1st level. You can fill any open slot on your spell list (even higher slots) with these spells and cast them without hindrance that would normally come from this worlds lack of divine presence. The damage done to yourself this way is temporary damage which is recovered through magical means, or through a complete day at rest.

Special: Your travels have fortified your mental resolve granting a +1 trait bonus to Willpower saving throws, a +2 trait bonus to Survival rolls, and a +2 trait bonus to Gather Information.

Special Ability:

Aura: Evil

Rebuke Undead: 6/6 uses,
Rebuke Check: 1d20+3+2 (+2 kn:reli) = 4+-x HD undead you can affect
Command Undead: 2d6+3+3= instead destroyed -> commanded. Command amount of HD of his lvl [3]
Dispelling Turning 2d6+3+3=Undead are not turned if equal or greater than good cleric turn-check
Bolster Undead:(cleric lvl)3 +- x = undead effective HD if higher

Domains:

Trickery Domain
Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.

Darkness Domain
Granted Power: You gain Blind-Fight as a bonus feat

0th lvl Spells: 15 DC | 4 spell

1) Detect Magic: Detects spells and magic items within 60 ft.
2) Guidance: +1 on one attack roll, saving throw, or skill check.
3) Create Water: Creates 2 gallons/level of pure water.
4) Resistance: Subject gains +1 on saving throws.

1st lvl Spells: 16 DC | 3 spell

1) Doom: One subject takes - 2 on attack rolls, damage rolls, saves, and checks.
2) Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
3) Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Domain: Disguise Self: If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.

2nd lvl Spells: 17 DC | 2 spell [DC is 16 due to lvl 1 spells]

1) Deathwatch: Reveals how near death subjects within 30 ft. are.
2) Command: One subject obeys selected command for 1 round.
Domain:Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.

Class Traits:

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

A cleric who chooses the War domain receives the Weapon Focus feat related to his deitys weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deitys alignment (see the detect evil spell for details). Clerics who dont worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below).

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 clerics Wisdom modifier.
Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).

Bonus Languages: A clerics 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 his race.

Equipments:

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Mundane Equipments 2000 gp
######################### ------
[Masterwork Chain Shirt, 250 gp], [Masterwork Cold Iron Scythe 650 gp], [Backpack 2 gp], [Lantern, hooded 7 gp] [Pouch, belt (empty) 1sp], [Sealing wax 2 gp], [Paper (sheet) 24x, 1 gp], [Vial, ink or potion x2 2 gp], [Mirror, small steel, 10 gp],[Rope, silk (50 ft.), 10 gp], [Holy symbol, silver, 25 gp], [Hourglass, 25gp], [Magnifying glass, 100 gp (+2 Appraise, Can be used as flint & stones)], [Disguise kit (30 use), 150 gp (+2 Disguise)], [Healers kit (30 use), 150 gp (+2 Heal)], [Scale, merchant;s, 2 gp (+2 Appraise)], [Clerics vestments, 5 gp], [Cold weather outfit ,8 gp],[Cure L-W(potion) x6, 300 gp], [Pass /wout trace(potion) x2, 150 gp] [1x Potion "Black Liquid"]

Used Items: [1x Paper (Synopsis)], [1x Pass/wout trace (potion)]

Poison:[b]
[Drow poison Injury DC 13 Primary:Unconsciousness & Secondary:--- 2d4 hours x2, 150 gp]
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Gold left: [b]0 gp

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Magical Equipment (2 max) 900 pg
##############################------
Hand of the mage 900 gp

Background:

Cleric of Nerull. Unsure of the future of his religion he wanders where this road will take him. More and more his fellow members were lacking with their faith, decides to change profession or giving up to their belief. Only hand full are remaining but doubt is starting to arise and people criticise each other for their believe to God who doesnt answer and especially towards a God like Nerull, murder, darkness and death. Frustrated, furious and sad of their miss believe, he decides to leave for journey to find answers to questions and to possible to meet his God Hardship will await him, his prayers will not be answered but he has long time ago decided, so shall it be; since once he almost died but no one never understood, not ever the most mightiest archmage or cleric of Nerull why he chose to let this man to alive or save his life Mystery, which no other than the dark God of Darkness himself knows.
He was supposed to die that day, his dead body was ready to be used as a part of bloody ritual, after his birth; it was declared he had born to world as dead. God of darkness and murder however had other plans when he decided to intervene and bless him. Ever since then he has been firm believer, never questioning and enjoying the torture, murder, sacrifice and other foul beings devoted to his God. Strong believer and seen as potential high-ranked cleric of Nerull, he would have advanced far but the cataclysm had come! The dead he had sacrificed, the dead he had murdered, bodies he had given to his God raised once again out of grave and attacked against everyone. The world had gone crazy but his believe was strong! Standing firm and with iron will, he stood against the waves of undeads and turned them under his command! He kept fighting but it was noticeable that the world was doomed when the earth started to crack and foul demons of opposite god and just daemons were bursting to this world to cause chaos and havoc There was no choice but to leave.
Since his story for leaving is to restore the might, believe and religion of his God once again, to turns more followers and lessen the competition of others Gods and Goddesses in this world, destroy those fake believers of his God, he decided The favour and opportunity he had once received, it was his time to help his God and make sure, what ever caused this or disappearance of his God they would be eliminated and the church of Darkness and Evil would once raise from the Ashes and world be swept under his cold, sweet dark aura!

Personality:

Not much can be said about him he fool others, he cheat, he hides its impossible to catch him and even when they do, they cant simply understand or notice what is moving behind those ice cold, blue eyes. Grin of evil fading and appearing to his face, he is hard character to judge and sense. Be wary since one who enters and stays under his strings, will never escape again from those lies and believes Truly the Evil and Darkness fool the others and least they expect, they will be embraced by darkness and life will fade away from them. Only feeling of sharp pain on their neck

Appearance:

No one knows how he looks like always something different and never revealing his true look. Only record you will ever find, if you happen to wander across old documents from the church
This young man with white hair and blue eyes, is truly to be feared. I dont know but have a feeling he is usurping my place, but I can never catch him or his intentions I know he is fooling me but how I prove that damn brat thinks he can play with the bishop of ------ text disappear behind spilled inks and holes ------ and that way. He is not a true believer of Nerull! He is fooling everyone! I cant stand this. That mockery smile and pretending to be something than he is, oh I have seen your faults hahaha. Shame, that his skin is so pale and that bodysize of a medium, I would like --- text disappearing behind spilled inks and holes ------ The entry of cleric were supposed to be hard but he passed it like that, but I don’t know how that damn who** Mary must have helped him..
What others could you notice him is unknown since as his God, he is moving in shadows and cant be found; until its too late