Priest of Desna

Thomas Vinland's page

88 posts. Alias of Mark_Twain007.


Full Name

Thomas Vinland

Race

Aasimar

Classes/Levels

Cleric of Desna 16/HV 4 | 284 HP | 53 AC | 28 Touch | 50 FF | 47 CMD | Fort 22 | Ref 14 | Will 28 | Init 7 | Perception 29

Gender

Male

Size

Medium

Age

30

Alignment

NG

Deity

Densa

Languages

Common

Occupation

Cleric

Strength 16
Dexterity 16
Constitution 21
Intelligence 18
Wisdom 32
Charisma 20

About Thomas Vinland

Have you ever felt death? Felt the cold embrace as the light of world around you fades until you see nothing but emptiness? It’s not a cold that can be quelled with a blanket, a fireplace and hot tea. It chills you through the bones, to your soul. I felt that cold once, and it’s not something I would wish on anyone.

I was young, I had turned 16 just the week before and I was out for a walk with some of my friends. I would soon begin my priesthood at the temple of Densa, and I would not have so much time for my friends. Vandal, Gregory, Jack, Kellea and myself; we were good kids, just bored kids. We went for a walk in a small grove of trees not far from town we wanted to find some mushrooms and maybe a rabbit to cook over a fire, Jack ever the strong brave one hoped we would find a wolf or a bear or something so he could scare it off, and impress Kellea, we found something much worse.

We had found our mushrooms and caught our rabbit, cooked them over the fire and were having a grand time. I thought I had seen something in the trees, but paid it no mind, thinking it was just a deer or some other creature curious about us, but then Gregory wandered into the forest a bit to releave himself, and didn’t come back.

Maybe it was because we were having too much fun talking and laughing, and telling ghost stories, but we didn’t notice that he hadn’t come back for a long time. Kellea insisted she go look for him and Jack, eager to make good with her, grabbed a small glowing log from the fire and went with her. It was only moments until we heard her scream, and Vandal and I ran towards the noise.

I barely even noticed her cowering and crying on the ground, all I saw was this thing, it was at least 7 feet tall, glowing red eyes, and large claws, one of which was holding Jacks head, he was trying to wrestle his way out but it was no use. “I like it when they squirm, HAHAHA!” roared the beast as it slammed it’s other claw into Jacks stomach, ripped out his guts, and ate them. He dropped Jack’s lifeless body, and whispered “who’s next?”

Vandal was smart, Vandal ran, I was too scared to move. I just watched this thing rip one of my best friends apart, but I had to do something, I worked up enough courage to grab Kellea and run back towards our fire. Once there I grabbed a flaming log and prepared to defend myself against that thing.

It hadn’t followed us thing, it was too smart for that, it had circled around, and came from behind. I was too slow, and all I saw was it slamming Kellea to the ground, smashing her skull with its foot. Again I couldn’t move, I couldn’t think, the demon walked towards me and slashed at me with its claw. I managed to move to block it with the log from the fire, but the log shattered and I was defenseless. His second claw slammed into my chest, and I felt more pain than I thought possible, and I prayed to Desna to make it stop.

My body slumped to the ground, I couldn’t breathe, I could barely think. All I could feel was the cold creeping in. What I didn’t tell you before is that you welcome the cold. It numbs the pain, and lets you think again, but all you can think about are your failures and shortcomings. I failed to save my friends, I couldn’t do anything, I couldn’t save anyone, and there is nothing you can do the make up for those failures, because all you can do is wait for the light to fade, and cold to come.

I was given a chance however. Like I said Vandal was smart, he hadn’t just ran, he ran to the church, and told them what was happening. They came fended off the beast, and managed to save me. I survived to enter the priesthood, and become a cleric. I survived to bury my friends, and morn their loss. I survived to make up for my failures, to protect those that are too weak to protect themselves from the evils of this world. I am Thomas Vinland Shield of Densa, defender of the faith, protector of all that is good in this world.

Character Plan:
My plan is to be the guardian cleric, shielding, buffing and healing. I plan to take tower shield proficiency at either level 3 or 5, and I will prestige into Holy Vindicator, though probably only for 4 levels. This gives me full plate, tower shield, and Vindicators shield, which should give me enough AC to stay in the middle of combat, where I can heal and buff most effectively.

Character sheet:

Thomas Vinland
Male aasimar cleric of Desna 16/holy vindicator 4 (Pathfinder RPG Advanced Player's Guide 263, Pathfinder RPG Bestiary 7)
CG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +29
Aura freedom's call (30 ft., 16 rounds/day)
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Defense
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AC 53, touch 28, flat-footed 50 (+14 armor, +5 deflection, +3 Dex, +5 natural, +10 sacred, +6 shield)
hp 284 (20 HD; 16d8+4d10+116)
Fort +22, Ref +14, Will +28; +2 vs. death, energy drain, negative energy, or necromancy spells, +2 trait bonus vs. charm and compulson
Defensive Abilities fortification 75%, vindicator's shield; Resist negative energy 5
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Offense
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Speed 50 ft. (40 ft. in armor), fly 60 ft. (good)
Melee mwk starknife +20/+15/+10/+5 (1d4+3/×3) or
. . scepter of heaven +21/+16/+11/+6 (1d8+5 plus 2d6 vs. evil outsiders)
Special Attacks channel positive energy 8/day (DC 25, 10d6)
Spell-Like Abilities (CL 20th; concentration +25)
. . 1/day—daylight
Domain Spell-Like Abilities (CL 19th; concentration +30)
. . At will—dimensional hop (160 feet/day)
Cleric Spells Prepared (CL 20th; concentration +31)
. . 9th—energy drain (DC 30), freedom[D], mass heal, miracle, summon monster IX
. . 8th—quickened blessing of fervor[APG] (DC 25), quickened cure critical wounds, holy aura, mind blank[D], greater spell immunity
. . 7th—quickened channel vigor, quickened cure serious wounds, destruction (DC 28), quickened dispel magic, ethereal jaunt, holy word (DC 28), greater teleport[D]
. . 6th—banishment (DC 27), greater dispel magic[D], find the path, harm (DC 27), heal, quickened silence (DC 23), source severance
. . 5th—angelic aspect, break enchantment[D], flame strike (DC 26), holy ice[UM], hunter’s blessing, communal spell immunity[UC], spell resistance
. . 4th—air walk, anti-incorporeal shell[ACG], blessing of fervor[APG] (DC 25), dimension door[D], holy smite (2, DC 25), restoration
. . 3rd—chain of perdition[UC], channel vigor, dispel magic, fly[D], invisibility purge (2), prayer, searing light
. . 2nd—find traps (2), grace[APG] (2), communal protection from evil[UC], remove paralysis[D], shield other, silence (DC 23)
. . 1st—ant haul[APG] (3, DC 22), longstrider[D], shield of faith, stone shield[ARG] (3)
. . 0 (at will)—create water, detect magic, guidance, light
. . D Domain spell; Domains Liberation, Travel
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Statistics
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Str 16, Dex 16, Con 21, Int 18, Wis 32, Cha 20
Base Atk +16; CMB +19; CMD 47
Feats Alignment Channel, Channel Ray, Combat Casting, Craft Wand, Improved Initiative, Leadership, Quick Channel[UM], Quicken Spell, Scribe Scroll, Selective Channeling
Traits birthmark, magical knack
Skills Acrobatics +3 (+7 to jump), Appraise +12, Climb +9, Diplomacy +20, Fly +31, Handle Animal +7, Heal +17, Intimidate +9, Knowledge (history) +17, Knowledge (nobility) +16, Knowledge (religion) +21, Linguistics +12, Perception +29, Sense Motive +16, Sleight of Hand +9, Spellcraft +17, Swim +23, Use Magic Device +25; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Abyssal, Auran, Celestial, Celestial, Common, Dwarven, Elven, Giant, Infernal, Polyglot, Sylvan, Undercommon
SQ agile feet (14/day), deathless spirit, divine wrath, faith healing, liberation (16 rounds/day), living steel, stigmata: ac, stigmata: attack rolls, stigmata: caster level checks, stigmata: saving throws, stigmata: weapon damage
Combat Gear bracelet of second chances[UE], crown of heaven[UE], orb of golden heaven[UE], potion of fly (2), potion of haste, quick runner's shirt[UE], scroll of guardian of faith (CL 18th), scroll of king's castle, scroll of nine lives, scroll of see invisibility, scroll of wooden phalanx, wand of cure critical wounds, wand of restoration; Other Gear +5 comfort determination heavy fortification mithral full plate, +5 arrow deflection living steel light steel quickdraw shield[APG], mwk light wooden quickdraw shield[APG], scepter of heaven[UE], mwk starknife, amulet of natural armor +5, bag of holding ii, belt of physical perfection +4, blood reservoir of physical prowess[UE], cloak of resistance +5, eyes of the eagle, headband of mental superiority +6, pyxes of redirected focus[UE], ring of curing[UE], ring of protection +5, winged boots, canteen[UE], canteen[UE], flint and steel, golden holy symbol of Desna[UE], holy text[UE], masterwork backpack[APG], scroll case, shield sconce[UE], spell component pouch, torch (20), trail rations (30), weapon cord[APG], wooden holy symbol of Desna, 26,000 gp, 8 sp, 6 cp
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Special Abilities
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Agile Feet (14/day) (Su) For 1 rd, you ignore difficult terrain.
Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Channel Ray (300 feet) You many channel energy as a ray. Ranged touch to hit unwilling targets. +2 DC.
Cleric Channel Positive Energy 10d6 (8/day, DC 25) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Deathless Spirit +2 saves vs. death, necromancy, and negative energy effects, and don't lose hp from negative levels.
Dimensional Hop (32 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Divine Wrath (Sp) When you confirm a critical hit or an enemy critical hits you, you may sacrifice a 1st-level spell to inflict doom on them.
Energy Resistance, Negative energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Faith Healing (empower) (Su) Cure wounds spells you cast on yourself are Empowered.
Flight (60 feet, Good) You can fly!
Fortification 75% You have a chance to negate critical hits on attacks.
Freedom's Call (30 ft., 16 rounds/day) (Su) Allies in 30 ft aura suppress confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions.
Leadership (score 25: 17th; 135/13/7/4/2/2) You attract loyal companions and devoted followers.
Liberation (16 rounds/day) (Su) Act as if you had freedom of movement for 16 rounds/day.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Quick Channel Channel energy faster by expending more uses
Quicken Spell Cast a spell as a swift action. +4 Levels.
Sacred Stigmata: AC +2 (Standard) (Su) Inflict 2 HP of bleed damage on yourself to gain a +2 bonus to AC.
Sacred Stigmata: Attack Rolls +2 (Standard) (Su) Inflict 2 HP of bleed damage on yourself to gain a +2 bonus to attack.
Sacred Stigmata: Caster Level Checks +2 (Standard) (Su) Inflict 2 HP of bleed damage on yourself to gain a +2 bonus to CL checks.
Sacred Stigmata: Saving Throws +2 (Standard) (Su) Inflict 2 HP of bleed damage on yourself to gain a +2 bonus to saves.
Sacred Stigmata: Weapon Damage +2 (Standard) (Su) Inflict 2 HP of bleed damage on yourself to gain a +2 bonus to weapon damage.
Selective Channeling Exclude targets from the area of your Channel Energy.
Vindicator's Sacred Shield +10 (- Custom / magic armor -) (Su) Channel energy into shield for sacred/profane AC bonus for 24 hr or until hit.