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About Trevor KastnerInitiative: +0
Cleric Spells Prepared (CL 4th)
Background Skills 2/Level
SQ:
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 deities. Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details). 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 a neutral cleric 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 a neutral cleric 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 of 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 can cast 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 channel 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, activating a domain power is a standard action. Touch of Good (Sp) You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Dazing Touch (Sp) You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 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 of 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). Racial Traits +2 Wis, +2 Cha; Native Outsider, Medium, Normal Speed, Darkvision, Skilled, Spell-like Ability, Celestial Resistances, Languages. ------- Traits (Campaign) Child of Oppara), (Regional) Chivalrous, (Social) Charming, (Religion) Adventurous Imbiber ------- Items A cleric's kit (includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a silver holy symbol), a modern taldan noble explorer's outfit, a cassock of the clergy, a Kastner signet ring, a courtier's outfit with matching jewelry, an ioun torch, a grooming kit, a healer's kit with 3 antitoxin, a circlet of persuasion, The Envoy Ring (Second Triumph), a wand of eagle's splendor (5 charges), a wand of prestidigitation (50 charges), a potion of cure moderate wounds, a potion of cure light wounds, a potion of cat's grace, a potion of delay poison, a wand of create and water (10 charges), a pyxes of redirected focus, a royal cloak of resistance +2, and a silver tankard. Pets Biblio, the Gishvit. Combat Gear Godspike, MW short sword, MW dagger, a MW buckler, a +2 glamered breastplate, a breastplate +1, a light crossbow with 10 crossbow bolts.. Wealth (5340 gp, 64sp, 8 cp) Weekly Stipend (100gp) Carrying Capacity Light (38 lbs or less); Medium (39-77 lbs.); Heavy (78-115 lbs.) Current Load: 73.5 Height 6'4", Weight 180 lbs., Eyes Iridescent, Hair Light Brown ============================================== Submission List A character concept and crunch: Trevor Kastner of House Kastner is a noble Taldor aasimar cleric of Cayden Caliean. I love making Diplomancers, my term for characters who like to use Diplomacy. And this campaign seems right up my alley. A short backstory: Trevor Kastner was born into the noble Taldor House of Kastner. Trevor's mother is Balvantia Kastner, younger sister to Lord Remilliard Kastner, Head of House Kastner. Trevor's birth announcement was initially scandalous because no father had stepped forward. Because Balvantia was passing through the infamous Verduran Forest several months before he birth announcement, many in court initially thought the Kastner noblewoman was seduced by one of the rakish satyrs known to dwell in that forest.
When Trevor was born, and powerful scry spells where cast on the beautiful baby boy with iridescent eyes, it was discovered the Trevor was an aasimar! This made Lord Remilliard overjoyed. For one thing, the nasty fey seduction rumors would stop and the birth of an aasimar in his family will go far to squash those persistent rumors that House Kastner still carries on devil worship in secret, like their Cheliaxian cousins. Due to House Kastner's deep connection with Taldor's spiritual community, Trevor had a vast religious education. Seeing how his birth was seen as a blessing, the family elders thought not to overly influence Trevor's spiritual leanings and let the aasimar find his own path. Though he no doubt let some members of his family down, Trevor chose to follow the drunken path of Cayden Cailean, still a reputable deity to follow with strong Taldor connections. Being a young handsome noble, Trevor took advantage of his social influence when it came to Oppara's female population. During cross-faith luncheons and balls, elder priests would keep their young acolytes close by, lest they disappear behind a thick window draping with that Trevor Kastner. Despite his richly-deserved reputation, Trevor Kastner does take his role as a cleric very seriously. The aasimar is determined to save as many souls from the lower planes as possible, so they can all drink deeply in Cayden Cailean's Domain in Elysium someday. A little bit about yourself:
I'm TheWaskally. I live in Michigan, same time zone as you, Peachbottom. I've been on these boards since 2017. I started gaming with D&D 2nd edition (hated it.), then all 3rd editions [ooc](loved them). I was reluctant to start Pathfinder initially, but I was convinced and have loved it ever since. I have the rulebook, but haven't tried PF 2nd edition yet.
I like paladins, but always seem to play caydenite clerics. My favorite class is the godling classes from Rogue Genius Games. I like RP, particular romance RP, since I like playing diplomancers. I like to infuse some humor into my characters when I can. I post nearly daily on my other games. And I like to do cool things in character. |