Cayden Cailean

Ulciscor's page

116 posts. Alias of i.jason.


Full Name

Ulciscor

Race

Aasimar

Classes/Levels

Cleric 2 [HP: 14/14 | AC: 17 | T: 12 | FF: 15 | CMB: +2 | CMD: 14 | Fort: +3 | Ref: +2 | Will: +7 | Init +2 | Perc: + 10| Speed: 20'| XP: 535 ]

Gender

Male

Size

M (6'2", 170lbs)

Age

86 (Appears Late-20's)

Special Abilities

Darkvision, 60'

Alignment

LN

Deity

Hoar

Languages

Common, Celestial, Infernal

Strength 13
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 19
Charisma 14

About Ulciscor

Description:
Tall for most humans, at 6'2", but thin, Ulciscor could be from almost anywhere - except the North. His skin is permanently tanned, though not deeply so. His hair is a forgettable shade of brown, his clean-shaven features almost disturbingly ordinary. Only his eyes catch the attention, and then only when they are in bright light, or moist. At those times, his eyes shimmer with rainbow colors - as do his tears.
Ulciscor moves gracefully (though not excessively so), almost always at ease. One gets the impression that he does not miss much, especially when he listens to those speaking to him. He carries himself calmly - even when hurried - as if he knows that, eventually, everything will work out the way it should.
Ulciscor looks every bit the traveler he is, dressed in sturdy, unremarkable clothes, a well-worn pack, and a group of javelins in a quiver on his back, all under a large-brimmed hat. Only the pendant around his neck, depicting a black-gloved hand and a coin with a two-faced head, marks him as anything special - which is why the pendant is most often tucked beneath his maroon scarf.

Personality:
Ulciscor is almost always calm - on the surface. He rarely raises his voice, unless calling upon his God, or delivering Judgement. Though he seems difficult to anger, he is no more immune to emotions than the next person. Ulciscor just hides his feelings better than most - and mentally notes the injustices that sparked his ire, for later retribution. Born to serve Hoar, as his ancestors did when the God carried a different name, Ulciscor lives his life in sublime certainty that all will be balanced, eventually. If not by him, then by another. Thus, to rage and throw tantrums is a waste of energy - and often costs one the advantage of surprise.
As an Aasimar, Ulciscor has a natural care and concern for others - especially those he knows and bonds with - but his care doesn't extend to crusading for the betterment of all people, like so many others of his kind. Instead, Ulciscor focuses on ensuring that the scales are balanced, and that good is returned for good, evil for evil, and that those around him are free to make their own choices - and to reap the consequences of their choices. For he knows that this is the way to greater strength and happiness (or weakness and sadness, depending upon one's choices).
Fortunately, he isn't required to just watch and wait and trust in justice. As a chosen servant of Hoar, Ulciscor (an ancient name, meaning "Avenge" in a long-forgotten tongue) is allowed - even called - to be the agent of that justice, for himself, and (more often) for others. It is a calling he relishes - whether returning evil for evil, or good for good.

Background:
Born the unhappy result of his mother's rape by Mulhorandi soldier/bandits in a small village in Unther, the child was given the name "Ulciscor," which is a word in an ancient dialect of Untheric that means either "Vengence," or "to Avenge." His mother's family has a history of Aasimars showing up every seven hundred years or so. While pregnant, his mother, praying to Hoar for retribution, promised the child to the god, in exchange for living long enough to know she'd been avenged. In an ironic twist of fate, Ulciscor was born exactly 700 years after the last Aasimar in the family.

On Ulciscor's 60th birthday, a priest of Hoar showed up in the village to inform his mother that her rapist had been repaid (his only son was revealed to be a product of cuckolding), and had died, and that he (the priest) was there to accept her offering to the Doombringer. On her deathbed when she'd been delivered the news, the woman died with a smile on her face.

Ulciscor left with the priest, and spent 20 years training to be a servant of Hoar. Six years ago, he left the remote temple, send out into the world to be an agent of Retribution - delivering good for good, and evil for evil.

DEFENSE:

AC: 17, touch 12, flat-footed 15 (+4 Armor, +2 Dex, +1 Shield)
HP: 14 (2d8 [8] [6])
Fort: +3, Ref: +2, Will: +7
Resistances: Acid: 5; Cold: 5; Electricity: 5
Senses: Darkvision (60’)
Special:

OFFENSE:

Speed: 20 ft. (30 w/out armor)
Melee: +2 B. Aspergillum (C.I.) (1d6+1/x2)
Melee: +2 Dagger (C.I.) (1d4+1/19-20/x2)
Ranged: +3 Dagger (1d4+1/19-20/x2) - 10ft
Ranged: +3 Javelin (1d6+1/x2) - 30ft
Ranged: +3 Pilum (1d8+1/x2) - 20ft
Space 5 ft., Reach 5 ft.
Special Attacks:

STATISTICS:

Str: 13, Dex: 14, Con: 10, Int: 12, Wis: 19, Cha: 14
Base Atk: +1; CMB: +2; CMD: 14
Languages: Common, Celestial, Infernal

Racial Traits:

Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma.
Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
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.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability (Sp): Aasimars can cast Zone of Truth once per day as a spell-like ability. CL is Character Level (Replaces Daylight ability)
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Class Features:

Hit Die: d8
Class Skills:Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks Per Level: 2 + Int modifier.
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).
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, heavy armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities. (Javelin/Pilum)
Channel Energy (Su): 1d6 (7/Day)
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.
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).
Spells/Orisons: Casts Spells/Orisons (See Below)
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.
Domains:
Judgement (Subdomain of Law):
Chastisement (Su): As a standard action, you can cast a strengthened spell against a creature that damaged you since your last turn. This spell must target the creature that damaged you, and is cast at +1 caster level. Area of effect spells cannot be used in conjunction with this ability, but other spells that target multiple creatures may be. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—protection from chaos, 2nd—castigate, 3rd—magic circle against chaos, 4th—rebuke, 5th—mark of justice, 6th—hold monster, 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).
Fate (Subdomain of Luck):
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Tugging Strands (Su): At 8th level, you can force a creature within line of sight to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. You can use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th.
Domain Spells: 1st—true strike, 2nd—augury, 3rd—borrow fortune, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

Skills:
Total Ranks: 8 (2 Class, 1 INT, 1 FC Per Level) (* Indicates Untrained)
*Acrobatics: +2 (0 in armor)
*Appraise: +1
*Bluff: +2
*Climb: +1 (-1 in armor)
*Diplomacy: +4
Heal: +9
*Intimidate: +2
Knowledge (Religion): +6
Knowledge (History): +5
Perception: +10
Profession (Judge): +8
*Ride: +2 (+0 in armor)
Sense Motive: +9
Spellcraft: +5
*Stealth: +2
*Survival: +4
*Swim: +1 (-1 in armor)

Feats and Traits:

Traits

Outlander/Missionary: +1 Kn:Religion, 3 Spells at +1 CL/DC
--Cure Light Wounds, Protection from Chaos, Zone of Truth
Outcast's Intuition: +1 to Sense Motive and +1 to CL vs. Dispel attempts.

Feats:

(1) Selective Channeling: Choose up to 4 Targets to exclude from Channeling.

Spells:

Spells Per Day:
O: 4 (At Will) (DC:14)
1: 3+1 (DC:15)

Spells Prepared:
0: Create Water, Detect Poison, Guidance, Spark
1: Entropic Shield (Dropped for CLW on Kev), Protection from Chaos (D), Shield of Faith(Innocent vs. Plant-Corpses), Stunning Barrier

Spells Added to List:

Level 0
Spark (APG) - 1

Level 1
Diagnose Disease (UM) - 1
Murderous Command (UM) - 1
Stunning Barrier (ACG) - 1

GEAR:

Worn/Carried:
Armored Coat (Med. Armor, ACP-2) 20lbs
Light Wooden Shield (+1AC, ACP -1) 5lbs
Battle Aspergillum – Cold Iron (1d6, x2, B – Can sprinkle Holy Water) 4lbs
Dagger – Cold Iron (1d4, 19-20, x2, P or S) 1lb

Quivver
-- Javelin (5) (1d6, 30’, x2, P) 2lbs (x3)
-- Pilum (2) (1d8, 20’, x2, P) 4lbs (x2)

Holy Symbol (Hoar), Iron 1lb
Healer’s Kit 1lb
Explorer's Outfit (Including Wide-Brimmed Hat)

Total Worn/Carried Weight: 48lbs

Backpack (MW) 4lbs
-- Bedroll 5lbs
-- Holy Text 2lbs
-- Grooming Kit 2lbs (comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder)
-- Survival Kit 4lbs (flint and steel, a mess kit, two waterskins, very basic maps showing major landmarks, and a small utility knife)
-- Wandermeal (6 Days) 3lbs
-- Trail Rations (4 Days) 4lbs
-- Jar of Honey .5lbs
Backpack Weight: 24.5lbs

Belt Pouch .5lb

Currency: PP: 3 GP: 27 SP: 14 CP: 10
Carrying Capacity | Light: 50 (58) lbs. | Medium: 51–100 (116)lbs. | Heavy: 101–150 (175)lbs.
Total Weight: 70.5lbs. [MEDIUM LOAD] (46lbs/Light w/out Backpack)


Consumables/Tracked Resources:

Channeling: 1/7
Chastisement: 7/7
Bit of Luck: 7/7
Zone of Truth: 1/1

Healer’s Kit: 10/10
Wandermeal (Days): 5/6
Trail Rations (Days): 4/4