NG Male Human (Chelaxian) Battle Cleric of Iomedae Level 4
Classes/Levels
AC23 (25), HP: 38/48, Other Status: Wounded 3 Fort:+9, Ref:+7, Will:+11, Perc:+9 wins initiative ties SPD: 25ft Healing Font 2/[2]
Languages
Common, Celestial
Strength
16
Dexterity
12
Constitution
12
Intelligence
10
Wisdom
16
Charisma
12
About Valericus Rufinus Isauricus
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Valericus Rufinus Isauricus
Human cleric 4
NG, Medium, Human, Humanoid
Heritage versatile heritage
Background field medic
Perception +9
Languages Common, <another language>
Skills Athletics +6, Diplomacy +7, Intimidation +7, Medicine +11, Religion +9, Underworld Lore +6, Warfare Lore +6
Str 16 (+3), Dex 12 (+1), Con 12 (+1), Int 10 (+0), Wis 16 (+3), Cha 12 (+1)
Items +1 full plate, +1 striking longsword, dagger, shield, sling, healer's tools, sling bullets (10), wooden religious symbol, purse (32 gp, 4 sp, 9 cp)
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AC 23; Fort +9; Ref +7; Will +11
HP 48
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Speed 15 feet
Melee [1] +1 striking longsword +10 (versatile P, magical), Damage 2d8+3 S
Melee [1] dagger +9 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+3 P
Ranged [1] dagger +7 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+3 P
Ranged [1] sling +7 (propulsive, range increment 50 feet, reload 1), Damage 1d6+1 B
Divine Cleric Spells DC 19, attack +9; 2nd see invisibility, heal (2), restoration, Restore Senses 1st bless, harm, magic weapon Cantrips (2nd) divine lance, guidance, light, shield, stabilize
Focus Spells 1 Focus Point, DC 16; 2nd Athletic Rush
Ancestry Feats Natural Ambition
Class Feats Directed Channel, Domain Initiate
General Feats Armor Proficiency, Shield Block, Toughness
Skill Feats Battle Medicine, Intimidating Glare, Rapid Response
Other Abilities anathema, deity, divine font, divine spellcasting, doctrine, field-commissioned agent, first doctrine, might, second doctrine, warpriest
Older Sheet:
Ancestry Human
Boost: str/wis
Versatile Heritage: General Feat: Toughness
Ancestry Feat: Natural Ambition (1st level Class feat - Domain Initiate)
Background Field Medic
Skills: Medicine, Lore: Warfare
Feat: Battle Medicine
Boost: con/str
Free boosts: str,dex,wis,cha
Feat: Battle Medicine
You can patch up yourself or an adjacent ally, even in combat.
Attempt a Medicine check with the same DC as for Treat Wounds and provide the corresponding amount of Healing. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
Feat: Heavy Armour Proficiency
Class: Cleric / War priest Sphere: Zeal
Trained in Perception
Skills: Religion, Intimidation, Athletics, Diplomacy
Boost: wis
Divine Font: Heal
2 Spell Slots (Heal only)
-Divine Font-
Healing Font: You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only heal spells (page 343) in these slots, and the number of slots is equal to 1 plus your Charisma modifier.
War Priest
First Doctrine (1st): Trained in light and medium armor, and you have expert proficiency in Fortitude saves. Gain the Shield Block general feat (pg266), a reaction to reduce damage with a shield. At 13th level, if you gain the divine defense class feature, you also gain expert proficiency in light and medium armor.
Expert in Fortitude
Trained in Reflex
Expert in Will
Cleric Feat (from Ancestry Feat)
Domain Initiate - Zeal
Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity’s list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics.
Spell: Weapon Surge
Each domain’s theme and domain spells appear in Table 8–2: Domains on page
Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes. Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear on page 300.Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell.
Iomedae
Edicts be temperate, fight for justice and honor, hold valor in your heart
Anathema abandon a companion in need, dishonor yourself, refuse a challenge from an equal
Areas of Concern honor, justice, rulership, and valor
Follower Alignments LG, NG
Iomedae grants her blessings to those who show valor in trying times.
Minor Boon: You always present yourself at your best. Your clothing and person are always clean and unrumpled, the metal of your blade and armor shining and unblemished. This doesn’t prevent you from being exposed to diseases and other afflictions via filth, but it protects you as well as if you had washed thoroughly right away.
Moderate Boon: Your heart beats with a determined valor. Once, Iomedae ends all negative effects affecting you, unless they are from an artifact, deity, or similarly powerful source; she also restores all lost Hit Points and replenishes your spells, Focus Points, and other daily resources.
Major Boon: Iomedae imbues your blade with great power. Longswords you wield gain the axiomatic, holy, and major striking runes while you hold them. These property runes count toward the number of runes you can have on your weapon, and if this would cause your weapon to exceed its limit, choose which ones to keep each day when you prepare. You gain a +2 status bonus to attack rolls with longswords.
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Minor Curse: Your blade and armor have dulled like lead. Your weapons, armor, and shields have half their usual Hit Points and Break Threshold.
Moderate Curse: Tactical advantages never seem to work the way you planned. You can’t receive a circumstance bonus to your attack rolls, and enemies don’t take any circumstance penalties to their AC against your attacks.
Major Curse: All blades reject your wicked heart. Any weapon you wield automatically becomes broken after you Strike with it. This curse can’t break artifacts or similarly powerful weapons.
- I will learn the weight of my sword. Without my heart to guide it, it is worthless
- My strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died.
- I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and i will not tarnish her glory through base actions.
- I am the first into battle, and the last to leave it.
- I will not be taken prisoner by my free will.
- I will not surrender those under my command.
- I will never abandon a companion, though I will honor sacrifice freely given.
- I will guard the honor of my fellows, both thought and deed, and I will have faith in them.
- When in doubt, I may force my enemies to surrender, but I am responsible for their lives.
- I will never refuse a challenge from an equal.
- I will give honor to worthy enemies, and contempt to the rest.
- I will suffer death before dishonor.
- I will be temperate in my actions and moderate in my behavior.
- I will strive to emulate Iomedae's perfection.[7]
Level 2 Cleric Feat
Rapid Response - You work quickly and efficiently in times of danger to deliver needed assistance. You Stride towards the triggering ally. You gain a +10-foot circumstance bonus to your Speed during this movement.
Level 2 Skill Feat
Pilgrims Token (Religion) - You carry a small token of protection from a site holy to your faith, or you touched your religious symbol to a relic or altar at such a site. So long as this token is in your possession, when you tie an adversary's initiative roll, you go first.
Level 4 Cleric Feat
Directed Channel
You can shape the energy you channel in a single direction, reaching farther and in a more directed fashion. When you cast a version of harm or heal that has an area, you can make its area a 60-foot cone instead of a 30-foot emanation.
Level 4 Skill Feat
Intimidating Glare
Prerequisites trained in Intimidation
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
-Equipment-
Full Plate +1 190 gp AC Bonus +7; Dex Cap +0; Check Penalty -3; Speed Penalty -10 ft.
Strength 18; Bulk 4; Group Plate.
Traits Bulwark: The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a fireball, you add a +3 modifier instead of your Dexterity modifier.
Wood shield 1 gp AC+2 Bulk 1
* Chain: The armor is so flexible it can bend with a critical hit and absorb some of the blow. Reduce the damage from critical hits by either 4 + the value of the armor’s potency rune for medium armor, or 6 + the value of the armor’s potency rune for heavy armor. This can’t reduce the damage to less than the damage rolled for the hit before doubling for a critical hit.
Weapons Price Damage Bulk Group Weapon Traits
Dagger 2 sp 1d4 P L Knife Agile, finesse, thrown 10 ft., versatile S
Longsword +1 Striking 100 gp 2d8+1 S 1 Sword Versatile S Magical +1d8
Weapons Price Damage Range Reload Bulk Hands Group Weapon Traits
Sling 0 1d6 B 50 ft. 1 L 1 Sling Propulsive10
sling bullets 1 cp L
Item Price Bulk Hands
Adventurer’s pack 7 sp 2 —
The pack contains the following items: backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin.
2 holy waters = 6gp. Potion Lesser healing = 12gp. 2 potions minor healing = 8gp. Lesser antitoxin = 3gp. Lesser Anti plague = 3gp. Lesser Acid flask = 3gp. Two Lesser alchemist fire = 6gp. Total = 41gp.
Wooden Religious symbol 1 sp L 1
Religious text 1 gp L 1
Healer’s tools 5 gp 1 2
Pilgrims Token
+ Lesser Healing Potion
19gp remaining
Rufinus The Red, or Red is descended from a noble house cast out Of Cheliax around the time of the ascendance of House Thrune. The Official Records of the family name, if it exists after the burning of so many histories, would be buried in a Hellknight archive somewhere. The family were staunch worshippers of Aroden, who switched to the faith of the Inheritor about 3 generations ago, and now are moderately well to do traders based in **Molthune.
Red is the youngest of three very rough and tumble brothers, the eldest moved into the family business, the middle brother joined **Molthune's army and Rufinus went into the clergy. His combative nature suited the militant nature of the Church, and years of simple doctoring learned as a result of interfamilial beatings made him a natural as a medic.
Though his formal name is Valericus Rufinus Isauricus, he only uses it for formal occasions. He is burly, more broad than tall, standing just 5'8", and has a full head of auburn red hair. While Red is capable of polite and civil conversation, his defaults to blunt and pointed, with little patience for lies and nonsense. His language often veers to salty, and has gained the nickname "The swearing curate".
Rufinus has been released from formal church duties recently, and like many others, encouraged to take up an adventurers lifestyle. **It was recommended that he try The Call for Heroes. It would be good for him and good for the image of the Church.