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 About Velcore ValiantheartStats:  
 Armor Class: 20, touch 10, Flat Footed 20 ( Chainmail +1; +7, Large Steel Shield +1, +3 ) HP: 35/35 (5d8+5) Class + Con Saving Throws: Fort +7 Ref +3 Will +9; +2 trait bonus vs. charm and compulsion 
 Base Atk +4 ; CMB +5 ; CMD 115 ; Initiative: +0 Melee:
 ... Morningstar +1 (+6, 1d8+1 damage, crit x2) Ranged:
 Magic: Cleric Spells Prepared (CL 6nd; concentration +11) [D] Domain spell 
 ... 0th (4) - Create Water, Detect Magic, Guidance, Light ... 1st (4/day) -   ... 2nd (4/day) - bless weapon [D], ... 3rd (3/day) - Magical Circle Against Evil,  Scrolls: of align weapon, bull's strength (3), dispel magic, invisibility purge, magic circle against evil (2),remove curse, remove disease, remove fear, remove paralysis (2), resist energy (2), lesser restoration (2) silence, of prayer, calm emotions 
 Feats: ... Alignment Channel (Evil): Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of the chosen alignment subtype, your channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged. ... Improved Channel: Add 2 to the DC of saving throws made to resist the effects of your channel energy ability. ... Selective Channeling: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. ... Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information. Traits: ... Birthmark: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects. ... Focused Mind: You gain a +2 trait bonus on concentration checks. Skills: Diplomacy: +6, Heal: +12, Knowledge (religion): +6, Linguistics: +6, Sense Motive: +12, Spellcraft +7 Languages: Common, Celestial, Infernal, Abyssal Racial Traits: ... Bonus Feat: Humans select one extra feat at 1st level. ... Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Class Abilities: ... Aura of Good: A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). ... Channel Positive Energy (5/day) DC 18 3d6 (+5 vs Undead, No Channel Resistance): 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 one 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 one 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 who worships 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 casts 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 channeled 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. ... Spontaneous Casting - Convert Spells to Healing: 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 who worships 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). 
 Combat Gear: Light crossbow, Longsword+1 Flaming, Longsword, Morningstar +1, Crossbow bolts (x20), Chainmail +1, Large Steel Shield +1, Cloak of Resistance +1 Other Gear: Backpack, Bedroll, Belt pouch, Blanket, Flint and steel, Silver Holy symbol (Iomedae), Sack, Silk rope, Trail rations (x3), Waterskin, Whetstone ....... Tracked Resources ....... Crossbow bolts (x20) ..... Encumbrance ..... Current Encumbrance: 101 lbs. Heavy Load Light Load: 50 lbs. or less	
 Coins: 850 gp Cleric Domains:  Glory Domain ... Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2. ... Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier. ... Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies. ... Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light, 4th—holy smite, 5th—righteous might, 6th—undeath to death, 7th—holy sword, 8th—holy aura, 9th—gate Sun Domain ... Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds. ... Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy. ... Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive. ... Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere. Backstory:  Marked at birth as a Prophet of Iomedae Velcore's live has been a stress filled life of high expectations. Being raised in the Temple of Iomedea in Absalom his childhood was a series of tests pushing him to his limits both in body and in mind. These test brought out the best and worst in Velcore. He learned great focus while studying The Acts of Iomedae and even can recite The Acts in the tongues of the Heavens. This steadfast faith and unwavering focus grew into a Ego boarding on psychotic which lead Velcore to believe, as the chosen one, that he could not die. So one evening after chanting his prayers he ran himself thru will his own sword. He was revived the by High Priest but his time in the realm of the dead has changed him forever. Gaining new insight of the realm of the dead Velcore has focus his training on banishing undead from the world. The leaders of his Church have ask him to investigate a corrupted temple near Hommlet to test his new skills (remove him from the church in hope that he will not make it back.) Personality:   Velcore let's his action speak for him. He is quite spoken and only speaks only when expected in normal social situations (just enough to get by), asked a question or after thinking his words thru carefully. The only exception to this is during battle in which he goes into a hyper focused state of mind and often speaks in a mix of Common and Celestial. Most of his speech during battle is him reciting "The Acts of Iomedea" broken only by a prayer to the Goddess herself. His brush with Death has made it hard for Velcore to sleep.(He has Insomnia) He can often be found in the middle of the night in deep meditation and prayer. In the face of evil Velcore is quick to anger, giving only one chance to the person or being to repent.
 Quote: "Give yourself up to the Justice of Iomedae" 
 Apperance:    Velcore has a deep, raspy voice and wises a little when he breaths (due to his chest wound which did not heal correctly). He has an upright posture and holds his head even with the horizon making him look bigger then he his. He has close cut dark brown hair, bright green eyes and slightly tan skin.  Wearing a shinning set of scale mail, large steel sheild and weilding a longsword Velcore leaves only his sword arm unarmored. This arm (his right) has a silver/white marking running from his shoulder to his wrist in the shape of a starburst and longsword (Holy Symbol of Iomedea). During deep meditation and deep prayer the birthmark will glow with a silver light.
 The Acts of Iomedae:  The Acts of Iomedae were eleven miracles performed by the goddess Iomedae throughout Avistan and Garund as a demonstration of Aroden's might. Recounted in the holy text of her faith (called The Acts of Iomedae, or simply The Acts among her faithful) each of the then-mortal goddess's legendary episodes of heroism provides an example of Iomedaean virtues. The details of the stories vary between regions, though all have the same general themes. Iomedae herself acknowledges that the lessons themselves are important, not the particulars. ................... The Acts .................. First Act Iomedae first slew Nakorshor'mond, cutting the unconscious bodies of her circle from the beast's stomachs. Celestial ( Iuseltael binly lhelf Caxunlrun'suct, voyyicw yrel ocvuclviuol putiell ub reln vinvhel bnus yrel pelaly'l lyusavrl. ) The Second Act In her second miraculous act, she defeated a coven of witches in the Sargavan city of Eleder, freeing the city from their tyranny. Celestial (Ic reln lelvuct sinavohuol avy, lrel telbelayelt a vujelc ub fiyvrell ic yrel Lanwajac viyz ub Elhelteln, bnelelicw yrel viyz bnus yrelin yznaccz. ) The Third Act From the back of a flying griffon, the soon-to-be-goddess hewed Segruchen the Iron Gargoyle's wings from his body, sending the so-called King of the Barrowood plummeting to the ground where she slew him in his falling-crater before he could escape. Celestial ( Bnus yrel pavx ub a bhzicw wnibbuc, yrel luuc-yu-pel-wuttelll relfelt Lelwnovrelc yrel Inuc Wanwuzhel'l ficwl bnus ril putz, lelcticw yrel lu-vahhelt Xicw ub yrel Pannufuut qhosselyicw yu yrel wnuoct frelnel lrel lhelf ris ic ril bahhicw-vnayeln pelbunel rel vuoht ellvaqel. ) The Fourth Act Calling upon Aroden's then-herald Arazni, Iomedae convinced a regiment of mortally wounded knights at the Second Battle of Encarthan to stay their ground against a horde of wraiths until reinforcements arrived at dawn to rescue them. Celestial ( Vahhicw oquc Anutelc'l yrelc-relnaht Anakci, Iuseltael vucjicvelt a nelwiselcy ub sunyahhz fuoctelt xciwryl ay yrel Lelvuct Payyhel ub Elcvanyrac yu lyaz yrelin wnuoct awaicly a runtel ub fnaiyrl ocyih nelicbunvelselcyl annijelt ay tafc yu nellvoel yrels. ) The Fifth Act In what is now considered her fifth miraculous act, Iomedae smote Erum-Hel at the Battle of Three Sorrows (the same battle in which Tar-Baphon returned Arazni’s body to the Knights of Ozem), forcing the crippled Lord of the Morghs into hiding in the depths of Orv. Celestial ( Ic fray il cuf vuclitelnelt reln bibyr sinavohuol avy, Iuseltael lsuyel Elnos-Relh ay yrel Payyhel ub Yrnelel Lunnufl (yrel lasel payyhel ic frivr Yan-Paqruc nelyoncelt Anakci’l putz yu yrel Xciwryl ub Ukels), bunvicw yrel vniqqhelt Hunt ub yrel Sunwrl icyu riticw ic yrel telqyrl ub Unj. ) The Sixth Act Iomedae instantly reforged her sword—magically shattered by the Whispering Tyrant—fusing it together with a prayer and an oath to end the wizard-king's evil. Celestial (Iuseltael iclyacyhz nelbunwelt reln lfunt—sawivahhz lrayyelnelt pz yrel Frilqelnicw Yznacy—bolicw iy yuwelyreln fiyr a qnazeln act ac uayr yu elct yrel fikant-xicw'l eljih. ) The Seventh Act The seventh Act was the calling of the Undenying Light in Absalom, which is commemorated at the Seventh Church. As a terrible storm shrouded the city in darkness, a pack of sea-ghouls attacked the city. The then-mortal Iomedae called for the Starstone to light the city; the Starstone Cathedral glowed with blue fire, and the stars shone rays of light that targeted the ghouls and allowed Iomedae and the city's defenders to destroy them. Celestial ( Yrel leljelcyr Avy fal yrel vahhicw ub yrel Octelczicw Hiwry ic Aplahus, frivr il vusselsunayelt ay yrel Leljelcyr Vronvr. Al a yelnniphel lyuns lrnuotelt yrel viyz ic tanxcelll, a qavx ub lela-wruohl ayyavxelt yrel viyz. Yrel yrelc-sunyah Iuseltael vahhelt bun yrel Lyanlyucel yu hiwry yrel viyz; yrel Lyanlyucel Vayreltnah whufelt fiyr phoel binel, act yrel lyanl lrucel nazl ub hiwry yray yanwelyelt yrel wruohl act ahhufelt Iuseltael act yrel viyz'l telbelctelnl yu tellynuz yrels. ) The Eighth Act Convincing the graveknight known as the Black Prince to throw himself upon his sword as punishment for his evil is considered Iomedae's Eighth Act. This righteous suicide redeemed the undead knight's soul and allowed him to be judged in the Halls of Aroden. Celestial ( Vucjicvicw yrel wnajelxciwry xcufc al yrel Phavx Qnicvel yu yrnuf rislelhb oquc ril lfunt al qocilrselcy bun ril eljih il vuclitelnelt Iuseltael'l Eliwryr Avy. Yril niwryeluol loivitel neltelelselt yrel octelat xciwry'l luoh act ahhufelt ris yu pel motwelt ic yrel Rahhl ub Anutelc. ) The Ninth Act In order to free nine righteous knights from imprisonment by the vampire-mage Basilov, Iomedae gave nine drops of her own blood; when Basilov attempted to recapture them, she and the knights slew him. Celestial (Ic unteln yu bnelel cicel niwryeluol xciwryl bnus isqnilucselcy pz yrel jasqinel-sawel Palihuj, Iuseltael wajel cicel tnuql ub reln ufc phuut; frelc Palihuj ayyelsqyelt yu nelvaqyonel yrels, lrel act yrel xciwryl lhelf ris. ) The Tenth Act In the absence of its rightful lord—the heirless patriarch of House Narikopolous—Iomedae ruled the city of Kantaria for a year and a day while its lord, bringing prosperity to the city despite constant attacks by shapechanging horrors, which she battled personally. Celestial (Ic yrel aplelcvel ub iyl niwryboh hunt—yrel relinhelll qaynianvr ub Ruolel Canixuquhuol—Iuseltael nohelt yrel viyz ub Xacyania bun a zelan act a taz frihel iyl hunt, pnicwicw qnulqelniyz yu yrel viyz tellqiyel vuclyacy ayyavxl pz lraqelvracwicw runnunl, frivr lrel payyhelt qelnlucahhz. ) The Eleventh Act In her eleventh and final miraculous act before ascending to godhood, Iomedae cast her cloak before her into the Pit of the Starstone in Absalom; the common wool cloth straightened and expanded into a firm walkway across the gap, allowing her to enter the Cathedral and take the Test. Celestial ( Ic reln elheljelcyr act bicah sinavohuol avy pelbunel alvelcticw yu wutruut, Iuseltael valy reln vhuax pelbunel reln icyu yrel Qiy ub yrel Lyanlyucel ic Aplahus; yrel vussuc fuuh vhuyr lynaiwryelcelt act elgqactelt icyu a bins fahxfaz avnull yrel waq, ahhuficw reln yu elcyeln yrel Vayreltnah act yaxel yrel Yelly. ) Summons:  [dice=Number] 1d3 [/dice] Poison Bite—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save. Web (Ex) Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 creature's HD + creature's Con modifier. Attempts to burst a web by those caught in it suffer a –4 penalty. Celestial Template Celestial creatures dwell in the higher planes, but can be summoned using spells such as summon monster and planar ally. Gains darkvision 60 ft., DR and energy resistance Cold, Acid, and Electricity 5, SR 6, Smite evil 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against evil foes; smite persists until target is dead or the celestial creature rests). [dice=Attack Web Spider 1] 1d20+5 [/dice] [dice=Attack Web Spider 2] 1d20+5 [/dice] [dice=Attack Web Spider 3] 1d20+5 [/dice] | 
 
	
 
     
     
    