Cleric of Pharasma

Xu Jiang's page

112 posts. Alias of Tarondor.


Full Name

Xu Jiang

Classes/Levels

Cleric 2 - HP 28/28 , AC 16 (18 w/ shield raised) - Perception +8 - F: +6 R: +6 / W: +10 - Speed: 25 - Hero Points: 1 - Focus Points: 1 - Exploration Activity: Detect Magic - Conditions: N/a

About Xu Jiang

Statblock:
Xu Jiang
Human duskwalker cleric 2 (Player Core)
Medium, Duskwalker, Human, Humanoid
Heritage duskwalker
Background folklore enthusiast
Perception +8; low-light vision
Languages Common, Fey, Tien
Skills Art Lore +5, Crafting +5, Diplomacy +4, Medicine +10, Occultism +5, Religion +8, Society +5
Str +0, Dex +2, Con +2, Int +1, Wis +4, Cha +0
Items explorer’s clothing, steel shield, morningstar, backpack, bedroll, candle (10), chalk (10), flint and steel, healer's tools, lesser antidote (2), rations (1 week) (2), Religious symbol (wooden), rope (foot) (50), soap, torch (5), waterskin, writing set, purse (3 gp, 2 sp, 9 cp), 2 minor potions of healing.
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AC 16 (18 with shield raised); Fort +6; Ref +6; Will +10
HP 28
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Speed 25 feet
Melee [1] morningstar +4 (versatile P), Damage 1d6 B
Melee [1] fist +6 (nonlethal, agile, finesse, unarmed), Damage 1d4 B
Melee [1] shield bash +0, Damage 1d4 B
Divine Cleric Spells DC 18, attack +8; 1st heal (×4), infuse vitality, runic weapon, spirit link
Cantrips (1st) detect magic, divine lance, guidance, prestidigitation, vitality lash
Focus Spells 1 Focus Point, DC 17; 1st Healer’s Blessing
Seasonal Boon [F] Trigger You’re about to roll any check to Recall Knowledge; Effect You have a flash of insight as you recall an old parable, obscure legend, or applicable tale to the topic at hand. This Recall Knowledge check loses the secret trait. Increase the result of your check to Recall Knowledge by one degree of success.
Ancestry Feats Natural Ambition
Class Feats Domain Initiate, Healing Hands, Medic Dedication, Reach Spell
Skill Feats Battle Medicine, Oddity Identification
Other Abilities cloistered cleric, deity, divine font, doctrine, healing

Projected Build:

Level 2
Cleric Feat: Reach Spell
Archetype Feat: Medic Dedication
Skill Feat: Battle Medicine

Level 3
General Feat: Shield Block
Skill Increase: Religion to Expert

Level 4
Cleric Feat: Expanded Domain Initiate (Time domain) (gain the Delay Consequence domain spell)
Archetype Feat: Doctor’s Visitation
Skill Feat: Treat Condition

Level 5
Attribute Boosts: Dex, Con, Int, Wis
Ancestry Feat: Shoki's Argument (Trained in Acrobatics)
Skill Increase: Occultism to Expert

Level 6
Cleric Feat: Selective Energy
Archetype Feat: Hallowed Necromancer Dedication
Skill Feat: Continual Recovery

Level 7
General Feat: Fleet
Skill Increase: Medicine to Master

Level 8
Cleric Feat: Advanced Domain (Healing)(Rebuke Death)
Archetype Feat: Hallowed Initiate (death's call).
Skill Feat: Ward Medic

Level 9
Ancestry Feat: Catrina's Presence
Skill Increase: Religion to Master

Level 10
Attribute Boosts: Dex, Con, Int, Wis
Cleric Feat: Advanced Domain (Time) (gain the Stasis domain spell)
Archetype Feat: Death Warden
Skill Feat: Advanced First Aid

Level 11
General Feat: Toughness
Skill Increase: Occultism to Master

Level 12
Cleric Feat: Heroic Recovery or Advanced Domain (Death) (gain the Eradicate Undeath domain spell)
Archetype Feat: Positive Luminance
Skill Feat: Holistic Care

Level 13
Ancestry Feat: Resist Ruin
Skill Increase: Diplomacy to Expert

Level 14
Cleric Feat: Fast Channel
Archetype Feat: Advanced Hallowed Spell (eradicate undeath)
Skill Feat: Robust Recovery

Level 15
Attribute Boosts: Dex, Con, Int, Wis
General Feat: Canny Acumen (Reflex)
Skill Increase: Medicine to Legendary

Level 16
Cleric Feat: Resurrectionist
Archetype Feat: Consecrated Aura
Skill Feat: Legendary Medic

Level 17
Ancestry Feat: Yamaraj's Grandeur
Skill Increase: Religion to Legendary

Level 18
Cleric Feat: Echoing Channel
Archetype Feat: Resuscitate
Skill Feat: Divine Guidance

Level 19
General Feat: Incredible Initiative
Skill Increase: Religion to Legendary

Level 20
Attribute Boosts: Dex, Con, Wis, Cha
Cleric Feat: Spellshape Channel (note that Cast Down is spellshape)
Archetype Feat: XXX
Skill Feat: Consult the Spirits (Occultism)

Final attributes: STR +0, DEX +5, CON +5, INT +4, Wis +6, Cha +1

House and Heirloom:
Xu Jiang lives in a small woodcutter's shack in the shadow of the Cathedral of Pharasma, on the Southside. His heirloom is a cold-iron chunk worth 10 gp.

Xu Jiang's Background:
Born in Willowshire to a family well known for manufacturing rice paper used by the monks of the Tan Sugi monastery. Put out of business when the monastery was abandoned, his family became poor woodcutters for the lumber industry. Jiang himself was born in 7088. The birth was difficult and his mother, Qingjin, died in the forest during childbirth. Alone and helpless, Jiang would have died if Old Matsuki had not come swiftly to the sound of cries and rescued him. That, at least, is how the tale is told in Willowshire.

Jiang remembers the day. Against all logic and reason, Jiang remembers one thing about the day of his birth. He died. But he also remembers a beautiful lady in gray that cradled him and set him down alive in the forest just before other people arrived to scoop him up.

From boyhood, Jiang has been dedicated to Pharasma and though he worked as a poor woodcutter, he devoted any spare time to learning what he could of the great goddess. He was helped considerably by the arrival of Elizeth Candora, who trained him and consecrated him a priest of Pharasma. In fact, his consecration happened only yesterday, just before the start of the Reenactment Festival.

Botting Instructions:
Xu Jiang is a healer with the Medic archetype, so he'll spend most of his time moving up to injured comrades and using Battle Medicine on them. If that's not enough, he has heal spells as well. He's only going to use offensive options if he thinks that no one is seriously hurt enough to warrant him trying to heal them.

Note also his Runic Weapon and Spirit Link spells. He'll deploy them if the opposition seems fierce enough.

Common Die Rolls

[dice=Battle Medicine w/ Medic (DC 15)]1d20+10; 2d8+5[/dice]
[dice=Battle Medicine w/ Medic (DC 20)]1d20+10; 2d8+10+5[/dice]
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[dice=2 action Heal & Healing Hands]1d10+8[/dice]
[dice=3 action Heal & Healing Hands]1d10[/dice]