About Yar Aval~ ~ ~ ~ –– Cleric (Varisian Pilgrim, Trickery & Liberation Domains) 2 of Sun Wukong, the Monkey King –– Male Halfling Aasimar - TYPE: Outsider (Native)
Yar - Character Background :
I. Born into slavery and sacrifice in the church of Asmodeus in Egorian Yar was born in the capital of Cheliax: Egorian, the City of Thorns. His mother and many, many other Halfling and human women were used as the toys of an Asmodean sorceress that regularly experimented by cross-breeding tortured slaves with the planar creatures that the sorceress brought to the material plane. Yar in particular is the unfortunate child of a Hafling slave that had to copulate again and again with celestial outsiders. Unfortunately, his mother was not able to endure the dark rituals of torture, death and birth and eventually died as a broken woman when he was only an infant and thus she could not prevent the Asmodean indoctrination that Yar faced day to day. As Egorian is the heart of the faith of Asmodeus, and the largest concentration of devil worshipers can be found there, the allegiance of the sorceress to the church of Asmodeus was not surprising, and thus this led to the young slaves of the sorceress to be tortured and ‘educated’ in the The Midnight Temple in Egorian. Yar can still remember the Black Altar in the Temple of Asmodeus that resembled a devil with large wings and horns and which was the place where many of his siblings had to prove their ultimate loyalty by volunteering! The sacrifice of nine slaves were made to the deity at midnight on the first day of every ninth week. The wings closed around the sacrifices to hide the killing blow, and no corpse remained when they opened. Although Yar was a worshiper of Asmodeus, seeing his ‘family members’ die made Yar realize that rules at the end only served those in power. Being asked to give up something dear as a sacrifice, the life of a newly born or older ‘sibling’, killed something inside of him. All the pain he endured, created an emotional distance and the wish to gain freedom. ~ II. Freedom and joining the community of the Monkey King in the Five King Mountains Maybe it was fate or maybe it was Sun Wukong’s plan but one day a concerted strike on the evil sorceress’ hideout by the Bellflower Network led to the freedom of all slaves including Yar himself. During the fight the evil sorceress and almost all those that had hurt Yar were killed by the hands of the slaves and the agents that were trying to break the slave’s chains. The satisfaction that Yar felt at that time was his first taste of the sweetness of having the freedom to make decisions for himself. After that the liberated slaves were able to see the world outside of the hell that they called life for the first time. It was initially hard for Yar and the other slaves to reclaim their new life but it was a Dwarven follower of Sun Wukong from Varisia, Ionacu Eugeni, who was part of the group that liberated them that really took Yar under his wing. Ionacu over time became almost like a father because Yar had simply never met anyone who opened his eyes and showed him the truth — that Asmodeus does not care for his followers, and that there are other deities, organizations and communities that do. This also led to Yar opening his eyes to the lessons of Sun Wukong that Ionacu taught him. In the years after his escape Yar stayed together with Ionacu in The Five Kings Mountains, the tall and imposing peaks that are the largest center of dwarven culture on or beneath Golarion. Here a small group of dwarves prayed to the Monkey King and received guidance also on fortune-telling - maybe because of the Varisian influence and Yar became part of this community. Although there were several occasions that separated Yar from Ionacu, Yar was always very protective and wanted Ionacu to remain near him. In his youth, Yar saw so many younger friends suffer a grievous injury or die, and he blamed himself for not having been there to help, even if there was nothing that he could have done.
III. Living the life of a sailor in the Shackles So when Ionacu decided that it was time to move on, Yar followed - first they spent some time near the Worldwound and battled demons just because Ionacu thought that the Crusaders brewed great ale. Then they were in the Mwangi expense and spent time traveling and eventually, because of pure coincidence they landed in the Shackles. And it was also here that an accident on a ship led to Yar falling into the sea where one of his legs was bitten off below the knee by a shark, and was replaced with a wooden peg leg. It was not easy but Yar learned to live with the pain of this accident and he’s long since gotten used to his prosthesis although he still hates sharks!
_________________________________________________________________ -- STATS -- Str: 7*, Dex: 12, Con: 14, Int: 12, Wis: 18**, Cha: 18*** * Carrying capacity Str 8 with MW backpack
_________________________________________________________________ –– SAVES –– Fortitude: +7* (Con +2, Cleric +3, trait +1, +1 resistance ABP)
* +1 trait bonus on saving throws against spells, spell-like abilities, and poison
–– COMBAT –– Initiative +1: Dex +1 Speed: 20 ft Ranged to hit: +3 (BAB +1, Dex +1, Size +1)
Melee to hit: +0 (BAB +1, Str -2, Size +1)
CMB -2 (BAB +1, Str -2, Size -1) CMD 9 (BAB +1, Dex +1, Str -2, Size -1) AC 18, T 12, FF 17 (+1 Darkleaf Lamellar (leather) +5, Darkwood Buckler +1, Dex +1, Size +1) Armor Check Penalty -0: Armor [-0] + Shield [-0] _________________________________________________________________ –– SKILLS –– • Bluff +8 (Rank 1, Class +3*, Cha +4)
8 skill points = 2 levels with 4 Skill Points per level (2 Cleric, Int +1, +1 Favored Class Bonus)
–– BACKGROUND SKILLS –– • Knowledge: History +5 (Rank 1, Class +3, Int +1)
4 skill points => 2 levels with 2 Background Skill Points per level –– LANGUAGES –– • Racial: Common, Celestial
_________________________________________________________________ –– SPELLS PER DAY ––
–– MEMORIZED SPELLS ––
–– CONCENTRATION AND SPELL PENETRATION –– • Concentration +6: Wis+4, Cleric CL
_________________________________________________________________ –– HIT POINTS –– 1st level - 10 Hit Points: 8 Cleric + Con +2
TOTAL - 20 Hit Points Hitpoint campaign rules:
HPs - max at 1st and 2nd level. After that you can opt for average rounded up or roll. If you roll low you can take average rounded down instead (essentially you take a 1 hp hit for the chance to get a high roll). b _________________________________________________________________ –– GOLD –– :
TOTAL OVERVIEW: * Currently: 6 gp _________________________________________________________________ –– GEAR –– Darkwood Buckler Shield
_________________________________________________________________ –– FEATS –– • Lvl 1: SELECTIVE CHANNELING: You can choose whom to affect when you channel energy. Prerequisite: Cha 13, channel energy class feature. Benefit: 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. Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected. _________________________________________________________________ –– DRAWBACK –– • Overprotective: In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. Effect: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally. –– TRAITS –– • PEG LEG (Campaign): Peg Leg: One of your legs was bitten off below the knee by a shark when you were just a child, and was replaced with a wooden peg leg. You’ve long since gotten used to your prosthesis, however, and take none of the normal penalties from having a peg leg. You’ve had to learn to deal with the pain of your injury as well, and you gain a +1 trait bonus on Fortitude saves. Ever since your accident you’ve hated sharks, and you also gain a +1 trait bonus on damage rolls against sharks and other animals with the aquatic subtype.
_________________________________________________________________ –– CLASS ABILITIES –– ~ • Fortunate Road: At 1st level, a Varisian pilgrim must select the Chaos, Community, Liberation, Luck, Travel, or Weather domain (or the Exploration, Fate, Freedom, Trade, or Seasons subdomains from the Advanced Player’s Guide, if available in the campaign) as one of her domains. If the cleric worships a deity that doesn’t normally grant one of these domains, she gains access to this domain but can only pick this one domain—she effectively loses the option to pick a second domain. As a result, very few clerics who worship deities who don’t grant access to one of the domains or subdomains listed above opt to become Varisian pilgrims. In all other respects, this works like and replaces the standard cleric’s domain ability. • Caravan Bond (Su): At 1st level, by leading a group prayer for 1 minute, a Varisian pilgrim can select a number of traveling companions equal to her cleric level + her Wisdom bonus. She may use her domain-granted powers on any of these traveling companions as if they were her. She can use these abilities on her traveling companions at a range of up to 30 feet, even if the ability normally requires her touch. This ability replaces the cleric’s proficiency with medium armor and shields— she retains proficiency with light armor only. • Blessing of the Harrow (Su): At 8th level, once per day the pilgrim may perform a harrowing for herself or another creature. This is otherwise identical to the blessing of the harrow from the harrower prestige class (Inner Sea World Guide 276). This replaces an 8th-level domain power of the Varisian pilgrim’s choice. [Replaces: Trickery 8th-level domain power.] ~ DOMAIN: TRICKERY • Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills. • Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. • Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop. ~ DOMAIN: LIBERATION • Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive. • Freedom's Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive. • Domain Spells: 1st—remove fear, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—break enchantment, 6th—greater dispel magic, 7th—refuge, 8th—mind blank, 9th—freedom. ~ VARIANT CHANNELING - POSITIVE ENERGY (HEAL) An iconic ability of clerics is their power to channel positive or negative energy, whether for healing, for damage, or to turn or command the undead. However, given the great variety of deities and their divine portfolios, it naturally follows that some deities would endow their mortal servants with the power to channel energies in other ways that more closely mirror their particular focus. The following categories are examples of alternative channeling abilities based on the nature of a deity's power; for example, a fire deity's negative energy channeling may deal fire damage as part of or instead of the damage from channeling. When you create a cleric character, decide whether she uses the standard form of channel energy or a variant presented here based on one aspect of her deity's portfolio. Once this choice is made, it cannot be altered. Variant channeling has the same area of effect, save DCs, uses per day, and other rules relating to channeling energy. Feats and abilities that modify or present alternative uses for channeled energy (such as Command Undead and Turn Undead) work normally with these variant channeling abilities. A variant channeling either modifies positive channeled energy when used to heal or modifies negative energy when used to harm. When using positive energy to heal, affected creatures gain only half the normal amount of healing but also receive a specific beneficial effect. When channeling negative energy to harm, affected creatures take only half the normal damage but take an additional penalty or harmful effect; a successful saving throw negates the additional penalty or effect but does not reduce the damage any further. Creatures that would normally ignore the effect of a particular channel (such as undead with respect to a positive energy channel used to heal) ignore the variant effect of that channel. • Ale/Wine: Heal: Creatures ignore the nauseated and sickened conditions, as well as ability damage and drain from poison, until the end of your next turn. This does not bring back to life creatures killed by Constitution damage. _________________________________________________________________ — AASIMAR HALFLING RACIAL TRAITS --
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