| Full Name |
Zamiel Drus |
| Race |
Half-Elf |
| Classes/Levels |
Cleric 1 (Divine Paragon Evangelist of Nethys) |
| Gender |
Male |
| Alignment |
N |
| Deity |
Nethys |
| Location |
Sandpoint |
| Languages |
Common, Elven |
| Strength |
14 |
| Dexterity |
13 |
| Constitution |
12 |
| Intelligence |
14 |
| Wisdom |
17 |
| Charisma |
8 |
About Zamiel Drus
To say that Zamiel is a self-taught priest wouldn’t be entirely accurate, but it would get across the general sense of his studies. Perhaps that very statement is why Nethys and he are so attracted to each other. The necessity of searching and finding knowledge and understanding. “Necessity” of finding it himself because it certainly won’t be taught to him by someone else.
The reason for Zamiel being so “self-taught” is that no teacher has been willing to abide his arrogance and his indifference to his instructor’s approach and disciplines, often criticized as being lazy or rebellious. But how can a person who reads whenever he can make time for it be considered lazy? And the amount of time he writes? Others cite him as having a lack of a built in moral compass, sensing a lack of passion on any social or moral issue. But Zamiel's passion lies in changing the world around him in a different way - by manipulating reality by his hand. By the finger of the scorched black hand, rather.
For Faenlara, Zamiel’s mother, creating her son with the fool-of-a-human Crassus had been a mistake. Her son certainly wasn’t a mistake, but having him from his father certainly was. Faenlara and Crassus was merely a fling (at least as far as she was concerned – 3 years may or may not be considered a “fling” for a human but for an elf?...) and she had left Crassus before Zamiel was even born.
Zamiel studied under his mother’s tutelage for a while (she is a wizard who teaches at the Acadamae in Korvosa), but she felt that her son should find out things himself in his search, as a believer in the All-Seeing-Eye herself.
"What's this?" Zamiel asked. "A going away present?"
"It's a cloak," his mother replied. "You tend to find yourself in trouble, whether you're looking for it or not. I figured it couldn't hurt."
Zamiel studied in Magnimar and Galduria under both mages and priests of other deities. After all, they could teach him magic. And magic was how Zamiel would gain vision. How he would be refined. How he would ascend. But every person he apprenticed under either expelled him from their school or suggested he resign himself. While in Magnimar, he was always fascinated with the Thassilonian architecture and made himself a zealous student of the ancient culture.
Now, he’s come to Sandpoint for the Swallowtail Festival to celebrate and learn what can, and see if perhaps he can find a place to stay for a while. He’s been staying for a few days at the Rusty Dragon, but he should probably see if there is a priest or wizard in town for who might be able to help him find a place for residence – once he can earn some gold to afford it.
In the mean time there should be plenty of opportunity to demonstrate what he has learned and proselytize the power of the All-Seeing-Eye. Perhaps Zamiel will start leaving a trail of knowledge to see who may be wise enough or hungry enough to follow.
Isn’t that interesting. Those stones in town…they must be Thassilonian. They look quite similar in architectural style to some of the ones in Magnimar…
Zamiel Drus
Human Cleric of Nethys 1 (Divine Paragon-Evangelist)
N Medium humanoid (human)
Init 1; Senses Perception +12, Low-Light Vision
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Defense
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AC 15 touch 11 ff 14
hp 9
Fort 4, Ref 2, Will 6
Special immune to magic sleep effects; +2 saving throw vs. enchantment spells and effects.
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Offense
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Speed 30 ft.
Melee Quarterstaff +2(1d6+2)
Ranged Quarterstaff +1 (1d6+2)
Special Abilities (CL 1st; concentration +4)
. . 6/day—Hand of the Acolyte
. . 2/day—Channel Energy 1d6
Cleric Spells Known (CL 1st; concentration +4)
. . 1st (2+1)—Identify(D), Sanctuary, Shield of Faith
. . 0 (at will)— Detect Magic, Light, Read Magic
. . Domains Magic(Devout Domain), Aeon(Knowledge)
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Statistics
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Str 14, Dex 12, Con 12, Int 14, Wis 17, Cha 8
Base Atk 0; CMB 2; CMD 13
Feats Scribe Scroll
Traits Scholar of the Ancients, Underlying Principles(UMD class skill),
Skills Kn: Arcana +7, Kn: History +7, Kn: Religion +6, Perception +12, Sense Motive +7
(FavCl.>Skill; -2ACP)
Languages Common, Celestial, Draconic, Elven, Thassilonian
Racial Traits Elven Immunities, Adaptability (Perception), Keen Senses, Elf Blood, Multitalented
Gear chain shirt, cleric's kit(a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin), quarterstaff, ink, paper(20), parchment(10), Scroll case, Cloak of Resistance +1, 14 gp, 9sp
Special Abilities
Channel Energy (Su): 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.
Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Devoted DomainA divine paragon is intensely devoted to a single deity, and her alignment must be identical to her deity’s alignment. She gains Deific Obedience as a bonus feat, even if she doesn’t meet the feat’s prerequisites. She gains access to her boons at an accelerated rate (see below) rather than the standard HD-based rate granted by Deific Obedience (and as such cannot benefit from the accelerated rate granted by the Deific Obedience feat).
When the divine paragon selects her domains, she must designate one of the two domains she gains as her devoted domain. She gains all of this domain’s granted powers and domain spells normally. For her other domain, she gains only its domain spells—she does not gain any of the granted powers of that domain. Instead, she must choose from the evangelist, exalted, or sentinel boons granted by her deity. At 5th level, she gains access to the first boon granted by her deity.
At 11th level, she gains access to the second boon. At 14th level, she gains access to the third boon.
In order to retain access to her domain spells, the domain powers of her devoted domain, and the boons granted by Deific Obedience, the divine paragon must perform her obedience daily. If she fails to do so, she loses access to these abilities until she next performs her obedience (but she can still cast spells, channel energy, and perform other abilities granted by her cleric levels).
This ability alters domains.
Divine Brand At 1st level, a mark appears somewhere on the divine paragon’s body. The mark’s location varies by individual and faith, but takes the form of the deity’s holy symbol and generally appears in a location easy to display, such as on the hand, forearm, chest, or face. An uncovered divine brand functions as a holy (or unholy) symbol and as a divine focus for spellcasting. The divine paragon’s aura is even more powerful than a typical cleric’s as a result of her devotion, and her cleric level is treated as 1 higher for the purpose of determining the strength of her aura when it is viewed by spells like detect good.
This ability alters aura.
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