About Zelos.Cheat Sheet:
[dice=Attack]1d20+3[/dice] [dice=Damage]2d6+4[/dice] [dice=Channel Positive 30ft]1d6[/dice] Spells Currently Prepared:
. Concentration +3 . Orisons: DC 12 Detect Magic Guidance Resistance Stabilize 1st Level DC 13
Cleric Spells I Typically Prepare:
0-Level Cleric/Oracle Spells (Orisons) Detect Magic : Detects spells and magic items within 60 ft. Guidance : Touched creature gains +1 on one attack roll, saving throw, or skill check. Light : Object shines like a torch. Mending : Makes minor repairs on an object. Resistance : Touched creature gains +1 on saving throws. Stabilize : Cause a dying creature to stabilize. 1st level Spells
Background Zelos was raised to be a priest in a Gorumite Temple in the Rostlands. When he was younger, shipments of supplies to their town were being raided by bandits. When the temple soldier-priests were called upon to intervene, the young Zelos suggested that they could try talking to the bandits, solving the problem diplomatically. This, however, was not the way of Our Lord in Iron. He was shamed and ridiculed by his contemporaries for even the thought of avoiding a battle that needed to be fought. Zelos was told he would never become a Hero of Gorum. For years he was looked down on by his peers at the Gorumite temple. When the call came out to explore the Stolen Lands, several of the Gorumite soldiers volunteered. In order to show his worth to his God and to his Temple, Zelos too undertook the adventure, striving to become a true Hero of Gorum. CN Medium Humanoid
STATISTICS
Glory Domain:Legend Subdomain:
In campaigns that use the optional hero point system, you gain Hero’s Fortune as a bonus feat. Touch of Glory (Sp):
Witness the Legend (Su)
Domain Spells: 1st—shield of faith, 2nd—aid, 3rd—contagious zeal, 4th—righteous vigor, 5th—righteous might, 6th—unshakable zeal, 7th—holy sword, 8th—holy aura, 9th—gate.
Strength Domain: Ferocity Subdomain:
Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Might of the Gods (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive. Domain Spells: 1st—enlarge person, 2nd—bull's strength, 3rd—rage, 4th—spell immunity, 5th—righteous might, 6th—bull’s strength (mass), 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.
Racial abilities:
Heroic: Some humans are born heroes. In campaigns that use the optional hero point system, each time these humans gain a level, they gain 2 hero points instead of 1. If they take the Blood of Heroes feat, they gain 3 hero points each level instead of 2. This racial trait replaces the bonus feat trait. Heart of the Wilderness Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled. Feats:
Hero’s Fortune (Luck) From Legend Subdomain Even at the start of your career, it was clear that you had a chance at greatness, and your legend continues to grow with every adventure. Benefit: You gain a hero point. The maximum number of hero points you can have at any one time is increased to 5. Luck of Heroes (Luck)
Traits:
Campaign Trait: Rostlander You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward. Your hardy nature grants you a +1 trait bonus on all Fortitude saves. Faith Trait: Fate's Favored
Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. Combat Trait:Defender of the Society
You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor. Drawback: Vainglory
Effect(s): You take a –1 penalty on Bluff, Disguise, and Stealth checks, and the save DC of any illusion you create is 1 lower than normal. |