Zigil "Stardust" Aul's page

399 posts. Alias of Poor Zathras.

Full Name

Zigil "Stardust" Aul




Cleric 4; Init +0; Darkvision 60; Per +10; AC 19 (flat 19/touch 10/shieldless 17); HP 36; F+6, R +1, W+8



About Zigil "Stardust" Aul

Race Aasimar, outsider (native) Size M Deity Iomedae Align LG
Appearance Metallic golden hair, sapphire blue eyes, subtle gold eyeshadow, face powdered white with a bit of blush on the cheeks, fingernails painted blue with tiny golden stars.


Age 46 Height 5'10" Weight 145 lb
Spent some training with dwarves, but wasn't well-suited to fighting. Moved on to Trunau and studies at Sanctuary.

Str 14 +2 | Dex 10 +0 | Con 14 +2 | Int 10 +0 | Wis 18 +4 | Cha 15 +2
HP 36 (1d8+2:10+9+8+9) | Init 0 | Speed 20ft. | Senses Darkvision 60'

===== Defense =====
AC 19, touch 10, flat-footed 18 (+7 chainmail +1, +2 buckler +1, +0 Dex); +2 dodge bonus vs. giant subtype; -1 (no shield) for 1 rd after casting, | Check penalty -4 (armor -4, buckler -0)
Fort +6, Ref +1, Will +8;
Resistances acid 5; cold 5; electricity 5

===== Offense =====
BAB: +3
Melee: +1 longsword +6(+7 vs. orc), 1d8+3 (S)
Melee: longspear +5(+6 vs. orc), 1d8+2 (P)
Ranged: N/A
Channel energy (positive): 2d6 (+1 vs. undead/outsiders), 30 ft radius, (7/day), DC Will 13(15 vs. undead)
Special Add damage when using positive energy against undead or using Alignment Channel to damage evil outsiders (favored class bonus @2,@3); +1 attacks vs. orc subtype

===== Special =====

O/day - Daylight(sp): aasimar; std action; as the daylight spell
O O O O O O O/day - Touch of Law (Sp): domain; std action; 1 creature, touch; 1 round; treat d20 rolls as 11;
O O O O O O O/day - Touch of Glory (Sp): domain; 1 creature, touch; std action; 1 hour or until used; CHA bonus = 4 (level).
O O O O O/day - Channel energy 30 ft radius (selective); heal 2d6; harm 2d6+1, DC 14 (16 undead)
O - Beacon of Faith: background; free action; self; domain or granted power at 2 levels higher
X X O - Banner of Iomedae item; Gather your allies beneath this banner and say, "Under the shield of The Inheritor, our sword-arms shall not weary". Thrice shall the banner aid you, and it shall be as if it were a new dawn of the day. Statue of Jingh, one of the heralds of Iomedae
O - scroll spear of purity
O O O O O . O O O O O - Healer's kit: +2 Heal (circumstance bonus), [uses:] 10/10

===== Spells =====
Cleric Spells: DC 13+spell level; Conc. +6 (level +Wis); Bonus 0: -, 1: +1, 2: +1, 3: +1
0: 4; DC 13;
O detect magic
O detect poison
O stabilize
O resistance

1: 5/day (3 +1 Dom +1 Wis); DC 14;
O bless 50' radius, 1 min./level; Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
O bless 50' radius, 1 min./level; Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
O sanctuary
O shield of faith 1min./level; +2 deflection bonus
O domain: shield of faith 1 min./level; +2 deflection bonus
spontaneous: cure light wounds (d8 +3 cleric level/max 5)

2: 4/day (2 +1 Dom +1 Wis); DC 15;
X bull's strength Subject gains +4 to Str for 1 min./level.
O shield other Take 1/2 subject's damage for 1 hour./level.
O sound burst 10ft radius, 30ft range, 1d8 damage
O domain: bless weapon 1 min./level, The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the DR of evil creatures or striking evil incorporeal creatures (though the spell doesn't grant an actual enhancement bonus). The weapon also becomes good-aligned, which means it can bypass the DR of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don't confer the benefit to the projectiles they shoot.

In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.
spontaneous: cure moderate wounds (2d8 +3 cleric level/max 5)

===== Statistics =====
Base Atk +2;CMB +4; CMD 14


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Skills Detail
-4 Acrobatics u - Dex +0 AC -4
0 Appraise u C Int +0
2 Bluff u - Cha +2
-2 Climb u - Str +2 AC -2
0 Craft u C Int +0
8 Diplomacy u C Cha +2 Race +2 Ranks +3 +1
2 Disguise u - Cha +2
-4 Escape Artist u - Dex +0 AC -4
-4 Fly u - Dex +0 AC -4
8 Heal u C Wis +4 Ranks +3 +1
2 Intimidate u - Cha +2
- Knowledge (arcana) - C Int +0
4 Knowledge (history) - C Int +0 Ranks +3 +1
- Knowledge (nobility) - C Int +0
- Knowledge (planes) - C Int +0
4 Knowledge (religion) - C Int +0 Ranks +3 +1
4 Linguistics - C Int +0 Ranks +3 +1(Orc)
10 Perception u - Wis +4 Race +2 Ranks +3 +1
2 Perform u - Cha +2 (guitar, song, dance)
- Profession - C Wis +4
-4 Ride u - Dex +0 AC -4
8 Sense Motive u C Wis +4 Ranks +3 +1
4 Spellcraft - C Int +0 Ranks +3 +1
-4 Stealth u - Dex +0 AC -4
4 Survival u - Wis +4
-2 Swim u - Str +2 AC -4

u = Use untrained; C = Class Skill; AC = -4 (-4 armor,-0 buckler)

Modifiers +2 Heal with use of healer's kit
Ranks 2 + 0 (Int mod)/level (1: 2, 2: 2, 3: 2)
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Languages Celestial, Common, Orc(linguistics)

============= Class Features ===========

Class: Cleric
Hit Die: d8.
Skills: Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.
Aura(Ex): 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).
Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.
Spell DC: To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Channel Energy(Su): Any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. 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. (Supernatural abilities do not trigger AoOs.)
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: 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).
Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

============= Racial Traits ===========

Race: Aasimar (outsider, native)

Ability bonus +2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.
Size Medium; Base speed 30; Senses darkvision 60';
Skilled: +2 racial bonus on Diplomacy and Perception checks.
Spell-like ability (daylight): Daylight once per day
Celestial resistance: acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages Aasimars begin play speaking Common, Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Favored Class Bonus(Cleric) Add +1/2 HP damage when using positive energy against undead or using Alignment Channel to damage evil outsiders

============= Campaign Traits ===========

Dwarf-Trained: +2 dodge bonus to AC vs. giant subtype; +1 trait bonus on attack rolls vs. orc subtype (Adventure Path Giantslayer Player's Guide)
Beacon of Faith You wield the might of your faith with power and clarity. Once per day as a free action, you may treat your caster level as if it were 2 levels higher when using one of the granted powers of your domain or inquisition, or when casting one of your domain spells.

============= 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.

Heroism Subdomain
Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive. Replaces Divine Presence.

Replacement Domain Spells: 3rd—heroism, 6th—heroism (greater).

Law Domain
Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.

Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—dispel chaos, 6th—hold monster, 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).

Archon Subdomain

Replacement Power: Replaces the staff of order power. Archons are a race of lawful good outsiders.

Aura of Menace (Su): At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a –2 penalty to AC and on attacks and saves as long as they remain inside the aura. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Replacement Domain Spells: 1st—divine favor, 3rd—prayer, 6th—planar ally (archon only).

============= Feats ===========

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.
Combat Casting You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

===== Gear =====
Banner of Iomedae Gather your allies beneath this banner and say, "Under the shield of The Inheritor, our sword-arms shall not weary". Thrice shall the banner aid you, and it shall be as if it were a new dawn of the day. Statue of Jingh, one of the heralds of Iomedae
Healer's kit: +2 Heal (circumstance bonus), [uses:] 10/10
Other Gear
+1 chainmail(worn): 1300 gp, +7 AC, +2 Max Dex, –4 check, 30% arcane spell failure, 20/15 ft. move, 40 lbs.
+1 buckler(worn): 1155 gp, +2 AC, —, 0 check, 5% arcane spell failure, —, —, 5 lbs.
buckler(stored on ship): 5 gp, +1 AC, -1 check, 5% arcane spell failure, 5 lbs.
flint and steel
rope (hemp, 50ft)
holy symbol (wooden)
guitar (common)
spell component pouch
healer's kit
cleric's vestments

Antitoxin, 3
Potion, remove sickness, 2
Potion, shield of faith
Scabbard of honing
Scroll, cause fear, 2
Scroll, ghostbane dirge
Scroll, remove fear
Vial of holy water
Vial, soothe syrup
Wand of CLW, 24
Wand of CLW, 8
Wand, inflict moderate, 7


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1: Skills: Diplomacy, Knowledge(religion); Feat: Selective channeling;
2: Skills: Linguistics(orc), Spellcraft; FC +1/2 HP damage on channel
3: Skills: Heal, Knowledge(history); Feat: Combat Casting; FC +1/2 HP damage on channel
4: Skills: Perception, Sense motive; FC +1/2 HP damage on channel; +1 WIS


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Shopping list:

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Shopping list
Extra channel
Selective channeling choose number of targets (up to CHA mod) not affected by channeled energy
Heavenly Radiance
Angelic Wings
Angelic Blood
Angelic Flesh(Golden)
Channel Force
Improved Channel Force
Scribe Scroll
Combat Casting +4 bonus on Concentration checks made to cast a spell or use a spell-like ability
Alignment channel (harm outsiders of chosen subtype)
Improved Channel Add 2 to DC of target's saves vs. channel energy
Channeled Shield Wall
Energy channel
Quick channel
Reactive Healing
Iron Will +2 Will
Greater Fortitude +2 Fort
Lightning Reflexes+2 Reflex
Spell penetration +2 bonus on caster level check to overcome target's spell resistance
Weapon Focus +1 to attacks with chosen weapon
Empower spell increase numeric effects of spell by half - uses spell slot 2 levels higher
Extend spell double duration, slot 1 level higher
Heighten spell cast spell at higher level - uses slot of chosen level
Preferred spell designate a spell for spontaneous casting
Maximize spell maximize numeric effects of spell, stacks with empowered, uses spell slot 3 levels higher
Silent spell one level higher
Still spell one level higher
Widen spell double area for burst, emanation, spread-shaped spells - uses 3 levels higher
Heavy Armor Proficiency
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Notes from Neil:

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As Zigil has lived in Trunau for a while, there are a number of people who s/he would have regularly interacted with. There are under 800 people living in town, so everybody knows a large percentage of the population.

Trunau is run by a council of 6: Chief Defender Halgra of the Blackened Blades, Agrit Staginsdar, Sara Morninghawk, Banker Lessie Crumkin, High Priestess Tyari Varvatos, and Master of Stores Kessen Plumb. Everybody knows Halgra, she's been chief defender for 20 years. And she has spoken to the healer a few times and knows hir name. Halgra has many children, nobody really knows how many, but the only one that Ziggy really knows is Ruby, who is about to turn 12.

The Grath family are quite well-known around town, and they have all tried to assist Zigil with hir limited martial abilities. Jagrin Grath is leader of the militia (after Halgra) and is a hard, quiet man. . Rodrik and Kurst Grath are his sons. They're twins but quite different from each other. Rodrik is outgoing and personable. He's a natural leader, a fighter, a poet, and a playwright, and everybody knows he will some day take over from Jagrin. Kurst is a nice enough fellow, but is much more passive and tends to fade into the background.

Zigil is also familiar with Tyari, Brantos, and Katrezra at Sanctuary. Tyari has occasionally asked hir to record the half-orc's visions. Stardust gets a +2 circumstance bonus on Diplomacy checks with the 3 of them, including a DC 10 check to receive free healing from them, or a DC 15 for any companions of the aasimar.

Roy:I suspect Agrit likes trying to figure me out, and probably finds me a little bit interesting, whereas Sara Morninghawk probably doesn't have much time for me. I probably have spent the most time with Rodrik of all the Graths, because I love his stories, and occasionally try putting some of his poetry into music (not good at it, but we can't all be bards). I suspect Jagrin thought I was wasting his time for most of my training, and a little surprised he didn't tell me to get lost sooner.

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