Aasimar

Zoot Lierin's page

110 posts. Organized Play character for Great Green God.


Full Name

Zoot Lierin

Race

Human

Classes/Levels

Cleric (Cloistered) of Arshea 2 | hp 17 | AC 13 T 12 FF 11 | CMD 12 | F +4 R +2 W +6 | Spd 30' | Init +1 | Kn(His, Loc, Nat, Nob, Pla, Rel) +7, Kn(Other) +3, Perc +7, SensM +7 | channel 5/5 | healing kit 8/10

Gender

Female

Size

Medium

Age

17-1/2

Special Abilities

adoration, breadth of knowledge +1, channel positive energy 5/day (DC 13, 1d6)

Alignment

NG

Deity

Arshea

Languages

Azlanti, Celestial, Common, Thassilonian

Strength 8
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 16
Charisma 14

About Zoot Lierin

Sister Zoot Lierin was brought up with her identical twin sister Dingo in cloistered castle Anthrax along with eight score other young blondes and brunettes--all between sixteen and nineteen-and-a-half--cut off in their castle with no one to protect them. Oh, it is a lonely life, bathing, dressing, undressing, and knitting exciting underwear!

In addition, Sister Zoot has a basic medical training, and carries a bull's eye lantern, which, I've just remembered, is grail-shaped.

Zoot Lierin (or possibly Dingo)
Female human cleric (cloistered cleric) of Arshea 2 (Pathfinder RPG Ultimate Magic 31)
NG Medium humanoid (human)
Init +2; Senses Perception +7
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Defense
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AC
13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 17 (2d8+4)
Fort +4, Ref +2, Will +6
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Offense
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Speed
30 ft.
Melee mwk battle aspergillum +1 (1d6-1) or
_____ unarmed strike +0 (1d3-1 nonlethal)
Ranged mwk sling +4 (1d4-1)
Special Attacks channel positive energy 5/day (DC 12, 1d6)
Cleric (Cloistered Cleric) Spells Prepared (CL 2nd; concentration +5)
__ 1st—bless, charm personD (DC 14), sanctuary (DC 14)
__ 0 (at will)—guidance, light, read magic
D Domain spell; Domain Charm (LoveAPG subdomain)
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Statistics
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Str
8, Dex 14, Con 12, Int 14, Wis 16, Cha 14
Base Atk +1; CMB +3; CMD 12
Feats Agile Maneuvers, Turn Undead
Traits fast-talker, wary (daggermark)
Skills Bluff +7, Craft (exciting underwear) +4, Heal (with kit) +9, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +6, Perception +7, Sense Motive +7
Languages Azlanti, Celestial, Common, Thassilonian
SQ adoration, breadth of knowledge
Combat Gear healer's kit, oil; Other Gear masterwork silken ceremonial armor, battle aspergillumAPG, sling, sling bullets (10), grail-shaped bullseye lantern, courtesan's kitACG, flint and steel, masterwork backpack, sack, scroll case, spell component pouch, trail rations (2), wooden holy symbol of Arshea, 414 gp, 2 sp
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Tracked Resources
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Adoration (6/day, DC 14) (Su) - 6/6
Cleric Channel Positive Energy 1d6 (5/day, DC 13) (Su) - 5/5
Healer's kit - 8/10
Sling bullets - 10/10
Trail rations - 2/2
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Special Abilities
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Adoration (6/day, DC 14) (Su) Target must save or lose one attack against you.
Agile Maneuvers Use DEX instead of STR for CMB
Breadth of Knowledge +1 Add + 1 to all knowledge skill checks.
Cleric (Cloistered Cleric) Domain (Love)
Associated Domain: Charm.
Replacement Power: The following granted power replaces the dazing touch power of the Charm domain.
Adoration (Su): As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.
Replacement Domain Spells: 2nd—enthrall, 8th—euphoric tranquility.
Cleric Channel Positive Energy 1d6 (5/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Turn Undead (DC 13) You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).

Sign in for the Would-be Mystic Theurge of Arshea:

Player Great Green God
Character Zoot Lierin
PFS # 139009-78
Faction Silver Crusade
Day Job N/A