Zuliess Ross Thaemas's page

1 post. Alias of Patrick Bailey.


Full Name

Zuliess Ross Thaemas

Race

Aasimar (Native Outsider)

Classes/Levels

Cleric level 1

Gender

Male

Size

Medium

Age

45 (Middle Aged)

Special Abilities

Darkvision 60 ft, Skilled, Spell Like abilities, Celestial Resistances

Alignment

Lawful Good

Deity

Sarenrae

Location

Falcon's Hollow

Languages

Common, Celestial,

Strength 15
Dexterity 10
Constitution 13
Intelligence 11
Wisdom 20
Charisma 19

About Zuliess Ross Thaemas

Description:

Zuliess has become a much kinder soul than he once was. Even tempered but with a powerful voice, he advocates for the end of suffering and wishes to help those who seem to lack the strength to do so for themselves.

Standing slightly shorter than average, he is 5'7, he has a slender but solid upper body build, his hair catches the sun like strands of gold and his gem like sapphire eyes almost seem to glitter, revealing his outsider nature.

Background:

For much of his life and unlike most of his kind, Zuliess found himself at a crossroads of what to do with his life. He grew to be strangely aware of what lay at the heart of most people very swiftly and was disillusioned with life. He'd never been overly ambitious with anything and he was never particularly fond of anyone or anything beyond his family or a few close friends he'd made growing up, but even then, he mostly looked out for himself.

Being unique in that his family was tied to having trysts with celestial beings, he drew a a strange amount of attention from those around him. Eventually he drew the attention of a bad crowd who turned out to be worshipers a dark god, Norgorber. He began to fall in with the crowd and worse, began to the worship of the god of secrets. The next few years of his life were a bad, drug-infused haze, until one day a band of crusaders suddenly came to root out the cult. Zuliess was struck down that day and would have perished, bleeding out onto the floor... had it not been that one of the clerics of the Redeemer noted his bloodline and pulled him back from the brink of death. He was offered a chance to redeem himself.

The near death experience had shaken him to his core and the strange nightmarish haze he had found himself in for several years seemed suddenly like a bad dream he had been rudely, yet thankfully, awoken from. He accepted the crusader's offer and had since spent the following decade dedicating himself to learning the ways of Sarenrae.

Statistics:

Strength: 15 +2
Dexterity: 10 -
Constitution: 13 +1
Intelligence: 11 -
Wisdom: 20 +5
Charisma: 19 +4

HP: 9/9
Speed: 30 ft.
Initiative: +0
Bab: +0
Cmb: +2
Cmd: 12

Offense:

Bab: +0
Melee: +2
CMB: +2

Scimitar: +2, 1d6+2, 18/20 x2 critical, slashing

Ranged: +0

Light crossbow: +0, 1d8, 19/20 x2 critical, 80 ft. range increment, piercing

Defense:

Ac: 10+3+2= 15
Touch: 10
Flat footed: 15

Fortitude: 2+1= +3
Reflex: 0+0= 0
Will: 2+5= +7

Resistances:
Acid- 5
Cold- 5
Electricity- 5

Special Qualities::

+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.

Native Outsider: Aasimars are outsiders with the native subtype.

Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Aasimars have a base speed of 30 feet.

Darkvision: Aasimars can see in the dark up to 60 feet.

Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.

Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Favored Class- Cleric: Add +1/2 to damage when using positive energy against undead or using Alignment Channel to damage evil outsiders.

Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

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).

Orisons:

Spells:

Domains:
(Glory) 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.

(Sun) Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Channel Positive Energy: 7/day, 1d6, Dc. 14 will save,

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).

Opposed Alignments: Chaos and Evil

Languages: Infernal

Feats:

Selective Channeling

Skills:

Diplomacy: 4+2= +6
Heal: 1+5+3= +9 (+11 w/ Healer's Kit)
K. Religion: 1+3= +4
Perception: 5+2= +7

Spell like abilities:

Caster level: 1st
Concentration: +6
Dc. 15 + Spell Level

1/day: Daylight

Spells:

Caster level: 1st
Concentration: +6
Dc. 15 + spell level

Orisons: 3
Light, Create Water, Spark

1st level spells: 3/day +1 Domain
(D) Shield of Faith
Bless, Remove Fear, Detect Evil

Equipment:

Carrying capacity:
Light: 66 lbs. or less
Medium: 67–133 lbs.
Heavy: 134–200 lbs.
Medium: +3 –3 20 ft. 15 ft. ×4
Heavy: +1 –6 20 ft. 15 ft. ×3

Wealth: Pouch 1 gp, 1/2 lb.
Copper- 10
Silver- 7
Gold- 17

Backpack 2 gp, 2 lbs.
Bedroll 1 sp, 5 lbs.
DTR (4) 2 gp, 4 lbs.
Water skin, 1 gp, 4 lbs.
Scimitar 15 gp, 4 lbs.
Scale mail 50 gp, 30 lbs.
Heavy Wooden shield 7 g, 10 lbs.
Light crossbow 35 gp, 4 lbs.
Quiver with/ 10 bolts 1 gp, 1 lb.
Hemp rope 1 gp, 10 lbs.
Flint and steel 1 gp, -
Holy symbol of Sarenrae (wooden) 1 gp, -
Cleric's vestments 5 gp, 6 lbs.
Peasant's outfit 1 sp, 2 lbs

122 gp, 2 sp,
Total weight: 92 1/2 lbs.