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Saint Aiden

Player: Glenn
Male elf cleric of Desna 1 - CR 1/2
Chaotic Good Humanoid (Elf); Deity: Desna; Age: 124;
Height: 6' 3"; Weight: 170 lb.; Eyes: Gold; Hair: Platinum;
Skin: Fair
Ability Score Modifier Temporary

STR 12 +1
STRENGTH

DEX 12 +1
DEXTERITY

CON 12 +1
CONSTITUTION

INT 14 +2
INTELLIGENCE

WIS 18 +4
WISDOM

CHA 12 +1
CHARISMA

Saving Throw Total Base Ability Resist Misc Temp Notes

FORTITUDE +3 = +2 +1
(CONSTITUTION)
Elven Immunities: +2 vs. enchantments

REFLEX +1 = +1
(DEXTERITY)
Elven Immunities: +2 vs. enchantments Skill Name Total Ability Ranks Temp
WILL +6 = +2 +4 Acrobatics -2 DEX (1) -
(WISDOM)
Elven Immunities: +2 vs. enchantments Appraise +2 INT (2) -
Elven Immunities Elven Immunities - Sleep Bluff +1 CHA (1) -
Total Armor Shield Dex Size Natur Deflec Dodge Misc Climb -2 STR (1) -
AC 11 = +1 Craft (weapons) +10 INT (2) 1
10 Diplomacy +7 CHA (1) 1
Touch AC 11 Flat-Footed AC 10
BAB Strength Size Misc Disguise +1 CHA (1) -
CM Bonus +1 = - +1 - - Escape Artist -2 DEX (1) -
BAB Strength Dexterity Size
Fly -2 DEX (1) -
CM Defense 12 = 10 - +1 +1 - Heal +4 WIS (4) -
Intimidate +3 CHA (1) -
Base Attack +0 HP 9 Knowledge (religion) +6 INT (2) 1
Damage / Current HP Linguistics +6 INT (2) 1
Initiative +1 Perception +6 WIS (4) -
Ride -2 DEX (1) -
Speed 40 / 30 ft -
Sense Motive +4 WIS (4)
Gauntlet Spellcraft +6 INT (2) 1
Elven Magic: +2 to identify magic item properties
Main hand: +1, 1d3+1 Crit: ×2 -
Stealth -2 DEX (1)
Light, B
Survival +4 WIS (4) -
Morningstar -
Swim -2 STR (1)
Main hand: +1, 1d8+1 Crit: ×2
1-hand, B/P Feats
Both hands: +1, 1d8+1
Unarmed strike Armor Proficiency (Light)
When you wear a type of armor with which you are proficient, the armor
check penalty for that armor applies only to Dexterity- and Strength-based skill
Main hand: +1, 1d3+1 nonlethal Crit: ×2 checks.
Light, B, Nonlethal Armor Proficiency (Medium)
When you wear a type of armor with which you are proficient, the armor
check penalty for that armor applies only to Dexterity- and Strength-based skill
checks.
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Feats Experience & Wealth
Elven Weapon Proficiencies Experience Points: 0/2000
You are proficient with the Longsword, Rapier, Longbow (including Composite
Longbow) and Shortbow (including Composite Shortbow).
Current Cash: 54 gp, 9 sp
Persuasive
You get a +2 bonus on all Diplomacy checks and Intimidate checks. Special Abilities
Shield Proficiency Cleric Domain (Travel)
You can use a shield and take only the standard penalties. Granted Powers: You are an explorer and find enlightenment in the simple
joy of travel, be it by foot or conveyance or magic. Increase your base speed
Simple Weapon Proficiency - All by 10 feet.
Proficient with all simple weapons.
Elven Magic
Elves receive a +2 racial bonus on caster level checks made to overcome
Traits spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft
Love Lost (Orphaned, All Craft Skills) checks made to identify the properties of magic items.
Someone you loved was knifed to death in a dark alley one night. You were called Low-Light Vision
to the scene by the Korvosan Guard to identify the body, and as rough as that A creature with low-light vision can see twice as far as a human in starlight,
was for you, you also noticed a ring was missing from the body. Whoever moonlight, torchlight, and similar conditions of dim light. It retains the ability to
murdered your loved one stole that ring—you’re convinced of it. You’ve done distinguish color and detail under these conditions.
some investigation on your own and recently found the ring for sale at a local
Hide armor
merchant. Although, to your great frustration, you can’t afford yet to buy it back, Spontaneous Casting
the merchant did tell you from whom he purchased the ring: a man named A good cleric (or a neutral cleric of a good deity) can channel stored spell
Max Dex:
one +4, ArmoryourCheck:
loved one,-3
+4
Gaedren Lamm. It seems likely this criminal
or at the very least knows who did. TheSpell
is the who killed
Fail: is20%,
only problem findingMedium,
him. Slows
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
Orphaned: The murder victim was your only surviving parent. You had to grow up with "cure" in its name).
fast to take care of your siblings or to handle your family’s matters and were Spell-Like Abilities
forced from an early age to support yourself. You gain a +2 bonus on one of the An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells
Gear
following skills: Craft, Perform, or Profession.
Bit of Luck
to cure (7/day)
spells but (Sp)
can convert them to inflict spells (an inflict spell is one with
"inflict" in its name).
Total Weight Carried: 81/130 lbs, Medium Load Tracked Resources
A cleric who is neither good nor evil and whose deity is neither good nor evil
(Light: 43 lbs, Medium: 86 lbs, Heavy: 130 lbs) can convert
Agile Feetspells to either
(7/day) cure spells or inflict spells (player's choice). Once
(Su)
Artisan's outfit (Free) - the player makes this choice, it cannot be reversed. This choice also
Artisan's tools, masterwork (Craft [weapons]) 5 lbs determines
Cleric whether
Channel the cleric
Positive Energychannels positive
1d6 (4/day, DC or 11)
negative
(Su) energy (see
channel energy).
Backpack (empty) 2 lbs
Torch
Bedroll 5 lbs
Belt pouch (empty) 0.5 lbs Trail rations
Candle x10 -
Flint and steel - Languages
Gauntlet 1 lb Celestial Orc
Hide armor 25 lbs
Holy symbol, wooden (Desna) - Common Shoanti
Holy text (????) - Elven
Ink, black -
Inkpen - Spells & Powers
Mess kit 1 lb Cleric spells memorized (CL 1st; concentration +5)
Morningstar 6 lbs Melee Touch +1 Ranged Touch +1
Parchment x5 - 1st—detect evil, magic weapon , true strike D
Pot 4 lbs 0th (at will) —detect magic , guidance, purify food and
Rope 10 lbs drink (DC 14)
Soap 0.5 lbs [D] Domain spell; Domains Luck, Travel
Spell component pouch 2 lbs
Torch x10 1 lb Sourcebooks Used
Trail rations x5 1 lb
Waterskin 4 lbs • Curse of the Crimson Throne - Love Lost
(Orphaned) (trait)
Special Abilities • Inner Sea Races / Inner Sea World Guide - Shoanti
Agile Feet (7/day) (Su) (language)
As a free action, you can gain increased mobility for 1 round. For the next round, • Ultimate Equipment - Holy text (equipment); Mess kit
you ignore all difficult terrain and do not take any penalties for moving through it. (equipment)
You can use this ability a number of times per day equal to 3 + your Wisdom
modifier.
Aura (Ex)
A cleric or warpriest of a chaotic, evil, good, or lawful deity has a particularly
powerful aura corresponding to the deity's alignment (see detect evil on page 266
of the Core Rulebook for details).
Cleric Channel Positive Energy 1d6 (4/day, DC 11) (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 (see Channel Energy).
This energy can be used to cause or heal damage, depending on the type of
energy channeled and the creatures targeted.
Cleric Domain (Luck)
Granted Powers:
A good cleric (or a You
neutral arecleric
infusedwho with luck, and
worships your deity)
a good mere presence can spread
channels positive
good
energy fortune.
and can choose to deal damage to undead creatures or to heal living
creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
negative energy and can choose to deal damage to living creatures or to heal
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
undead creatures. A neutral cleric of 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 can cast spontaneous cure or inflict spells (see spontaneous
casting).
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damage
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atreceive
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a
Saint Aiden – Abilities & Gear

Persuasive Feat Elven Immunities - Sleep Unknown


You are skilled at swaying attitudes and intimidating others into your You are immune to magic sleep effects.
way of thinking.
Elven Magic Racial Ability (Elf)
Benefit : You get a +2 bonus on Diplomacy and Intimidate skill Elves receive a +2 racial bonus on caster level checks made to
checks. If you have 10 or more ranks in one of these skills, the overcome spell resistance. In addition, elves receive a +2 racial
bonus increases to +4 for that skill. bonus on Spellcraft checks made to identify the properties of magic
items.
Appears In : Not Consolidated Skills
Low-Light Vision Racial Ability,Senses
A creature with low-light vision can see twice as far as a human in
Love Lost (Orphaned, All Craft Skills) Trait starlight, moonlight, torchlight, and similar conditions of dim light. It
Someone you loved was knifed to death in a dark alley one night. retains the ability to distinguish color and detail under these
You were called to the scene by the Korvosan Guard to identify the conditions.
body, and as rough as that was for you, you also noticed a ring
was missing from the body. Whoever murdered your loved one
stole that ring—you’re convinced of it. You’ve done some Class Ability (Cleric,Wolf Shaman)
investigation on your own and recently found the ring for sale at a Agile Feet (7/day) (Su)
local merchant. Although, to your great frustration, you can’t afford As a free action, you can gain increased mobility for 1 round. For
yet to buy it back, the merchant did tell you from whom he the next round, you ignore all difficult terrain and do not take any
purchased the ring: a man named Gaedren Lamm. It seems likely penalties for moving through it. You can use this ability a number
this criminal is the one who killed your loved one, or at the very of times per day equal to 3 + your Wisdom modifier.
least knows who did. The only problem is finding him.
Aura (Ex) Class Ability (Cleric)
Orphaned: The murder victim was your only surviving parent. You A cleric or warpriest of a chaotic, evil, good, or lawful deity has a
had to grow up fast to take care of your siblings or to handle your particularly powerful aura corresponding to the deity's alignment
family’s matters and were forced from an early age to support (see detect evil on page 266 of the Core Rulebook for details).
yourself. You gain a +2 bonus on one of the following skills: Craft,
Perform, or Profession. Bit of Luck (7/day) (Sp) Class Ability (Cleric)
You can touch a willing creature as a standard action, giving it a bit
Appears In : Curse of the Crimson Throne of luck. For the next round, any time the target rolls a d20, he may
roll twice and take the more favorable result. You can use this
ability a number of times per day equal to 3 + your Wisdom
Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su)
Class Ability (Cleric) modifier.
Regardless of alignment, any cleric can release a wave of energy
by channeling the power of her faith through her holy (or unholy) Spontaneous Casting Class Ability (Cleric)
symbol (see Channel Energy). This energy can be used to cause or A good cleric (or a neutral cleric of a good deity) can channel
heal damage, depending on the type of energy channeled and the stored spell energy into healing spells that she did not prepare
creatures targeted. 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
A good cleric (or a neutral cleric who worships a good deity) same spell level or lower (a cure spell is any spell with "cure" in its
channels positive energy and can choose to deal damage to name).
undead creatures or to heal living creatures. An evil cleric (or a
neutral cleric who worships an evil deity) channels negative energy An evil cleric (or a neutral cleric of an evil deity) can't convert
and can choose to deal damage to living creatures or to heal prepared spells to cure spells but can convert them to inflict spells
undead creatures. A neutral cleric of a neutral deity (or one who is (an inflict spell is one with "inflict" in its name).
not devoted to a particular deity) must choose whether she
channels positive or negative energy. Once this choice is made, it A cleric who is neither good nor evil and whose deity is neither
cannot be reversed. This decision also determines whether the good nor evil can convert spells to either cure spells or inflict spells
cleric can cast spontaneous cure or inflict spells (see spontaneous (player's choice). Once the player makes this choice, it cannot be
casting). reversed. This choice also determines whether the cleric channels
positive or negative energy (see channel energy).
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 channel
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.

Elven Immunities Racial Ability (Elf)


+2 racial bonus on saving throws against enchantment spells and
effects.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Saint Aiden, Cleric 1 – Spells

Detect Magic Cleric 0 Purify Food and Drink Cleric 0


School divination School transmutation
Casting Time 1 standard action Casting Time 1 standard action
Components V, S Components V, S
Range 60 ft. Range 10 ft.
Area cone-shaped emanation Target 1 cu. ft./level of contaminated food and water
Duration concentration, up to 1 min./level (D) Duration instantaneous
Saving Throw none; Spell Resistance no Saving Throw DC 14 Will negates (object); Spell Resistance yes
(object)
You detect magical auras. The amount of information revealed
depends on how long you study a particular area or subject. This spell makes spoiled, rotten, diseased, poisonous, or otherwise
contaminated food and water pure and suitable for eating and
1st Round : Presence or absence of magical auras. drinking. This spell does not prevent subsequent natural decay or
2nd Round : Number of different magical auras and the power of spoilage. Unholy water and similar food and drink of significance is
the most potent aura. spoiled by purify food and drink, but the spell has no effect on
3rd Round : The strength and location of each aura. If the items or creatures of any type nor upon magic potions. Water weighs about 8
creatures bearing the auras are in line of sight, you can make pounds per gallon. One cubic foot of water contains roughly 8 gallons
Knowledge (arcana) skill checks to determine the school of magic and weighs about 60 pounds.
involved in each. (Make one check per aura: DC 15 + spell level, or
15 + 1/2 caster level for a nonspell effect.) If the aura eminates from Detect Evil Cleric 1
a magic item, you can attempt to identify its properties (see Spellcraft). School divination
Casting Time 1 standard action
Magical areas, multiple types of magic, or strong local magical Components V, S, DF
emanations may distort or conceal weaker auras. Range 60 ft.
Area cone-shaped emanation
Aura Strength : An aura's power depends on a spell's functioning Duration concentration, up to 10 min./level (D)
spell level or an item's caster level; see the accompanying table. If an Saving Throw none; Spell Resistance no
aura falls into more than one category, detect magic indicates the
stronger of the two. You can sense the presence of evil. The amount of information
revealed depends on how long you study a particular area or subject.
Lingering Aura : A magical aura lingers after its original source
dissipates (in the case of a spell) or is destroyed (in the case of a 1st Round: Presence or absence of evil.
magic item). If detect magic is cast and directed at such a location,
the spell indicates an aura strength of dim (even weaker than a faint 2nd Round: Number of evil auras (creatures, objects, or spells) in
aura). How long the aura lingers at this dim level depends on its the area and the power of the most potent evil aura present. If you
original power: are of good alignment, and the strongest evil aura's power is
overwhelming (see below), and the HD or level of the aura's source is
Original Strength - Duration of Lingering Aura at least twice your character level, you are stunned for 1 round and
Faint - 1d6 rounds the spell ends.
Moderate - 1d6 minutes
Strong - 1d6 x 10 minutes 3rd Round: The power and location of each aura. If an aura is
Overwhelming - 1d6 days outside your line of sight, then you discern its direction but not its
exact location.
Outsiders and elementals are not magical in themselves, but if they
are summoned, the conjuration spell registers. Each round, you can Aura Power: An evil aura's power depends on the type of evil
turn to detect magic in a new area. The spell can penetrate barriers, creature or object that you're detecting and its HD, caster level, or (in
but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 the case of a cleric) class level; see the table on the previous page. If
feet of wood or dirt blocks it. an aura falls into more than one strength category, the spell indicates
the stronger of the two.
Detect magic can be made permanent with a permanency spell.
Lingering Aura: An evil aura lingers after its original source
Guidance Cleric 0 dissipates (in the case of a spell) or is destroyed (in the case of a
School divination / void elemental creature or magic item). If detect evil is cast and directed at such a
Casting Time 1 standard action location, the spell indicates an aura strength of dim (even weaker than
Components V, S a faint aura). How long the aura lingers at this dim level depends on
Range touch its original power:
Target creature touched
Duration 1 minute or until discharged Original Strength D uration of Lingering Aura
Saving Throw Will negates (harmless); Spell Resistance yes
Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6 x 10 minutes
This spell imbues the subject with a touch of divine guidance. The Overwhelming 1d6 days
creature gets a +1 competence bonus on a single attack roll, saving
throw, or skill check. It must choose to use the bonus before making Animals, traps, poisons, and other potential perils are not evil, and
the roll to which it applies. as such this spell does not detect them. Creatures with actively evil
intents count as evil creatures for the purpose of this spell. Each
round, you can turn to detect evil in a new area. The spell can
penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin
sheet of lead, or 3 feet of wood or dirt blocks it.

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Saint Aiden, Cleric 1 – Spells

Magic Weapon Cleric 1


School transmutation / metal elemental
Casting Time 1 standard action
Components V, S, DF
Range touch
Target weapon touched
Duration 1 min./level
Saving Throw Will negates (harmless, object); Spell Resistance yes
(harmless, object)

Magic weapon gives a weapon a +1 enhancement bonus on attack


and damage rolls. An enhancement bonus does not stack with a
masterwork weapon's +1 bonus on attack rolls. You can't cast this
spell on a natural weapon, such as an unarmed strike (instead, see
magic fang). A monk's unarmed strike is considered a weapon, and
thus it can be enhanced by this spell.

True Strike Cleric 1


School divination / void elemental
Casting Time 1 standard action
Components V, F (small wooden replica of an archery target)
Range personal
Target you
Duration see text

You gain temporary, intuitive insight into the immediate future


during your next attack. Your next single attack roll (if it is made
before the end of the next round) gains a +20 insight bonus.
Additionally, you are not affected by the miss chance that applies to
attackers trying to strike a concealed target.

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