Post by crazydave on Aug 5, 2020 18:04:45 GMT -5
Basics
Name: Brenner Entoil
Race: Aasimar
Class: Cloistered Cleric 8
Alignment: Neutral
Gender: Male
Height: 5'6"
Weight: 130
Hair: Dark Green/Black
Eyes: Green
Appearance
A small and light build, a face that tends towards a neutral, unreadable expression and straight hair of a dark enough shade of green to appear almost black.
Modifications due to equipment are noted in parentheses.
Ability Scores
Strength: 10
Dexterity: 10
Constitution: 10
Intelligence: 13
Wisdom: 20 (22)
Charisma: 14
Vitality and Saves
Hit Points: 36
Initiative: +0
AC: 10 (20)
Touch/Flatfooted: 10 (20)/10 (20)
BAB: +4
Fort: +6 (+5)
Ref: +2 (+1)
Will: +11 (+11)
Skills
(Note: I've only listed skills that I have ranks in and their total modifier)
Balance: +3
Bluff: +10
Concentration: +11
Diplomacy: +15
Knowledge (Arcana): +7
Knowledge (History): +6Knowledge (Local): +6
Knowledge (Religion): +12
Knowledge (The Planes): +6
Listen: +9
Spellcraft: +5
Spot: +9
Flaws
Feeble: -2 to Strength, Dexterity, and Constitution-based ability and skill checks.
Feats
(Flaw): Divine Spell Power
(1st Level): Extend Spell
(4th Level): Sculpt Spell
(7th Level): Spontaneous Domains
Racial Traits
Acid, cold, and electricity resistance 5.
Light 1/day as a sorcerer
+2 to Spot and Listen checks
Darkvision, 60ft.
Native Outsider
Favored Class: Paladin
Class Abilities
Lore: Bardic Knowledge, but using Cloistered Cleric levels (1d20+11)
Divine Spellcasting (Save DC: 16+level; 24)
Domains
Trickery: Bluff, Disguise, and Hide are class skills.
Magic: Treat yourself as a wizard of half your cleric level for spell completion and spell trigger items/devices.
Knowledge: All Knowledge skills are class skills. Cast divination spells at +1 caster level.
Spontaneous Casting: Cure spells
Turn Undead: 5 turning attempts/day, 1d20+2+2, 2d6+(level)+2 for HD turned. (+4 turn attempts/day from Nightstick, total of 9)
Equipment
Weapons:
The Scales of Balance: +1/+1 Quarterstaff (+5; 1d6+1)
-1 to saves, -4 HP
Eye of Mortality: 3/day, as detect undead but 1 target, detects aura (HD strength) and if living, immortal, undead, or construct.
Lifetouch: 3/day, cast Cure Light Wounds on touch. CL 5th. XXX
Equipment Regions:
Arms: Caduceus Bracers (When healing, convert 5HP into either removing 1 point of ability damage or removing dazed, fatigued, or sickened conditions)
Ring A: Ring of Feather Falling (Casts Feather Fall upon falling more than 5 feet)
Throat: Periapt of Wisdom +2 (Adds +2 to Wisdom)
Torso: Robe of the Vagabond (+1 luck bonus to AC and all saves; part of the Vagabond item set [1/6])
Waist: Monk's Belt (Add Wis+1 to AC, unarmed strike damage 1d8)
Shield: +2 Shield AC, +1 Armor AC, doesn't stack with other shields or armor, no ACP.
Other Gear:
Handy Haversack
Wand of Vigor, Lesser (grants Fast Healing 1 for 11 rounds; 41/50 charges)
Wand of Scorching Ray (ranged touch attack, 4d6 fire damage; 27/50 charges)
Pearl of Power, 2nd level (1/day, prepare a 2nd level spell already cast that day as a standard action)
Symbol of Transfiguration (holy symbol, 3/day purify food and water at CL3, 1/day cast align weapon-good which lasts for a single round)
Everfull Mug (3/day, fills with 12 ounces of water, cheap ale, or watery wine)
Potion of Cure Light Wounds x2
Spider Rod
Bracers of Protection
Nightstick
Backpack
Bedrool
Winter blanket
Bag of Caltrops
Chalk x2
Crowbar, Hammer, Shovel
Empty Flask x2
Flint and Steel
Ink, Inkpen, Parchment x5
Clay Jug x2, Vial x2
Common Lamp, oil 1x
Masterwork Monocles
Small Steel Mirror
Trail Rations x10, Waterskin x2
Silk Rope, 50ft
Empty sack x2
Signal Whistle
Soap, 1lb
Tent
Candle x2, Torch x3, Sunrod x2, Everburning Torch
Silver Holy Symbol. Wooden Holy Symbol
Money
491.24gp (to be spent on additional gear before character enters game)
Languages
Common
Background
The miraculous result of a union between an infertile human mother and her husband, Brenner was an odd child - blessed with wisdom beyond his years, he experienced joy and sadness differently than the other village children. He was marred by a persistent sickliness, and during a particularly bad spell one night he experienced an extremely vivid dream; one where he was transported to a realm quite different from the one he knew. He overcame the challenges presented to him in the dream, and awoke in the nature-reclaimed ruins of his home. He learned that two years had passed, and on that fateful night his village had been burned to the ground, its inhabitants slaughtered or driven off. He took time to mourn, before forcing himself to gather what he could and forge a path forward, held together by the lessons about hardship and the nature of life learned in the dream.
Diety
Aski
A diety worshipped long ago, but forgotten in this modern age. Aski appears to his followers as a butterfly the size of a barn owl, with wings and body composed solely of small squares of two shades of light and dark green. His domain is composed of the same substance, and often takes the form of a crumblnig, nature-reclaimed tower looming over a wide open plain. He challenges those who would serve him to reach the top of these towers; each is filled with traps and seemingly-arbitrary rules to be followed (and occasionally defied; a favorite trick is to venture outside of the tower on the upper floors, where these rules no longer apply). Only by reaching the top of the tower do would-be acolytes truly understand: the meaning of life is to face challenges and break through them, and in doing so, improve oneself. Only when someone is at risk of being broken or on the vege of giving up (or, indeed, already has) should a folower of Aski intervene.
Alignment: Neutral
Domains: Knowledge, Luck, Magic, Nature, Travel, Trickery