Difference between revisions of "Leiko"

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Revision as of 00:52, 6 January 2015

Leiko
Xxx.jpg
Class Cleric (Pearl)
Archetype Evangelist
Level 1
Race Human
Experience Points '
Details
Full Name Leiko
Age XX
Alignment Chaotic Good
Homeland Pearl Isles
Favored Class Cleric

Background

I am told I was not conceived under not the most happy scenario. Pirates, lead by a fell Elf said to bear a taint of corruption, raided my village and that same Elf is my father . By all accounts, I had every reason to be a sad, morose child, living in poverty with a base villain for a father now sailing far over the sea. But that wouldn't have brightened the life of those around me.

I chose differently, I chose to be as bright a star as I could for those around me. We all have a choice, and that was mine.

There is so much world out there, and I want to see it all, and be enriched by it, and give what I can back. There are far too many songs to hear and sing. I would like to see them all.

Character Sheet

Attributes

STR 12 (+1) • DEX 14 (+2) • CON 15 (+2) • INT 11 (+0) • WIS 18 (+4) • CHA 14 (+2)


Hit Points 10 • Initiative +4 • Speed 30 ft (land)

Defenses & Attacks

Armor Class 16 • Touch 12 • Flat-Footed 14 • CMD 13 • Flat-Footed CMD 11

  • Armor: Chain Shirt • AC Bonus +4 • Max DEX +4 • Armor Check Penalty -2 • Spell Failure 20%

Fortitude Save +4 • Reflex Save +2 • Will Save +6
+2 on saving throws vs charm and compulsion effects
+2 on saving throws vs poison


Base Attack Bonus +0 • Melee Attack +1 • Ranged Attack +2 • CMB +1

  • ScimitarAttack Bonus +1 • Damage 1d6 + STR • Crit 18-20/x2 • Type Slashing
  • DaggerAttack Bonus +1 • Damage 1d4 + STR • Crit 19-20/x2 • Type Piercing or Slashing
  • QuarterstaffAttack Bonus +1 • Damage 1d6 + STR/1d6 + STR • Crit 20/x2 • Type Blunt
  • Dagger, ThrownAttack Bonus +2 • Damage 1d4 + STR • Crit 19-20/x2 • Range 10 ft • Type Piercing or Slashing

Skills

  • Perception +16
  • Perform (Singing) +6

Languages: Amethystish, Pearlilian

Proficiencies

  • Weapons: Simple Weapons, Scimitar
  • Armor/Shields: Light Armor

Traits, Drawbacks and Feats

  • Birthmark (Trait): This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
  • Elven Reflexes (Trait): You gain a +2 trait bonus on initiative checks.
  • Eye for the Horizon (Trait): You gain a +1 trait bonus on Perception checks and Perception is always a class skill.

  • Naive (Drawback): You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers.

  • Skill Focus (Perception) (Racial Bonus Feat): You gain a +3 on Perception checks. If you have 10 or more ranks in that skill, this bonus increases to +6.

  • Alertness (Feat): You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Racial Abilities

  • Low-Light Vision
  • Keen Senses: You receive a +2 racial bonus on Perception checks.
  • Thinblood Resilience: You gain a +2 racial bonus on Fortitude saves against poison and disease, including magical diseases. Darkborn also gain the poison use ability and never risk accidentally poisoning themselves.
  • Elf Blood: Half-elves count as both elves and humans for any effect related to race.
  • Adaptability: You gain the Skill Focus feat as a bonus feat.
  • Multitalented: You may choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Class Abilities

  • Aura (Ex): You have a powerful Chaotic aura.
  • Spells: You can cast divine spells which are drawn from the cleric spell list. You may not cast Lawful or Evil spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, you must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + the spell level + the your Wisdom modifier.

Like other spellcasters, you can cast only a certain number of spells of each spell level per day. Your base daily spell allotment depends on your level. In addition, you receives bonus spells per day if you have a high Wisdom score.

You meditate or pray for their spells. You must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether you can prepare spells. You may prepare and cast any spell on the cleric spell list, provided that you can cast spells of that level, but you must choose which spells to prepare during your daily meditation.

  • Orisons : You can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
  • Spontaneous Casting: You can sacrifice an uncast, prepared spell to cast the Command spell.
  • Favored Class Bonus : You add 1/3rd to all healing rolls made with channel energy.
  • Public Speaker: You gain Perform as a class skill. In addition, you are trained to project your voice with great skill and effect; the DC to hear you speak in difficult conditions is reduced by an amount equal to your class level plus your Charisma modifier (minimum 0).
  • Sermonic Performance: You gain the ability to deliver a select number of supernatural and spell-like performances through the force and power of your divinely inspired song. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (singing) as the your performance skill. However, an evangelist gains only the following types of bardic performance: countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level.
  • Liberty’s Blessing (Sp): You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Wisdom modifier.

Gear

  • Scimitar
  • Quarterstaff
  • Dagger x2
  • Chain Shirt (not currently not worn)
  • 8 days of Elven Trail Rations
  • 13 gp
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