Please post your character sheets below for the Godsmouth Heresy Campaign
Saludin
Born and raised within Kaer Maga's walls, orphaned in his youth, without a surname or a single copper, the only thing he possessed was a certainty that his grandfather had been a Hero, and his only proof was a whisper, a rumour of a letter that had been buried with him, which claimed the identity and parentage of his only remaining child - an heir to a fortune in wealth, land, and respect.
Without any proof, and the body sealed away in the old, deep parts of the tombs, his father's lands - his birthright - had passed into the keeping of the Church of Pharasma, to whom his grandfather had been sworn.
The discovery of an heir would deprive the Church of the lands and wealth they had lain claim to, and the body, hidden and sacrosanct, would tell no truths.
His father, obsessed with the truth, would seek any trace of proof outside of the tombs, whose doors were utterly sealed to him. He passed in his middle age, a drunk and a lout, so consumed with the hunt for his lost birthright that he could see no other path; so he lived, and so he died, to be interred in a pauper's grave.
Having lived with the suffering of his father, and his obsession, his refusal to leave Kaer Maga, Saludin chose to join the Duskguard; a respectable profession requiring no noble title or lineage, paying well and steadily, and with prospect for advancement some day. Here his connection to the Goddess, and the Curse his connection bestowed upon him would stand him in good faith with his superiors; he was prized for his clarity of mind, and unconcern with wealth or material trappings, a militant mindset and steadfast courage.
With the discovery of the vanishing bodies from the crypts, and whispers that adventurers would be needed willing to investigate, a fire was kindled in him.
Saludin had to know the truth of his father's obsession, and the truth of his own heritage, that his father may finally go to Pharasma, his purpose fulfilled, and his ancestry restored; else to finally put the spirit to rest with nothing to clutch to its' bones but the truth.
Born and raised within Kaer Maga's walls, orphaned in his youth, without a surname or a single copper, the only thing he possessed was a certainty that his grandfather had been a Hero, and his only proof was a whisper, a rumour of a letter that had been buried with him, which claimed the identity and parentage of his only remaining child - an heir to a fortune in wealth, land, and respect.
Without any proof, and the body sealed away in the old, deep parts of the tombs, his father's lands - his birthright - had passed into the keeping of the Church of Pharasma, to whom his grandfather had been sworn.
The discovery of an heir would deprive the Church of the lands and wealth they had lain claim to, and the body, hidden and sacrosanct, would tell no truths.
His father, obsessed with the truth, would seek any trace of proof outside of the tombs, whose doors were utterly sealed to him. He passed in his middle age, a drunk and a lout, so consumed with the hunt for his lost birthright that he could see no other path; so he lived, and so he died, to be interred in a pauper's grave.
Having lived with the suffering of his father, and his obsession, his refusal to leave Kaer Maga, Saludin chose to join the Duskguard; a respectable profession requiring no noble title or lineage, paying well and steadily, and with prospect for advancement some day. Here his connection to the Goddess, and the Curse his connection bestowed upon him would stand him in good faith with his superiors; he was prized for his clarity of mind, and unconcern with wealth or material trappings, a militant mindset and steadfast courage.
With the discovery of the vanishing bodies from the crypts, and whispers that adventurers would be needed willing to investigate, a fire was kindled in him.
Saludin had to know the truth of his father's obsession, and the truth of his own heritage, that his father may finally go to Pharasma, his purpose fulfilled, and his ancestry restored; else to finally put the spirit to rest with nothing to clutch to its' bones but the truth.
Mazon, Life Cleric
Name: Mazon
Player: Krispy
Campaign: Godsmouth Heresy
Age: 21
Gender: female
Race: half-orc
Height: 6’0”
Weight: 190 pounds
Hair: black
Eye: green
Skin: green
Class: cleric
Domains: Healing (restoration), Rune (Language)
Level: 2
XP: 500
Alignment: neutral
Languages: common, orc, giant
Handedness: ambidextrous
Deity: Irori
Homeland: Kaer Maga
Speed: 30 feet
Initiative: +1
Hero Points:
Resistances:
Strength: 16 (+3)
Dexterity: 12 (+1)
Constitution: 13 (+1)
Intelligence: 11 (+0)
Wisdom: 18 (+4)
Charisma: 9 (-1)
Hit Dice: d8
Total HP: 15
Current HP: 15/15
Base Attack Bonus (BAB): +1
Fortitude: +4
Reflex: +1
Will: +7
CMD: 14
CMB: 3
AC: 17
Touch: 11
Flat-foot: 16
Acrobatics [dex]: 0 (+1)
*Appraise [int]: 0 (+0)
Bluff [cha]: 0 (-1)
Climb [str]: 0 (+3)
*Craft [int]: 0 (+0)
*Diplomacy [cha]: 0 (-1)
Disable Device [dex]: 0 (+1)
Disguise [cha]: 0 (-1)
Escape Artist [dex]: 0 (+1)
Fly [dex]: 0 (+1)
Handle Animal [cha]: 0 (-1)
*Heal [wis]: 1 (+10)
Intimidate [cha]: 0 (+1)
*Knowledge (arcana) [int]: 0 (+0)
Knowledge (history) [int]: 0 (+0)
Knowledge (planes) [int]: 0 (+0)
Knowledge (nobility) [int]: 0 (+0)
Knowledge (religion) [int]: 0 (+0)
Knowledge (type) [int]:
*Linguistics [int]: 1 (+4)
Perception [wis]: 0 (+4)
Perform [cha]: 0 (-1)
*Profession [wis]: 0 (+4)
Ride [dex]: 0 (+1)
*Sense Motive [wis]: 0 (+5)
Sleight of Hand [dex]: 0 (+1)
*Spellcraft [int]: 2 (+5)
Stealth [dex]: 0 (+1)
*Survival [wis]: 0 (+5)
Swim [str]: 0 (+3)
Use Magic Device [cha]: 0 (-1)
Concentration: +5 (+9 defensive casting)
Proficiencies
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 deities (unarmed).
Abilities
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Spellcasting: A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric 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 a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Orisons: Clerics 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.
Channel Energy (Su) [neutral: positive]: Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.
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.
Domains: Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
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).
Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Blast Rune (Sp): As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two cleric levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your cleric level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Rune Shift (Su): At 6th level, as a swift action, you can change the location of one of your blast runes. The rune must be within 30 feet. You can place the blast rune in any square adjacent to you, including one occupied by another creature.
Feats
Combat Casting: You are adept at spellcasting when threatened or distracted.
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Traits
Outcast (Half-Orc): Driven from town after town because of your heritage, you have become adept at living apart from others.
Benefits: You gain a +1 trait bonus on Survival skill checks, and Survival is always a class skill for you.
Caretaker: As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded.
Benefits: You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.
Bastard: You were born out of wedlock. You have always been an outsider in society, and in your own family. This perspective has sharpened your insight.
Benefits: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Equipment/Items
Mace, heavy: +3, 1d8+3, 20, x2, 5 feet, B
Club: +3, 1d6+3, 20, x2, 10 feet, B
Quarterstaff: +3, 1d6+3, 20, x2, 5 feet, B
Sling: +1, 1d4+3, 20, x2, 50 feet, B
Unarmed: +3, 1d3+3, 20, x2, 5 feet, B
Scale Mail: +5 AC, +3 dex, -4 armor penalty, 25% arcane spell failure
Buckler: +1, -1 armor penalty, 5% arcane spell failure,
Kit, Cleric’s: This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Explorer’s outfit
Kit, Healer’s: This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after 10 uses.
Ceremonial dagger set with moonstone (150 gp)
1 flask of acid
1 Wand of Cure Light Wounds: 16 charges remaining
Currency: 7 gold
Name: Mazon
Player: Krispy
Campaign: Godsmouth Heresy
Age: 21
Gender: female
Race: half-orc
Height: 6’0”
Weight: 190 pounds
Hair: black
Eye: green
Skin: green
Class: cleric
Domains: Healing (restoration), Rune (Language)
Level: 2
XP: 500
Alignment: neutral
Languages: common, orc, giant
Handedness: ambidextrous
Deity: Irori
Homeland: Kaer Maga
Speed: 30 feet
Initiative: +1
Hero Points:
Resistances:
Strength: 16 (+3)
Dexterity: 12 (+1)
Constitution: 13 (+1)
Intelligence: 11 (+0)
Wisdom: 18 (+4)
Charisma: 9 (-1)
Hit Dice: d8
Total HP: 15
Current HP: 15/15
Base Attack Bonus (BAB): +1
Fortitude: +4
Reflex: +1
Will: +7
CMD: 14
CMB: 3
AC: 17
Touch: 11
Flat-foot: 16
Acrobatics [dex]: 0 (+1)
*Appraise [int]: 0 (+0)
Bluff [cha]: 0 (-1)
Climb [str]: 0 (+3)
*Craft [int]: 0 (+0)
*Diplomacy [cha]: 0 (-1)
Disable Device [dex]: 0 (+1)
Disguise [cha]: 0 (-1)
Escape Artist [dex]: 0 (+1)
Fly [dex]: 0 (+1)
Handle Animal [cha]: 0 (-1)
*Heal [wis]: 1 (+10)
Intimidate [cha]: 0 (+1)
*Knowledge (arcana) [int]: 0 (+0)
Knowledge (history) [int]: 0 (+0)
Knowledge (planes) [int]: 0 (+0)
Knowledge (nobility) [int]: 0 (+0)
Knowledge (religion) [int]: 0 (+0)
Knowledge (type) [int]:
*Linguistics [int]: 1 (+4)
Perception [wis]: 0 (+4)
Perform [cha]: 0 (-1)
*Profession [wis]: 0 (+4)
Ride [dex]: 0 (+1)
*Sense Motive [wis]: 0 (+5)
Sleight of Hand [dex]: 0 (+1)
*Spellcraft [int]: 2 (+5)
Stealth [dex]: 0 (+1)
*Survival [wis]: 0 (+5)
Swim [str]: 0 (+3)
Use Magic Device [cha]: 0 (-1)
Concentration: +5 (+9 defensive casting)
Proficiencies
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 deities (unarmed).
Abilities
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Spellcasting: A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric 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 a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Orisons: Clerics 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.
Channel Energy (Su) [neutral: positive]: Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.
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.
Domains: Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
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).
Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Blast Rune (Sp): As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two cleric levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your cleric level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Rune Shift (Su): At 6th level, as a swift action, you can change the location of one of your blast runes. The rune must be within 30 feet. You can place the blast rune in any square adjacent to you, including one occupied by another creature.
Feats
Combat Casting: You are adept at spellcasting when threatened or distracted.
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Traits
Outcast (Half-Orc): Driven from town after town because of your heritage, you have become adept at living apart from others.
Benefits: You gain a +1 trait bonus on Survival skill checks, and Survival is always a class skill for you.
Caretaker: As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded.
Benefits: You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.
Bastard: You were born out of wedlock. You have always been an outsider in society, and in your own family. This perspective has sharpened your insight.
Benefits: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Equipment/Items
Weapons
Mace, heavy: +3, 1d8+3, 20, x2, 5 feet, B
Club: +3, 1d6+3, 20, x2, 10 feet, B
Quarterstaff: +3, 1d6+3, 20, x2, 5 feet, B
Sling: +1, 1d4+3, 20, x2, 50 feet, B
Unarmed: +3, 1d3+3, 20, x2, 5 feet, B
Armor
Scale Mail: +5 AC, +3 dex, -4 armor penalty, 25% arcane spell failure
Buckler: +1, -1 armor penalty, 5% arcane spell failure,
Items
Kit, Cleric’s: This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Explorer’s outfit
Kit, Healer’s: This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after 10 uses.
Ceremonial dagger set with moonstone (150 gp)
1 flask of acid
1 Wand of Cure Light Wounds: 16 charges remaining
Currency: 7 gold
Magic
Cantrips/Orisons: DC: 3 (Guidance, Stabilize, Virtue, Mending)
(DC: 15) 1st Level: 1+1 (Cure Light Wounds [Cures 1d8 damage + 1/level (max +5)], Comprehend Languages, Shield of Faith))
(DC: 16) 2nd Level:
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(DC: ) 9th Level:
(DC: ) 10th Level:
Cantrips/Orisons: DC: 3 (Guidance, Stabilize, Virtue, Mending)
(DC: 15) 1st Level: 1+1 (Cure Light Wounds [Cures 1d8 damage + 1/level (max +5)], Comprehend Languages, Shield of Faith))
(DC: 16) 2nd Level:
(DC: ) 3rd Level:
(DC: ) 4th Level:
(DC: ) 5th Level:
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Magic Descriptions
Orison
Casting Time: 1 standard action
Components: V, S
Range: touch
Target creature touched
Duration: 1 minute or until discharged
Saving Throw: Will negates (harmless); Spell Resistance: yes
DESCRIPTION: This spell imbues the subject with a touch of divine guidance.
The 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 the roll to which it applies.
Casting Time: 1 standard action
Components: V,S
Range: close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration: instantaneous
Saving Throw: Will negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION: Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target creature touched
Duration: 1 min.
Saving Throw: none; Spell Resistance yes (harmless)
DESCRIPTION: With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.
Guidance
Casting Time: 1 standard action
Components: V, S
Range: touch
Target creature touched
Duration: 1 minute or until discharged
Saving Throw: Will negates (harmless); Spell Resistance: yes
DESCRIPTION: This spell imbues the subject with a touch of divine guidance.
The 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 the roll to which it applies.
Stabilize
Casting Time: 1 standard action
Components: V,S
Range: close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration: instantaneous
Saving Throw: Will negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION: Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.
Virtue
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target creature touched
Duration: 1 min.
Saving Throw: none; Spell Resistance yes (harmless)
DESCRIPTION: With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.
Level 1
Casting Time: 1 standard action
Components: V, S
Range: touch
Target creature touched
Duration: instantaneous
Saving Throw: Will half (harmless); see text; Spell Resistance yes (harmless); see text
DESCRIPTION: When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.
Casting Time: 1 standard action
Components: V, S, M/DF (pinch of soot and salt)
Range: personal
Target: you
Duration: 10 min./level
DESCRIPTION: You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
Comprehend languages can be made permanent with a permanency spell.
Cure Light Wounds
Casting Time: 1 standard action
Components: V, S
Range: touch
Target creature touched
Duration: instantaneous
Saving Throw: Will half (harmless); see text; Spell Resistance yes (harmless); see text
DESCRIPTION: When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.
Comprehend Languages
Casting Time: 1 standard action
Components: V, S, M/DF (pinch of soot and salt)
Range: personal
Target: you
Duration: 10 min./level
DESCRIPTION: You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
Comprehend languages can be made permanent with a permanency spell.
Backstory
Her mother
Mazon’s human mother, Osil Meerwee, was a minor noblewoman who was engaged to be married. She was born in Kaer Maga but moved when she was just a child to another city. It was an arranged marriage that would have benefitted both families. A political match that offered the potential for love down the road. Her mother was not thrilled with the idea but complied with her family’s wishes. She felt like her family was relying on her to make this match work.
As the wedding drew closer, a raiding party of orcs attacked the city. Osil was captured by the orcs and raped repeatedly over the coming days and weeks. One of these encounters resulted in her conceiving her daughter, Mazon. Desperate to get away from the orcs Osil made a mad dash to try and save herself. She did not escape unscathed, from the tribe, but her baby was safe, which she discovered some time later. Running through the wilderness her mind raced trying to find a safe place to hide. Osil was unaware of the little one growing inside of her. The only safe place she could think of was her home. Her feet carried her closer and closer to her home.
Her home was in shambles but most of her family survived the attack. Osil was welcomed back into her family, with open arms, until they discovered that she was with child. Each member of her family, the Meerwee, especially her father, felt that Osil wanted this to happen. That she was in love with the orc or orcs who took her. No matter what the young woman said, no one, in her family, believed her. Her family gave her a dilemma, to remain with her family or the child’s life.
While, Osil may not have wanted to bear a half-orc child, her mother was not one to kill a defenseless child. Osil had always wanted to be a mother and she would love her child no matter what. At least, that is what she always believed. Her family cast her out from their ranks and Osil was forced to leave the city in which she dwelled.
Mazon’s human mother, Osil Meerwee, was a minor noblewoman who was engaged to be married. She was born in Kaer Maga but moved when she was just a child to another city. It was an arranged marriage that would have benefitted both families. A political match that offered the potential for love down the road. Her mother was not thrilled with the idea but complied with her family’s wishes. She felt like her family was relying on her to make this match work.
As the wedding drew closer, a raiding party of orcs attacked the city. Osil was captured by the orcs and raped repeatedly over the coming days and weeks. One of these encounters resulted in her conceiving her daughter, Mazon. Desperate to get away from the orcs Osil made a mad dash to try and save herself. She did not escape unscathed, from the tribe, but her baby was safe, which she discovered some time later. Running through the wilderness her mind raced trying to find a safe place to hide. Osil was unaware of the little one growing inside of her. The only safe place she could think of was her home. Her feet carried her closer and closer to her home.
Her home was in shambles but most of her family survived the attack. Osil was welcomed back into her family, with open arms, until they discovered that she was with child. Each member of her family, the Meerwee, especially her father, felt that Osil wanted this to happen. That she was in love with the orc or orcs who took her. No matter what the young woman said, no one, in her family, believed her. Her family gave her a dilemma, to remain with her family or the child’s life.
While, Osil may not have wanted to bear a half-orc child, her mother was not one to kill a defenseless child. Osil had always wanted to be a mother and she would love her child no matter what. At least, that is what she always believed. Her family cast her out from their ranks and Osil was forced to leave the city in which she dwelled.
Mazon
As a child, Mazon resembled the orcs more than her human half. She spent her early years traveling around with her mother. Her green skin stood out, no matter where Osil managed to find work. Even her tusks would draw the eye of the humans around her. This always gave Mazon a frightening appearance which caused people to fear her and lash out against her. Each hurled attack and insult chipped away at her self image. Mazon became rather bitter and often lashed out at the people around her.
Deep down, Mazon had a heart of gold. She cared about people and wanted to help them. Mazon wanted to heal people’s wounds, ever since she was little. The half-orc saw the villagers trying to lynch her mother from bringing her into the village. Seeing the blood and violence cemented her resolve to change people’s opinion of her. However, her appearance often caused people to recoil away from her which made this task very frustrating and agonizingly difficult.
The two of them continued to move from city to city, never staying in one place long. Mazon never really fit in wherever they went. This always made her feel like an outcast. Not just because she was bastard but because she was also a half-orc. When she was around ten, the two of them found themselves in a large city. Her mother was getting fed up with having to constantly remain on the move. She wanted to find someone who she could settle down with and make friends. This caused some resentment between the two of them.
In this new city, Mazon was ambushed by some of the local residents. They beat her to within an inch of her life. She dragged herself onto the steps of a local temple. The clerics, in the temple, took her inside and tended to her wounds. After Mazon woke, she waited and waited for her mother to come for her. Each day the same thing happened, her mother never showed. While the clerics were leery of her, they did not turn her away. Mazon watched the clerics go about their daily tasks as she waited day after day.
Mazon found herself wanting to help the clerics with their daily tasks. It took some time and convincing but she managed to convince the head of the temple to allow her to stay in exchange for chores. This was the start of her clerical training since she embodied a few of the traits that Irori represented. She was told to assist with injuries and was kept near the back of temple where a small medical wing was constructed. It was not ideal but Mazon, was able to kindle and grow her love for tending to people’s wounds. Most of her patients were reluctant to receive her help but they got it anyway.
Mazon often growled and smacked people to heal their wounds. Grappling and wrestling were often commonplace in the infirmary. This was mainly due to their fear of her. She saw no need to try and win them over sweetly. Her brutish tactics served her well enough in the past. These tactic conformed with her orcish heritage.
Word reached the temple, in service of Irori, in the Inner Sea. It was determined that a delegate should be sent to Kaer Maga to staunch the flow from the crypts. Many of the priests/clerics saw this as an opportunity to be rid of Mazon and elected her to go. Mazon felt like her skills were finally be recognized and headed off to travel to Kaer Maga.
As a child, Mazon resembled the orcs more than her human half. She spent her early years traveling around with her mother. Her green skin stood out, no matter where Osil managed to find work. Even her tusks would draw the eye of the humans around her. This always gave Mazon a frightening appearance which caused people to fear her and lash out against her. Each hurled attack and insult chipped away at her self image. Mazon became rather bitter and often lashed out at the people around her.
Deep down, Mazon had a heart of gold. She cared about people and wanted to help them. Mazon wanted to heal people’s wounds, ever since she was little. The half-orc saw the villagers trying to lynch her mother from bringing her into the village. Seeing the blood and violence cemented her resolve to change people’s opinion of her. However, her appearance often caused people to recoil away from her which made this task very frustrating and agonizingly difficult.
The two of them continued to move from city to city, never staying in one place long. Mazon never really fit in wherever they went. This always made her feel like an outcast. Not just because she was bastard but because she was also a half-orc. When she was around ten, the two of them found themselves in a large city. Her mother was getting fed up with having to constantly remain on the move. She wanted to find someone who she could settle down with and make friends. This caused some resentment between the two of them.
In this new city, Mazon was ambushed by some of the local residents. They beat her to within an inch of her life. She dragged herself onto the steps of a local temple. The clerics, in the temple, took her inside and tended to her wounds. After Mazon woke, she waited and waited for her mother to come for her. Each day the same thing happened, her mother never showed. While the clerics were leery of her, they did not turn her away. Mazon watched the clerics go about their daily tasks as she waited day after day.
Mazon found herself wanting to help the clerics with their daily tasks. It took some time and convincing but she managed to convince the head of the temple to allow her to stay in exchange for chores. This was the start of her clerical training since she embodied a few of the traits that Irori represented. She was told to assist with injuries and was kept near the back of temple where a small medical wing was constructed. It was not ideal but Mazon, was able to kindle and grow her love for tending to people’s wounds. Most of her patients were reluctant to receive her help but they got it anyway.
Mazon often growled and smacked people to heal their wounds. Grappling and wrestling were often commonplace in the infirmary. This was mainly due to their fear of her. She saw no need to try and win them over sweetly. Her brutish tactics served her well enough in the past. These tactic conformed with her orcish heritage.
Word reached the temple, in service of Irori, in the Inner Sea. It was determined that a delegate should be sent to Kaer Maga to staunch the flow from the crypts. Many of the priests/clerics saw this as an opportunity to be rid of Mazon and elected her to go. Mazon felt like her skills were finally be recognized and headed off to travel to Kaer Maga.
Miralda
Character Name: Miralda
Player Name: Miss
Current XP: 400
Current Level: 2
Favoured Class: Antipaladin
Race: Human
Class: Fighter/1, Antipaladin 1
Age: Adult
Size: Medium
Alignment: CE
Deity: Succubus named Gloria
Speed: 30ft, 20ft in armor
Initiative: +2
Hero Points (leave blank unless directed by GM):
Resistances: Resistance Cold: 10.
Strength: 18 (16+2)
Dexterity: 14
Constitution: 15
Intelligence: 10
Wisdom: 14
Charisma: 14
Hit Dice: 2d10
Total HP: 20
Current HP: 20/20
Base Attack Bonus (BAB): +2
Fortitude: +6
Reflex: +2
Will: +4
AC: 18 (10 +6 armor +2 Dex)
Touch: 12
Flat-foot: 16
Skills (skills with C/ are class skills) 3 per level
Acrobatics [dex]: +2
Appraise [int]: +0
Bluff [cha]: +2
C/Climb [str]: +4
C/Craft [int]:
Diplomacy [cha]: +2
Disable Device [dex]: N/A
Disguise [cha]: +2
Escape Artist [dex]: +2
Fly [dex]: +0
C/Handle Animal [cha]: +2
Heal [wis]: +0
C/Intimidate [cha]: 2, +7, +9 while in combat to demoralize.
Knowledge [int]:
Knowledge [int]:
Knowledge [int]:
Knowledge [int]:
Knowledge () [int]:
Knowledge () [int]:
Linguistics [int]: 2, +2.
Perception [wis]:
Perform [cha]: N/A
C/Profession [wis]: N/A
C/Ride [dex]: +2
Sense Motive [wis]: +2
Sleight of Hand [dex]:
Spellcraft [int]:
Stealth [dex]:
C/Survival [wis]: 2, +7
C/Swim [str]: +4
Use Magic Device [cha]: N/A
Proficiencies: Simple Weapons, Martial Weapons, Shields, Light, Medium, and Heavy armor.
Feats & Abilities:
Feats: Fiendskin, Mask of Virtue, Power Attack.
Aura of evil
Detect good
Smite good, 1/day.
Languages: Common, Infernal, Abyssal.
Traits:
Blade of Mercy: Deal nonlethal damage without penalty with slashing weapons. Add +1 to the damage when doing so.
Dominator: +2 to intimidate, when demoralizing in combat.
Magical Knack: Antipaladin +2 to caster level for chosen class, cannot exceed Hit dice.
Weapons (Name, attack modifier, damage, type of damage, critical, range):
Great Axe, +5, 1d12+9, slashing, 20 x3
10 Javelins, +6, 1d6+4, piercing, 20 x2, 30 ft range increments
Armor: Four Mirror (+6, Max Dex: 2, -5 penalty)
Gear:
Fighter's Kit: This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
1 rope, hemp.
2 ropes, silk.
Currency: 15 pp, 59gp 19sp and 26cp
Character Name: Miralda
Player Name: Miss
Current XP: 400
Current Level: 2
Favoured Class: Antipaladin
Race: Human
Class: Fighter/1, Antipaladin 1
Age: Adult
Size: Medium
Alignment: CE
Deity: Succubus named Gloria
Speed: 30ft, 20ft in armor
Initiative: +2
Hero Points (leave blank unless directed by GM):
Resistances: Resistance Cold: 10.
Strength: 18 (16+2)
Dexterity: 14
Constitution: 15
Intelligence: 10
Wisdom: 14
Charisma: 14
Hit Dice: 2d10
Total HP: 20
Current HP: 20/20
Base Attack Bonus (BAB): +2
Fortitude: +6
Reflex: +2
Will: +4
AC: 18 (10 +6 armor +2 Dex)
Touch: 12
Flat-foot: 16
Skills (skills with C/ are class skills) 3 per level
Acrobatics [dex]: +2
Appraise [int]: +0
Bluff [cha]: +2
C/Climb [str]: +4
C/Craft [int]:
Diplomacy [cha]: +2
Disable Device [dex]: N/A
Disguise [cha]: +2
Escape Artist [dex]: +2
Fly [dex]: +0
C/Handle Animal [cha]: +2
Heal [wis]: +0
C/Intimidate [cha]: 2, +7, +9 while in combat to demoralize.
Knowledge [int]:
Knowledge [int]:
Knowledge [int]:
Knowledge [int]:
Knowledge () [int]:
Knowledge () [int]:
Linguistics [int]: 2, +2.
Perception [wis]:
Perform [cha]: N/A
C/Profession [wis]: N/A
C/Ride [dex]: +2
Sense Motive [wis]: +2
Sleight of Hand [dex]:
Spellcraft [int]:
Stealth [dex]:
C/Survival [wis]: 2, +7
C/Swim [str]: +4
Use Magic Device [cha]: N/A
Proficiencies: Simple Weapons, Martial Weapons, Shields, Light, Medium, and Heavy armor.
Feats & Abilities:
Feats: Fiendskin, Mask of Virtue, Power Attack.
Aura of evil
Detect good
Smite good, 1/day.
Languages: Common, Infernal, Abyssal.
Traits:
Blade of Mercy: Deal nonlethal damage without penalty with slashing weapons. Add +1 to the damage when doing so.
Dominator: +2 to intimidate, when demoralizing in combat.
Magical Knack: Antipaladin +2 to caster level for chosen class, cannot exceed Hit dice.
Weapons (Name, attack modifier, damage, type of damage, critical, range):
Great Axe, +5, 1d12+9, slashing, 20 x3
10 Javelins, +6, 1d6+4, piercing, 20 x2, 30 ft range increments
Armor: Four Mirror (+6, Max Dex: 2, -5 penalty)
Gear:
Fighter's Kit: This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
1 rope, hemp.
2 ropes, silk.
Currency: 15 pp, 59gp 19sp and 26cp
Posted at Mordus' Request:
Panda's Theme
https://www.myth-weavers.com/sheet.html#id=1918082
Bio: How can someone know they are a slave when servitude is all they've ever known?
His original name was Jim, or was it Bill? It didn't matter, it was the name his Masters gave him. A slave name meant nothing, it was merely a tag.
Like many Halflings, he had been born into slavery. Perhaps his family sold him to pay off a debt-- or perhaps they were raided by slavers. Who knows, he never met them, all he knew was that he belonged to the tall folk, and that he must obey.
It seemed logical at first, he was small, they were tall, he was weak and they were strong. Dutifully he obeyed the Masters and he cooked and cleaned and took care of the animals and did the errands. It was a simple and peaceful life, if busy, always busy. He really needed a break.
One day, he decided that he might just do that, and the boy neglected his duties to rest. The Masters would be fine, he thought, he worked every day, they would let him rest a bit.
They were not fine, they were angry, and the boy saw that wrath in their eyes. In that moment he panicked and he feared, but in the end there was one emotion that surpassed the others.
Indignation.
How could they be mad when all he did was work and work? It wasn't fair, and you know what? He wasn't going to take that. And so, as it turned out, years and years and years of chores made one pretty strong and resourceful even if they were small. The boy picked up a rock and beaned the Master right in the head, between the eyes.
Master fell to the ground bleeding, his skull cracked open-- and the boy left. Master was dead, he didn't need chores to be made.
The boy traveled with all the skills he knew, which were cooking, sewing, tending to animals-- and oh yeah, he could throw rocks.
The mercenary company he met where tall like the Master, but they needed someone that could tend to their weapons and their horses. And, one day, he found out, they needed some cover as they boy picked a sling and threw some rocks at the goblins that attacked them. Goblins, orcs, humans.. turned out they were all very vulnerable to getting hit in the head with rocks.
The boy grew, and he upgraded. He went from free hand throwing, to using a sling, to using a sling staff. From rocks, to pellets, to sling bullets. The boy learned there were very different kinds of projectiles, and armor, and helmets. He preferred long conical hats to keep the sun and arrows from hitting him on the head, and he drew circles over his eyes to keep him from getting too much sun glare. That earned him his monicker, or his real name. Panda, and every one needs a last name, so just Panda twice. Panda Panda.
Panda learned that he was pretty good at solving problems that could be solved by throwing rocks at them. From skirmisher, to guard, to bounty hunter, he earns his money and food beaning people on the head.
Also lacrosse, he's very interested in that, wonder if there's a team he could join.
Panda's Theme
https://www.myth-weavers.com/sheet.html#id=1918082
Bio: How can someone know they are a slave when servitude is all they've ever known?
His original name was Jim, or was it Bill? It didn't matter, it was the name his Masters gave him. A slave name meant nothing, it was merely a tag.
Like many Halflings, he had been born into slavery. Perhaps his family sold him to pay off a debt-- or perhaps they were raided by slavers. Who knows, he never met them, all he knew was that he belonged to the tall folk, and that he must obey.
It seemed logical at first, he was small, they were tall, he was weak and they were strong. Dutifully he obeyed the Masters and he cooked and cleaned and took care of the animals and did the errands. It was a simple and peaceful life, if busy, always busy. He really needed a break.
One day, he decided that he might just do that, and the boy neglected his duties to rest. The Masters would be fine, he thought, he worked every day, they would let him rest a bit.
They were not fine, they were angry, and the boy saw that wrath in their eyes. In that moment he panicked and he feared, but in the end there was one emotion that surpassed the others.
Indignation.
How could they be mad when all he did was work and work? It wasn't fair, and you know what? He wasn't going to take that. And so, as it turned out, years and years and years of chores made one pretty strong and resourceful even if they were small. The boy picked up a rock and beaned the Master right in the head, between the eyes.
Master fell to the ground bleeding, his skull cracked open-- and the boy left. Master was dead, he didn't need chores to be made.
The boy traveled with all the skills he knew, which were cooking, sewing, tending to animals-- and oh yeah, he could throw rocks.
The mercenary company he met where tall like the Master, but they needed someone that could tend to their weapons and their horses. And, one day, he found out, they needed some cover as they boy picked a sling and threw some rocks at the goblins that attacked them. Goblins, orcs, humans.. turned out they were all very vulnerable to getting hit in the head with rocks.
The boy grew, and he upgraded. He went from free hand throwing, to using a sling, to using a sling staff. From rocks, to pellets, to sling bullets. The boy learned there were very different kinds of projectiles, and armor, and helmets. He preferred long conical hats to keep the sun and arrows from hitting him on the head, and he drew circles over his eyes to keep him from getting too much sun glare. That earned him his monicker, or his real name. Panda, and every one needs a last name, so just Panda twice. Panda Panda.
Panda learned that he was pretty good at solving problems that could be solved by throwing rocks at them. From skirmisher, to guard, to bounty hunter, he earns his money and food beaning people on the head.
Also lacrosse, he's very interested in that, wonder if there's a team he could join.
Daelas' Character Sheet
Appearance
Daelas isn't just handsome, he is pretty. Though he obviously possesses elven blood, that doesn't seem quite enough to account for it. His silver eyes and hair certainly help him to stand out from a crowd, but if one looks a little closer they may just see something odd. For one his pupils aren't exactly round, and if one is watching closely enough when he blinks they may even see a second pair of cat like eyelids. Of course most everyone misses this as they're too distracted by his supple lips and toned body. Those that have noticed the oddities in his appearance don't often live long enough to spread the tale.
Background
Daelas doesn't speak much of his origins to anyone. When people ask him where he is from he often just says they wouldn't know.
In truth the half-elf was born to an elven mother who had served a sorcerer as his housemaid. The woman had endured his attentions as well, and when she fell pregnant she knew she could no longer stay. She fled, as far and as fast as she could.
[wip]
Since he has been on his own Daelas has traveled a fair bit, doing what he had to to get buy. Lie, cheat, steal, it didn't matter. He had seen where looking out for others got you, seen his mother being taken advantage of for years. He wasn't about to endure such a fate.
[wip]
Eventually Daelas found his way to Kaer Maga, a city that felt more like home than any other he had ever been in. From the Warrens to the Highside Stacks, there was something deliciously wrong to Kaer Maga, something that called to him. The chaotic mix of beings, the ancient structures upon which the new were built, all the odd religious practices that he couldn't have given two shits about. All of this mixed together in a way that gave Daelas an odd feeling of warmth inside.
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