The Dying Oak
Blessed Brother Jupiter
"I want to be a Hero!"
Role: More than capable of upholding the honor of their deities in battle, Clerics prove stalwart and capable combatants. While the vast majority of Clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction.
|Class: Cleric||Race: Anumus n/a||Align: Lawful Good||Wealth: 10plat 190 gp||Hero Pt: 2|
|Deity: Desna||Temple: n/a||Hometown: n/a||Experience: 1455|
|HP: 20||AC: 18||BAB: 3||REF: +2||FORT: +5||WILL: +6|
|Resistances:||5 vs Acid||+2 vs Disease||+2 vs Poison||Water Breathing|
|Class Skills:||Knowledge Nature +7||Sense Motive +7||Spellcraft +4||Perception +7|
|Skill Ranks Per Level: 2 + Int modifier.|
|Aura: Good||Channel Energy +1d6||Orisons||Spontaneous casting|
Divine Domain: Luck
Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit 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 modifier.
Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.
|Bleed||Cause a stabilized creature to resume dying.|
|Create Water||Creates 2 gallons/level of pure water.|
|Detect Magic||Detects spells and magic items within 60 ft.|
|Detect Poison||Detects poison in one creature or object.|
|Guidance||+1 on one attack roll, saving throw, or skill check.|
|Light||Object shines like a torch.|
|Mending||Makes minor repairs on an object.|
|Purify Food and Drink||Purifies 1 cu. ft./level of food or water.|
|Read Magic||Read scrolls and spellbooks.|
|Resistance||Subject gains +1 on saving throws.|
|Spark||Ignites flammable objects.|
|Stabilize||Cause a dying creature to stabilize.|
|Virtue||Subject gains 1 temporary hp.|
|Abadar’s Truthtelling||As zone of truth, but others know the target is affected by the spell.|
|Abundant Ammunition||Replaces nonmagical ammunition every round.|
|Air Bubble||Creates a small pocket of air around your head or an object.|
|Ant Haul||Triples carrying capacity of a creature.|
|Bane||Enemies take –1 on attack rolls and saves against fear.|
|Bless||Allies gain +1 on attack rolls and saves against fear.|
|Bless Water||Makes holy water.|
|Blessing of the Watch||Like bless, except it lasts 1 hour per level instead of 1 minute per level and only working in the caster’s home city, specifically referring to areas under the jurisdiction of the city watch.|
|Burning Disarm||A metal object instantly becomes red hot possibly causing the wielder to drop it or take damage.|
|Cause Fear||One creature of 5 HD or less flees for 1d4 rounds.|
|Command||One subject obeys selected command for 1 round.|
|Compel Hostility||Compels opponents to attack you instead of your allies.|
|Comprehend Languages||You understand all spoken and written languages.|
|Cure Light Wounds||Cures 1d8 damage + 1/level (max +5).|
|Curse Water||Makes unholy water.|
|Dancing Lantern||Animates a lantern that follows you.|
|Deathwatch||Reveals how near death subjects within 30 ft.|
|Decompose Corpse||Turn corpse into clean skeleton.|
|Detect Chaos/Evil/Good/Law||Reveals creatures, spells, or objects of selected alignment.|
|Detect Charm||Detect strength and location of charms, compulsions, and possession auras on creatures in the area.|
|Detect the Faithful||You can detect other worshipers of your deity.|
|Detect Undead||Reveals undead within 60 ft.|
|Divine Favor||You gain +1 per three levels on attack and dmg rolls.|
|Diagnose Disease||Detect and identify diseases.|
|Doom||One subject takes –2 on attack rolls, damage rolls, saves, and checks.|
|Dream Feast||Dream of a rich feast and when you awake, you are sated as if you ate and drank a nutritious meal.|
|Endure Elements||Exist comfortably in hot or cold regions.|
|Entropic Shield||Ranged attacks against you have 20% miss chance.|
|Forbid Action||Target obeys your command to not do something.|
|Gorum’s Armor||Suit of armor becomes covered in iron spikes.|
|Hide from Undead||Undead can’t perceive one subject/level.|
|Infernal Healing||Touch a creature with devils blood, giving it fast healing 1.|
|Inflict Light Wounds||Touch deals 1d8 damage +1/level (max +5).|
|Know the Enemy||Gain +10 on a monster Knowledge check.|
|Liberating Command||Target makes an Escape Artist check as an immediate action and gains a bonus on it.|
|Magic Stone||Three stones gain +1 on attack, deal 1d6 +1 damage.|
|Magic Weapon||Weapon gains +1 bonus.|
|Moment of Greatness||Doubles a morale bonus.|
|Murderous Command||Target is compelled to kill its ally.|
|Obscuring Mist||Fog surrounds you.|
|Protection vs Alignment||+2 to AC and saves, plus additional protection against selected alignment.|
|Ray of Sickening||Ray makes the subject sickened.|
|Read Weather||Determine the weather, direction and wind speed for the next 24 hours.|
|Reinforce Armaments||Temporarily mitigates the fragile quality in targeted weapon or armor.|
|Remove Fear||Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.|
|Remove Sickness||Suppress disease, nausea, and the sickened condition.|
|Restore Corpse||Skeletal corpse grows flesh.|
|Sanctify Corpse||Prevent a corpse from becoming an undead creature.|
|Sanctuary||Opponents can’t attack you, and you can’t attack.|
|Shield of Faith||Aura grants +2 or higher deflection bonus.|
|Summon Minor Monster||Summon 1d3 Tiny animals.|
|Summon Monster I||Summons extraplanar creature to fight for you.|
|Swallow Your Fear||Grants +2 morale bonus to Str and Con, +1 morale bonus to Will saves, and -2 penalty to AC to subjects suffering from a fear effect. Prevents frightened subject from running.|
|Tap Inner Beauty||You gain a +2 insight bonus on all Charisma ability checks and Charisma-based skill checks.|
|Unbreakable Heart||Target gains a +4 bonus on saves against mind-affecting effects that rely on negative emotions.|
Domain & Divine Spells : 1st— True Strike, 2nd— Aid, 3rd— Protection from Energy, 4th— Freedom of Movement, 5th— Break Enchantment, 6th— Mislead, 7th— Spell Turning, 8th— Moment of Prescience, 9th— Miracle.
|Breastplate||200 gp||+6||+3||–4||25%||20/15 ft.||30 lbs.|
|+1 Greataxe||?||+8||1d12+6||x3||—||Brace||Divine||12 lbs.|
|Flint & Steel||x1||1gp||-|
|Trail Rations||x17||5sp ea||1 lbs|
|Waterskin||x1||1 gp||4 lbs|
|Cold-Weather Outfit||x1||8 gp||7 lbs.|
|Rope, Hemp-||50 ft||1 gp||10 lbs.|
|Potions of Haste||x2||?||1 lb|
|Cure Light Wounds||x2||?||1 lb|
|Colored Rubies||x2||?||1 lb|
|Temple Gifts||x4||-||1 lb|
|Challenge Pine||x1||-||1 lb|
+2 Strength: All anumi are strong, and each subrace has an additional bonus and penalty as described below.
Medium: All anumi are Medium creatures and have no bonuses or penalties due to size.
Normal Speed: Most anumi subraces have a base land speed of 30 feet.
Keen Senses: Anumi receive a +2 racial bonus on Perception skill checks.
Languages: Anumi begin play speaking Common. Anumi with high intelligence scores can choose any normally available languages they want.
Subracial Traits: All anumi have one subrace that corresponds to the type of animal that they originated from. This subrace grants them additional racial traits as described below.
- Amphibian (Frog) Traits
+2 Wisdom, -2 Charisma: Amphibian anumi are wise, but are known to be somewhat crude.
Acid Resistance: Amphibian anumi gain resist acid 5.
Hold Breath: An amphibious anumus can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning, and this duration is not reduced by taking standard actions.
Bestial Fortitude: Amphibian anumi receive a +2 racial bonus on all saving throws against disease and poison.
Great Swimmers: Amphibian anumi gain a +4 racial bonus to all Swim skill checks.
- Rich Parents
You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure anyway, you enjoyed a one-time benefit to your initial finances.
Benefit: Your starting cash increases to 900 gp.
- Exalted of the Society (Cleric, Pathfinder Society)
The vaults of the Grand Lodge in Absalom contain many secrets of the divine powers of the gods, and you have studied your god extensively.
Benefit: You may channel energy 1 additional time per day.
*Having proven ourselves we sailed the ‘Singing Serpent’ to ‘Port Julest’ on the Isle of Ragnarok.
Questing to find:
- Tooth of Corlak.
- Orb of Omniscience.
- Scales of Krakos.
- Bow of Atriace.
- Crown of the Ohurth Human King.
- Seed of the Beetle Flower.