Remove these ads. Join the Worldbuilders Guild
Lucien Maalik LG
Character Name Alignment
Cleric (Appeaser) 1
Character Level
Aasimar M
Race Size
Male 21
Gender Age
5'7" 140 lbs
Height Weight
Brown Red
Hair Eyes
Samborrod
Player
Wily Linguist (Asmodeus) Holomog
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
7 -2 N/A -2
Dex
Dexterity
10 +0 N/A +0
Con
Constitution
10 +0 N/A +0
Int
Intelligence
14 +2 N/A +2
Wis
Wisdom
20 +5 N/A +5
Cha
Charisma
14 +2 N/A +2
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
8
5 negative energy
0
Initiative
Dex
Modifier
+0
+0
+0
BAB
+0
ARMOUR CLASS
Total AC
Armour
Shield
Dex
10
+0
+0
+0
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
10
Flat Footed
10
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +2 +2 CON +0 +0 +0 +0
Reflex +0 +0 DEX +0 +0 +0 +0
Will +7 +2 WIS +5 +0 +0 +0
Saving Throw Notes

Deathless Spirit: +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
Halo (When on): +2 on saving throws against becoming blinded or dazzled.

Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
-2 +0 -2 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
8 10 +0 -2 +0 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30 ft
-
-
-
-
-
Languages

Drooni
Taldane (also known as "Common" in Inner Sea Region)
Celestial
Infernal
Ignan

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
All
All
0
0
0
0
0
0
0
0
Per Day
3
1
0
0
0
0
0
0
0
0
Bonus
-
2
0
0
0
0
0
0
0
0
DC
15
16
0
0
0
0
0
0
0
Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +0 (DEX)  +0 +0 +0
  Bluff +2 (CHA)  +2 +0 +0
  Climb -2 (STR)  -2 +0 +0
Diplomacy +6 (CHA)  +2 +1 +3
  Disguise +2 (CHA)  +2 +0 +0
  Escape Artist +0 (DEX)  +0 +0 +0
  Fly +0 (DEX)  +0 +0 +0
Heal +5 (WIS)  +5 +0 +0
Intimidate +2 (CHA)  +2 +0 +0
Knowledge: Arcana +2 (INT)  +2 +0 +0
  Knowledge: Dungeoneering +2 (INT)  +2 +0 +0
  Knowledge: Local +2 (INT)  +2 +0 +0
  Knowledge: Nature +2 (INT)  +2 +0 +0
Knowledge: Planes +6 (INT)  +2 +1 +3
Knowledge: Religion +6 (INT)  +2 +1 +3
  Perception +6 (WIS)  +5 +1 +0
  Ride +0 (DEX)  +0 +0 +0
Sense Motive +11 (WIS)  +5 +1 +5
  Stealth +0 (DEX)  +0 +0 +0
  Survival +5 (WIS)  +5 +0 +0
  Swim -2 (STR)  -2 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
Appraise +2 (INT)  +2 +0 +0
  Knowledge: Engineering +2 (INT)  +2 +0 +0
  Knowledge: Geography +2 (INT)  +2 +0 +0
Knowledge: History +2 (INT)  +2 +0 +0
Knowledge: Nobility +2 (INT)  +2 +0 +0
Linguistics* +8 (INT)  +2 +1 +5
Profession: Barrister +9 (WIS)  +5 +1 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Feats

1. Selective Channeling (General)
Prerequisite: Cha 13, channel energy class feature.
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.

Special Abilities

Origin talents:
Essence sphere variation - Blatant Alignment: You may gain Aligned Armaments as a bonus talent. If you do, you gain an aura corresponding to your alignment as if you are a cleric whose level equals your character level. In addition, you are treated as a summoned creature of your alignment (as well as your parallel alignment, if you possess Parallel Alignment) for the purposes of protection from evil and similar effects (but not for banishment or similar effects which would treat you as native to another plane).
Bonus - Aligned Armaments [Auxiliary] (Su): Any natural weapons and weapons you wield count as being aligned in a manner identical to your alignment for the purpose of overcoming damage reduction. For example, if you are lawful good, any weapon you wield counts as lawful and good. You gain subtypes corresponding to the alignments you may count your weapons as (for example, if you are chaotic evil, you gain the chaotic and evil subtypes).
1. Parallel Alignment [Potent] (Su): Your essence possesses a moral component distinct from your own values, such as having a lingering possession on the soul or body, a magical mark from past allegiances, or other influence on the way you are noticed by the universe. Choose an alignment (this alignment does not need to match your own). Magic which reveals alignment reveals this alignment in place of your own alignment. In addition, you can use abilities with descriptors and effects matching this parallel alignment (such as spells with the evil descriptor or sphere effects which you could not normally apply to your own alignment) without affecting your own alignment. You may not select True Neutral as your parallel alignment.

Traits

Racial traits


Scion of Humanity
Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Truespeaker
There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Deathless Spirit
Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
Halo (Sp)
Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision standard racial trait.
Variant Aasimar Ability №1: Channel Positive Energy (Su)
You can channel 1d6 points of positive energy once per day as a supernatural ability. This ability replaces an aasimar’s spell-like ability racial trait.

Character traits


Dependent (Drawback): You are dependent upon the acceptance of others. Whenever you fail a Diplomacy check, you become shaken for 1 hour.
Pact Servant (Faith): The faith of Holomog focuses on finding the good in unusual places and appreciating the nuances of virtue in the world. You may treat Asmodeus as if he were a lawful neutral deity for the purposes of determining your own alignment as a cleric, inquisitor, or other divine spellcaster. You may not select the evil domain unless your own alignment also contains an evil aspect.
Extremely Fashionable (Equipment): You really know how to make a good impression when you’re dressed well. Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.
Prestigious Healer (Region - Cheliax): Once per day as an immediate action when you cast a spell of the healing subschool, you can attempt a Diplomacy check to improve the attitude of your target or anyone within 30 feet who can see you before the end of your next turn. You gain a +2 trait bonus on this check.

WEAPONS
Name AB Critical Type Range Ammo Dmg
Light Mace +0 x2 Bludgeoning Contact None 1d6
Arms & Equipment

Light Mace (5 gp)
Iron Holy Symbol - Pentacle Pendant (5 gp)
Spell Component Pouch (5 gp)
Courtier's outfit (30 gp) decorated with modest jewelry (30 gp) and Truecolor Dye (50 gp)
Holy Text - Monographic Exegesis (10 gp)
5 gp

Class Features

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). An appeaser always has an evil aura regardless of his actual alignment.

Divine Apologist (Ex)
An appeaser must worship an evil god. His alignment must be within one step of his deity’s, but he himself cannot have an evil alignment. An appeaser cannot cast any spells with the good or evil descriptor.


Spellcasting
A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. 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 when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of 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 cast like any other spell, but they are not expended when cast and may be used again.

Channel Energy (Su) - Channel Utility (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. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
An appeaser channels negative energy [regardless of alignment], but also gains limited access to positive energy [at 5th level].

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 channeled 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.

At 5th level, an appeaser can channel positive energy as a full-round action, but he treats his cleric level as if it were 4 lower when determining the amount of damage he can deal to undead and the amount of hit points he can restore to living creatures.

Mollified Domain (Su)
At 1st level, an appeaser gains no domain or domain bonus spells. Once per day as a standard action, he can sacrifice his own force of will to gain divine providence. Doing so deals 1d3 points of Charisma damage to the appeaser, and allows him to select a single domain offered by his deity (except the Evil domain or its subdomains). The appeaser gains access to any granted powers offered by the domain he would otherwise qualify for, and can sacrifice a prepared spell to cast a domain spell from that domain just as if he were spontaneously casting a cure or inflict spell. He retains access to this domain for a number of minutes equal to 1/2 the appeaser’s cleric level + plus his Wisdom modifier. Any domain abilities that can be used a limited number of times per day can be used only once each time that particular domain is invoked.

An appeaser can gain a mollified domain one additional time per day (taking Charisma damage each time) at 4th level and every 3 levels thereafter, to a maximum of seven times per day at 19th level. An appeaser can invoke only a single mollified domain at a time.


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).

An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed.

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.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Samborrod.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed