Marwynn's Character Sheet (Pathfinder)

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  • Character name: Marwynn
  • Alignment: Neutral Good
  • Character level: 5
  • Deity: Alexandria
  • Homeland: I think she's Fresian
  • Race: Human
  • Size: Normal
  • Gender: Female
  • Age: 25
  • Height: 5'4
  • Weight: 130lbs
  • Hair: Brown
  • Eyes: Brown
  • Racial traits (default PF ones):
  • Speed 30 feet (unless medium/heavy armor, 20 feet)
  • Bonus Feat (beginning of game)
  • Bonus skill ranks (beginning of game)
  • Class: Oracle
  • Class skills: Craft (Int), Diplo (Cha), Heal (Wis), Knowledge (Hist, Planes, religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int)
  • Skill ranks per level: 4 + Int Modifier
  • Weapons and Armor Proficiency: all simple weapons; light armor, medium armor, shield (not tower shields)
  • Mystery: Life
    • Revelations: Energy Body (Su), Healing Hands (Ex)
    • Bonus spells currently known: detect undead, lesser restoration
    • Class skills added: Handle Animal, Knowledge (nature), Survival
  • Curses:
    • Base curse: (3rd party, "Divine Favor") Mute
      • "You cannot speak. You take a -8 penalty to Bluff, Diplomacy, and Intimidate checks, and you cast all your spells as if they were modified by the Silent Spell feat. This does not increase the spell's level or casting time. At 5th level, you can use DETECT THOUGHTS as an at-will spell-like ability. At 10th level, DETECT THOUGHTS becomes a constant spell-like ability. At 15th level, you gain telepathy 100 feet."
      • Alternative Mute: "Mute: You cannot speak or vocalize in any way. You gain Silent Spell as a bonus feat but any spell you cast with a verbal component gains a Somatic component and you suffer from spell failure chance from armour. In addition you may communicate telepathically in any language you know with a range of 15'. At 5th level the range of your telepathy increases to 30 feet and you no longer suffer spell failure while wearing light armour. At 10th level the range of your telepathy increases to 60 feet and you gain a +3 bonus to the DC of your Language Dependent Enchantment spells. At 15th level you no longer suffer spell failure from Medium armour and can communicate telepathically as if under the effect of Tongues. Note this does not grant you the ability to understand anything heard from outside the range of your telepathy."


THE OTHER VERSION: The Alexandrian Church is ancient, monolithic, omnipresent, and holds a near-monopoly on Divine power in the mainland. Over that period, members of the Church have learned a dazzling array of ways to harness Divine energy. Still, rarely those outside of the official hierarchy develop spontaneous divine powers. Typically, such individuals are extreme in their devotion to the Omnity and in are exemplars of her strongest ideals. Evangelists are often misunderstood by the Alexandrian hierarchy-proper and - while viewed with some suspicion - they are welcome to join the church. Even if they do not, they are not actively persecuted unless they begin to preach heretical thoughts or develop any sort of divine hierarchy. Generally, an Evangelist is what amounts to a "self ordained" Cleric. Through copious study of the Canon of Orthodoxy and constant meditations on the trials and sacrifices of Alexandria, the Evangelist fills herself with divine power. Although lacking the scope of more disciplined peers, and although Evangelists rarely enter the rarifed hieghts of Alexandrian hierarchy, they are nonetheless a respected (if misunderstood) part of the Church, and are as passionate as they are specialized.

The Evangelist is a specialist cleric class. A player may choose to advance as a cleric OR one type of specialist cleric, but not both. A specialist cleric class otherwise counts as a cleric for the purposes of prestige classes, feats, etc.

  • Has an aura and casting restrictions as a cleric
  • Gain spells from Cleric spell list, but as a sorcerer. Use the "Sorcerer Spells per Day" and "Sorcerer Spells Known," except choose the spells from the base Cleric list (not domain lists!).
  • May not spontaneously cast as inflict or cure (???)
  • May not CHANNEL ENERGY
  • Does not get bonus spells per day for high Wisdom.
  • Does not get domains as normal.

Class Features

  • Alignment: Any
  • Hit Dice: d8
  • Skill Points (at first level): (2 + int modifier) * 4
  • Skill Points (at each additional level): 2 + int modifier
  • Class Skills: Appraise, Craft, Diplomacy, Gather Info, Heal, Knowledge (all), Linguistics, Profession, Sense Motive, Spellcraft

Advancement

  Base   Fort   Ref   Will  
Level Attack Bonus Save Save Save Special
1st +0 +2 +0 +2 Domains
2nd +1 +3 +0 +3
3rd +2 +3 +1 +3
4th +3 +4 +1 +4
5th +3 +4 +1 +4 Additional Domain
6th +4 +5 +2 +5
7th +5 +5 +2 +5
8th +6/+1 +6 +2 +6
9th +6/+1 +6 +3 +6
10th +7/+2 +7 +3 +7 Additional Domain
11th +8/+3 +7 +3 +7
12th +9/+4 +8 +4 +8
13th +9/+4 +8 +4 +8
14th +10/+5 +9 +4 +9
15th +11/+6/+1 +9 +5 +9 Additional Domain
16th +12/+7/+2 +10 +5 +10
17th +12/+7/+2 +10 +5 +10
18th +13/+8/+3 +11 +6 +11
19th +14/+9/+4 +11 +6 +11
20th +15/+10/+5 +12 +6 +12 Additional Domain

Class Features

Domains: Choose two domains. Gain the granted ability from both domains, and add all spells from that domain to your known spell list (although you still cannot cast spells if not of the appropriate level). These spells do not count toward the "spells known" for level. When additional domains are chosen, those special abilities and domain spells are likewise added in the same manner. Spells added to the Evangelist's spell list in this manner may not be replaced.

Wisdom limiter: can only cast spells if the Evangelist has Wisdom equal to 10 + spell level.

Weapon and Armor Proficiency: Evangelists are proficient with all simple weapons. They are also proficient with light and medium armor, and shields (except tower shields). They are also proficient with the favored weapon of their deity.

Evangelist 7

XP: 22,000

Character Stats
Rosemary's Baby.jpg
Level 7
Race Human
Class Evangelist
Armor Leather Armor
Weapon(s) +1 Heavy Repeating Crossbow of Seeking
Hometown "Town" would be generous in the extreme...


Attributes

Strength 8 (-1)
Dexterity 12 (+1)
Constitution 13 (+1)
Intelligence 14 (+2)
Wisdom 18 (+4) [+1 Lvl 4 Attribute]
Charisma 8 (-1)


Secondary Attributes

Hit Points  ?????
Armor Class  ?????
Base Attack Bonus  ????
Grapple +0
Base Speed 30 Feet
Fort Save  ??????
Reflex  ?????
Will Save  ?????

Weapons

  • A dagger

Feats, Traits, and Flaws

Class Feats

  • Armor Proficiency (Light)
  • Armor Proficiency (Medium)
  • Shield Proficiency
  • Simple Weapon Proficiency - All

Level 7 spells per day

6 level 1s 6 level 2s 4 level 3s

Level 7 spells known (not including domain lists)

7 level 0s 5 level 1s 3 level 2s 2 level 3s

Purchased Feats

  • Human: Exotic Weapons Proficiency: Heavy Repeater
  • Lvl 1: Extend Spell (Cast spell @ +1 spell level & as full round action to double duration)
  • Lvl 3: Point-Blank Shot (+1 ranged attack/damage on ranged shots within 30')
  • Lvl 6 : Improved Encumbrance (carries weight as though character has +4 strength)
  • NOT YET ACTIVE :Reach spell (cast spell @ +2 spell level + ranged touch attack roll to cast a touch spell as having a 30' range)

Neutral (Good) Aura (Ex)

Evangelist Domain: Travel

  • Increase base speed by 10ft.
  • Agile feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain (no penalties for moving). 3 + Wis mod per day.
  • Dimensional Hop (Sp): at 8th level, you can teleport up to 10 ft per cleric level per day as a move action. Must be used in 5-foot increments; does not provoke attack of opportunity. Must have line of sight. Can bring other willing creatures with you, but must expend equal amount of distance for each creature brought.
  • Domain spell list: 1: longstrider; 2: locate object; 3: fly; 4: dimension door; 5: teleport; 6: find the path; 7: greater teleport; 8: phase door; 9: astral projection.

Evangelist Domain: Knowledge

( All knowledge skills are class skills

  • Lore keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain info as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.
  • Remote Viewing (Sp): starting at 6th level, you can use clairvoyance/clairaudience as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level (does not need to be consecutive).
  • Domain spells: 1: comprehend languages; 2: detect thoughts; 3: speak with dead; 4: divination; 5: true seeing; 6: find the path; 7: legend lore; 8: discern location; 9: foresight.

Evangelist Domain: Healing

  • Rebuke Death (Sp): you can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every 2 cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Healer's Blessing (SU): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to DAMAGE dealt with a cure spell. This does not stack with the Empower Spell metamagic feat.
  • Domain spells: 1: cure light; 2: cure mod; 3: cure serious; 4: cure crit; 5: breath of life; 6: heal' 7: regen; 8: mass cure crit wounds, 9: mass heal.

Skills

TO BE FILLED IN

Spells (currently 3.5 list)

Cantrips

6/day; DC 14

  • Purify Food and Water
  • Detect Magic
  • Detect Poison
  • Cure Minor Wounds
  • Light
  • Guidance
  • Resistance

Level One

6+1B/day; DC 15

  • Comprehend Languages
  • Bless
  • Sanctuary
  • Divine Favor
  • Doom
  • Entropic Shield
  • Cure Light Wounds [1d8+5] (D)
  • Longstrider (D)
  • Detect Secret Doors (D)

Level Two

6+1B/day; DC 16

  • Inflict Moderate Wounds [2d8+7]
  • Remove Paralysis
  • Cure Moderate Wounds [2d8+8] (D)
  • Locate Object (D)
  • Detect Thoughts (D)
  • Status
  • Resist Energy

Level Three

4+1B/day

  • Claivoyance/Clairaudience (D)
  • Cure Serious Wounds [3d8+8](D)
  • Fly (D)
  • Prayer
  • Dispel Magic

Cool Stuff

  • Studded Leather Armor
  • +1 Seeking Heavy Repeater (+5 to hit, +6 within 30'; 1d10+1 damage, ignores concealment)
  • Has a bag of lightweight magical accouterments (feathers, ash, etc.)