Jack Love O’Clery

Strength: 18
Dexterity: 14
Constitution: 10
Intelligence: 10
Wisdom: 16
Charisma: 10

Race: Half-Elf
Age: 32
Height: 6 ft. 3 in. (190cm)
Weight: 120lb (55kg)
Alignment: Chaotic Good
Worshiper of: Shelyn (art, beauty, love, music)
Favored class: Cleric
Languages: Common, Elven

Half-elf Racial Traits

  • Ability Score Modifiers: +2 bonus to one ability score.
  • Type: Humanoid with human and elf subtypes.
  • Size: Medium creatures.
  • Base Speed: 30 feet.
  • Elven Immunities: Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
  • Adaptability: Skill Focus as a bonus feat at 1st level.
  • Keen Senses: +2 racial bonus on Perception checks.
  • Low-Light Vision: Can see twice as far as humans in conditions of dim light.
  • Elf Blood: Counts as both elves and humans for any effect related to race.
  • Multitalented: Choose two favored classes at first level.
  • Elf-Scorned: Many half-elves, are rejected by their elven parents and feel nothing but hatred and fear toward their inhuman ancestors. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against elves. This racial trait replaces elven immunities and multitalented. Source PCS:ISR

Traits

Reactionary
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks.

Looking for Work
Although out of work, you aren’t particularly keen on the prospect of gambling away your last remaining coins simply for a chance at riches. That said, if the Gold Goblin’s fortunes reverse after this big gambling tournament, you’re relatively certain its owner, Saul Vancaskerkin, will be needing to hire on some new staff members. You’ve secured payment for the tournament, and intend on attending mostly to check the place out, to decide if it’s a place you’d want to work at (as a bouncer, bartender, croupier, server, entertainer, spotter, or cook), and hopefully get a chance to catch Saul’s eye and make an impression. You’ve long worked at honing your skills, and are quite accomplished and certain that you have something to offer.
Benefit: Pick one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Perception (Spot). You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.

Cleric Class Features

Weapons: all simple and martial weapons

Armor: light armor, medium armor, and shields (except tower shields).

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: Casts divine spells which are drawn from the cleric spell list. Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

Channel Energy (Su): 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. 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.

Cleric Domains

Love Domain

Adoration (Su): As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect DC of 10 + 1 level 1 spell + your Wisdom modifier. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.

Charming Smile (Sp): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.

Domain Spells: 1st—charm person, 2nd—enthrall*, 3rd—suggestion, 4th—heroism, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—euphoric tranquility*, 9th—dominate monster. * is Replacement spells for Love domnain

Good Domain

You have pledged your life and soul to goodness and purity.

Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

Feats

Skills

The cleric’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks Per Level: 2 + Int mod. = 2

Skill 1 2 3 4 5 6 7 8 9 10Bonus
xAppraise
xCraft ()
xDiplomacy 1 Class +3, Skill focus +3
xHeal
xKnowledge (arcana)
xKnowledge (history)
xKnowledge (nobility)
xKnowledge (planes)
xKnowledge (religion)
xLinguistics
xPerception* 1 Class skill +3, Half-elf +2, Trait +1
xProfession ()
xSense Motive
xSpellcraft
HP 8
Favored class bonus hp
Total HP (no CON) 9

* Trait class skill.

Magic Items

Slot Equipped item
Armor
suits of armor
Belts
belts and girdles
Body
robes and vestments
Chest
mantles, shirts, and vests
Eyes
eyes, glasses, and goggles
Feet
boots, shoes, and slippers
Hands
gauntlets and gloves
Head
circlets, crowns, hats, helms, and masks
Headband
headbands and phylacteries
Neck
amulets, brooches, medallions, necklaces, periapts, and scarabs
Ring #1
rings
Ring #2
rings
Shield
shield
Shoulders
capes and cloaks
Wrist
bracelets and bracers
Slotless Items
none
Wepons
none
# Potion Effect
Cure Light Wounds 1d8+1
Cure Moderate Wounds 2d8+3
Cure Serious Wounds 3d8+5

Equipment

# Weapons Dmg. Crit. Range Weight Price
1 Dagger 1d4 x2 1 lb. 2 gp
1 Gountlet 1d3 x2 1 lb. 2 gp
Gountlet, Mithral 1d3 x2 0.5 lb. 502 gp
1 Glave 1d10 x3 10 lbs. 8 gp
Glave, Adamantine 1d10 x3 10 lbs. 3008 gp
1 Morningstar 1d8 x2 6 lbs. 8 gp
1 Light Crossbow 1d8 19-20/x2 80ft 10 lbs. 35 gp
Sling 1d4 x2 50ft - -
1 10 Bolts 1 lb. 1 gp
10 Bullets 5 lbs. 1 sp
# Armor AC Max. DEX ACP Weight Price
Chainchirt +4 +4 -2 25 lbs. 150 gp
Chainchirt, Mithral +4 +6 0 12.5 lbs. 1150 gp
1 Scale mail +5 +3 -4 30 lbs. 50 gp
Brestplate +6 +3 -4 30 lbs. 200 gp
Brestplate, Mithral +6 +5 -1 15 lbs. 4200 gp
Full plate +9 +1 -6 50 lbs. 1500 gp
Full plate, Mithral +9 +3 -6 25 lbs. 10500 gp
Buckller +1 -1 5 lbs. 5 gp
Shield, Light Steel +1 -1 6 lbs. 9 gp
Shield, Heavy Steel +2 -2 20 lbs. 15 gp
Shield, Heavy Mithral +2 0 20 lbs. 1015 gp
# Traveling gear Weight Price
1 Backpack 2 lbs.
1 Bedroll 5 lbs.
1 Waterskin 4 lbs.
1 Flint and steel -
1 Wood cutlery -

Resourses

Coins Change
Platinum 0
Gold 2
Silver 0
Copper 0 +27

1 Platinum = 10 Gold, 1 Gold = 10 Silver, 1 Silver = 10 Copper

Background

Birthplace

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Family

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Professions & Crafts

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Significant past events

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Mysteries

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Existing Conflicts

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What triggered adventuring?

Quests


PERSONALITY
Primary motivator Love
Emotional Disposition Excited
Moodiness Labile
CORE TRAITS
Outlook Idealistic
Integrity Industrious
Impulsiveness Capricious
Boldness Valorous
Agreeableness Empathic
Interactivity Talkative
Conformity Rebellious
SECONDARY TRAITS
Sense of Humor Crude
Topics of Conversation Entertainment—music, art, dance, games
Group Affiliation
RELIGION & SPIRITUALITY
Adherence Orthodox adherent
Tolerance Inclusive
Expression of beliefs Constant
Converting others Casual
Attitude Ecstatic
Religious Association Fellowship
Religious Roles Missionary
Quirks, Habits, & Oddities Daydreaming, Reciting poetry, Constant eating
Hobbies & Enjoyments Acting, Music appreciation, Painting
Mental & Emotional Disorders