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.
- 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. Associated Domain: Charm.
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
- L3:
Power Attack - L5:
- ?:
Extra Channel - ?:
Dodge - ?:
Iron Will - ?:
heavy armor
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 | 10 | Bonus | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
x | Appraise | |||||||||||
x | Craft () | |||||||||||
x | Diplomacy | 1 | Class +3, Skill focus +3 | |||||||||
x | Heal | |||||||||||
x | Knowledge (arcana) | |||||||||||
x | Knowledge (history) | |||||||||||
x | Knowledge (nobility) | |||||||||||
x | Knowledge (planes) | |||||||||||
x | Knowledge (religion) | |||||||||||
x | Linguistics | |||||||||||
x | Perception* | 1 | Class skill +3, Half-elf +2, Trait +1 | |||||||||
x | Profession () | |||||||||||
x | Sense Motive | |||||||||||
x | Spellcraft | |||||||||||
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
?
Family
?
Professions & Crafts
?
Significant past events
?
Mysteries
?
Existing Conflicts
?
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 |