Mortimer of Ravengro
Aasimar Cleric of Pharasma (separatist)
STR 10 0 Fort +2 Ref +0 Will +5
DEX 10 0
CON 11 0
INT 12 +1
WIS 16 +3
CHA 15 +2
Cleric Traits:
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor,
medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of
their deity. Separatists do not gain proficiency in their deity’s favored weapon (though they are not
prohibited from using it or learning its use).
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura
corresponding to the deity's alignment (see the detect evil spell for details).
Channel Energy (Su): 1d6 , 5x/ day, Will Save DC 13
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.
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).
Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her
own or her deity's (if she has one). Spells associated with particular alignments are indicated by the
chaotic, evil, good, and lawful descriptors in their spell descriptions.
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.
Forbidden Rites: A separatist selects one domain from her deity’s domain list, and a second domain
that is not on her deity’s domain list. This second domain cannot be an alignment domain that doesn’t
match the cleric’s or her deity’s alignment. For example, a lawful good separatist cleric of a neutral good
deity cannot choose the Chaos or Evil domain with this ability, but can select the Lawful domain even
though her deity isn’t lawful.
Granted powers from the cleric’s second domain function as if the cleric’s level, Wisdom, and Charisma
were 2 lower than normal (minimum level 1) in terms of effect, DC, and uses per day. This also means
the separatist doesn’t gain the domain’s higher-level ability until 2 levels later than normal. If the second
domain grants additional class skills, the separatist gains these as normal. In all other respects, this
ability works like and replaces the standard cleric’s domain ability.
Domains:
>Repose (soul):
Replacement Power: The following granted power replaces the gentle rest power of the Repose
domain.
Touch the Spirit World (Su): With a touch, you can empower a weapon to affect incorporeal creatures.
The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon.
This benefit lasts for a number of rounds equal to your cleric level. You can use this ability a number of
times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—deathwatch
>Fire:
Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your
outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of
fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels
you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—burning hands
Aasimar special abilities:
+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Immortal Spark: Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on
Knowledge (history) checks and saving throws against death effects and can use lesser age resistance
once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.
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.
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.
Traits:
Campaign Trait:
Trait: Corpse Dodger
Requirement(s) Ustalav
You spent your formative years in the town of Ravengro, where your proximity to both a prominent
graveyard and an infamous prison left you no stranger to the occasional zombie or skeleton. As such, you
developed unique methods of dodging these pests. Once per day, you can cast hide from undead as a
spell-like ability. The casting time is a swift action and the caster level for this effect is always 1st; this
ability is otherwise identical to the spell.
Trait: Unafraid
Requirement(s) Ustalav
The horrors of the fog-shrouded land of terror have hardened you. You receive a +2 bonus on all saving
throws made against fear affects.
Feats: (Banish possessor / Selective Channeling / blazing channel)
Turn Undead
Prerequisites: Channel positive energy class feature.
Benefit: You can, as a standard action, use one of your uses of channel positive energy to cause all
undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The
DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their
save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you
use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).
Skills
Appraise
Craft
Diplomacy
Heal
Knowledge: Acana
Knowledge: History 1
Knowledge: Nobility
Knowledge: Planes
Knowledge: Religion 1
Linguistics 1
Sense Motive
Spellcraft 1
Languages: Common, Celestial, Varisian
Background
Raised in religious orphanage. Followed Pharasma, but liked aspects of Sarenrae. Got the idea in his
head that Pharasma would use purifying fire to erredicate the undead. He was never adopted. When he
was old enough, he joined the church, but never moved up because of his beliefs.
>On the Payrole: Professor Lorrimor came to the church for priestly protection when studying a hive of
ghouls. _________ Was sent with him to help. While investigating the nest, another party of adventurers
were clearing them out and _________ had to persuade them to capture one for study. After that,
Lorrimor came to appreciate ______ and he was hired many times for consultation and, sometimes,
minor expeditions.
>Making Good on a Promise: Professor Lorrimor Professor Lorrimor came to the church for priestly
protection when studying a hive of ghouls. _____________ Wanted to go, but church said no. Lorrimor
pulled some strings and got them to let him come. While investigating the nest, another party of
adventurers were clearing them out and Lorrimor had to persuade them to capture one for study. During
that mission, ___________made the mistake of saying that he owed Lorrimor for bringing him out and
showing him the world. The professor said he would call on him to repay the favor. That was many years
ago. Since then, ___________ Spent a few more years with the church and then finally left to preach on
his own.
Equipment
Longspear (5gp / 9lbs)
4 Darts (2gp / 2lbs)
Club (- / 3lbs)
Sickle (6gp / 2lbs)
Armored Coat (50gp / 20lbs)
Buckler (5gp / 5lbs)
Cleric's Kit (16gp / 32lbs)
2 wrist sheaths (2gp / 2lb)
Bandolier (5sp / -)
Holy Water (25gp / 1lb)