Campaign of the Month: September 2012
A Manifestation of Chaos
Human (P), Cleric (P) 9th Medium Humanoid (Human) with 84,904 XP Alignment: Neutral Good [Pelor] Hit Dice: 9d8+9 (69 hp) Initiative: +1 Speed: 20' (4 sq) (heavy enc.) Space/Reach: 5 ft./5 ft. AC: 21 (+6 Armor, +3 Shield, +1 Dex, +1 Deflection), Touch 12, Flat-Footed 20 Saves: Fort +7, Ref +4, Will +10 Abilities: Str 13, Dex 12, Con 12, Int 14, Wis 18, Cha 22 Base Att/CMB/CMD: +6 / +7 / 19 Single Attack: Masterwork Heavy Crossbow: +8 ranged (1d10/19-20) Pelorian Heavy Mace +1: +8 melee (1d8+2/20) Full Attack: Masterwork Heavy Crossbow: +8 ranged (1d10/19-20) Pelorian Heavy Mace +1: +8/+3 melee (1d8+2/20) ==| CLERIC (P) SPELLS |== Spells per Day: (4/4+1/4+1/3+1/3+1/1+1/; save DC 14+spell level): ----¦ Cleric (P) Level 0 +---- Create Water, Detect Magic, Stabilize, Light. ----¦ Cleric (P) Level 1 +---- Comprehend Languages, Divine Favor, Bane, Command. ----¦ Cleric (P) Level 2 +---- Restoration (Lesser), Hold Person, Spiritual Weapon, Remove Paralysis. ==| Cleric (P) Level 3 |== Dispel Magic, Magic Circle against Evil, Resist Energy (Communal). ==| Cleric (P) Level 4 |== Blessing of Fervor, Air Walk, Death Ward. ==| Cleric (P) Level 5 |== Breath of Life. ────┤ FEATS ├──── Scribe Scroll, Selective Channeling, Combat Casting, Augment Healing, Extra Channel, Quick Channel. ────┤ SKILLS ├──── Acrobatics -5-4, Appraise +2, Bluff +8, Climb -5, Diplomacy +18, Disguise +6, Escape Art -5, Fly -5, Heal +15, Intimidate +6, Linguistics +7, Perception +4, Ride -5, Sense Mot +15, Spellcraft +13, Stealth -5, Survival +5, Swim -3, Kn:Religion +10. ────┤ Racial Traits: Human (P) ├──── Bonus Feat: One extra feat at Level #1 Skilled: Gain 1 extra skill point at each level ────┤ Class Features: Cleric (P) 9th ├──── Concentration check: 1d20+13 Cannot cast spells of opposed alignment Spontaneous Casting: Replace spell by a healing spell, unprepared (same lvl) Orisons (Sp): Cast prepared 0-level spells at will Channel Energy (Su): Wave of positive energy in a 30' burst: • 11/day < OOOOOOOOOOO > • 7d6 damage to Undead; Will DC22 for ½ damage • OR 7d6 points of healing to living creatures ────┤ Healing Domain (P) ├──── Rebuke Death (Su): 7/day < OOOOOOO > As a std action, you can touch a living creature, healing it for 1d4+4 dmg. You can only use this ability on a creature that is below 0 Hit Points Healer’s Blessing (Su): All your cure spells used on living creatures are treated as if they were empowered, increasing the damage healed by half (+50%). This does not stack with the Empower Spell metamagic feat ────┤ Sun Domain (P) ├──── Sun’s Blessing (Su): +9 to damage whenever you channel positive energy to harm undead, which do not add their channel resistance to their save Nimbus of Light (Su): 9 rounds/day < OOOOOOOOO > You can emit a 30' Nimbus of light which acts as a Daylight spell. Undead within this radius take +9 damage each round they remain in the Nimbus. Spells and spell-like abilities with the Darkness descriptor are automatically dispelled if brought inside this Nimbus ────┤ Conditional Skill and Synergies ├──── -4 on Acrobatics checks made to jump [Base Speed] ────┤ Feat Prerequisite Details ├──── Ability to cast cure spells5 ranks Kn(Rel), Ability to chan ────┤ Languages (x5) ├──── Common, Elven, Celestial, Orcish, Draconic ────┤ EQUIPMENT ├──── ARMOR WORN: Pelor Shimmering Mithral Shirt +2. SHIELD: Pelorian Heavy Mithral Shield. Pelorian Heavy Mace +1, Cloak of Resistance +1, Handy Haversack, Masterwork Heavy Crossbow, Dagger, Silver Holy Symbol, Spell Component Pouch, Cleric's Vestments, 25xRations, 4xSunrod, Bedroll, 10xWaterskin, Scroll of Restoration(CL 7), Scroll of Break Enchantment(CL 9) ────┤ MAGICAL ITEMS WORN ├──── Positive Channeling/Alluring Charisma Headband +2 Goggles of Non-Detectability Ring of Protection +1 ────┤ Description for the Magical Items Worn ├──── Positive Channeling/Alluring Charisma Headband +2: This has multiple effects Goggles of Non-Detectability: This set of goggles makes its extremely difficult to scry on you. Ring of Protection +1: +1 deflection bonus to armor class ────┤ MONEY ├──── Platinum:200 Gold:925 Silver:245 Copper:50. ────┤ TOTAL CHARACTER VALUE ├──── 38,412 gp."
My father was a noble from Greyhawk — or so I am told — by a house-servant called Ries who occasionally brought me a stipend and ask about my affairs in the name of my father. I never met my father and don’t know his name. Apparently, he regarded me as one of his
indiscretions. Not being harsh, he had me sent to the temple of Pelor in Sulward, so that he could earn the god’s favor and simultaneously avoid associating with me. In any case, he wished that I could have a completely good life while being ignorant of him and his existence.
At the temple, the priests taught me how to live according to the lifestyle of Pelor. The intellectual side of religion had not been running in my blood, but the idea of the attitude and commitment to the faith permeated through as a method of living my life.
The priests taught five basic doctrines to me, though I never studied the inner workings of this system.
(1) Light is superior to darkness by nature and essentially and not merely as a means to another end and not merely (thus because it is not merely a means) as a servant to that end to which it is, in fact, the true master. Accordingly, in my simple mind, I retain the light is superior to the darkness.
(2) Generosity is free, but avarice is costly. Here is a simple rebuke of greed termed so as to say that he who retains generosity is free to do good, but he who hoards wealth to some personal purpose of vindicating an inner weakness with a pecuniary display of power must, essentially, pay the price of losing their heart.
(3) Agency actuates the self, and the self is a poor agent. In this proposition, they meant to tell me that serving a purpose designed by a god is greater than doing whatever you feel like, and your own self may be “worshiped” and turned into an agent that determines your agency, but in fact, if you are the agent of your god, then even your very self becomes enlivened in the process.
(4) Evil is not without malice. Here the priests warned that evil is not an inert, independent force of equal stature to the good. Evil is a deficient concept that not only lacks a viable concepts of self and nature but distributes a contemptuous and vile abandonment of good for the purpose of destroying the good in self and in others. In some creatures, their very nature is incompatible with good and wholly dedicated to evil, because the good has been biological subtracted from their lineage and their service to evil deities has rendered them permanently evil. The only “good” that can happen to such creatures is the good of destruction, for the protection of that in which good may be found.
(5) Those under the power of such evil can still be freed. It is a work of this evil and devilish might to throw men beneath them with all manner of guile, intimidation, violence, and destruction, until the very heart despairs. However, one must aim for the destruction of that system which corrupts and never erroneously hate those poor prisoners who have become subjects and whose wills have been tormented because they no longer see the light.
Other than this, I only say a person should be confident, and I often meditate on this phrase taken from the liturgy of Feydorian, in use at the temple where I was raised. We always began our prayers with this prayer, and ingrained it in our minds as the kernel of the truth we proclaim: “The clouds are beneath the light, strain to the light oh soul, in the storms remember the power of light, for the light still shines. After the clouds he will reveal his brightness.”