Showing posts with label Inner Sea Guide. Show all posts
Showing posts with label Inner Sea Guide. Show all posts

Sunday, May 8, 2016

Building a legacy: connecting your PFS characters

It had taken a day or two, even with Lady Gloriana’s help, to find him. As with most things being done in Oppara, he was doing it at the opera. Roasa slid into the upper booths, headed towards a seat where she was assured that would be honored as ‘neutral ground’. “M’lord?” She said as she walked into the booth, only a slim dapper man of Ustalavian bearing smiling up at her as an unseen servant hovered nearby with a magnum and a pair of champagne flutes.  
“Ah, Lady Del Noire, I see your..detention wasn’t as long as Ravin assured me.” He said as he took a glass and offered it to her. “Ravin struck me as..rash and unprepared for the cut throat world of business; I presume from your presence here that you haven’t had a chance to discuss his takeover bid with you?” 
 “Alas, no.. It seems the people that the Aspsis Consortium provided to back him up in the seizing of my assets seemed to have vanished.”  
“I heard how agents that cross paths with you end up.” Kevin Austopour said as he offered her a filled flute of champagne. 
“I prefer my assets to earn profit; it does wonders to morale to pay men for staying alive and out of prison, you tend to leave them broken and battered if alive at all. Now, normally that state of affairs would entitle my organization to pursue ..retaliatory measures against you. Which is why we are currently doing so many acts of.. Retaliation of late. Personally I think someone is using you and a handful of agents who have been particularly grievous in their works against our purposes as a way to gain standing. ”  
“Meaning whoever got your superiors to have you act against me doesn’t know about us?” Roasa said with a wry smile.  
“Meaning my dear lady, you are late in sending me the latest news on the twins.” Kevlin Austopour said firmly at her. “You promised me a portrait of young Tomas and Brawen by midsummer.” 
“I know but it’s been a busy season and the painter was suddenly very popular,” Roasa frowned at him. “Seems SOMEONE spoke up about him at the winter gala when he was supposed to be meeting me in Absalon.” 
“Unlike some folks who live in the Grand Lodge when they aren’t galavanting around the Inner Sea, I have more.. circumspect housing arrangements. To whit, I’m stuck on a boat galavanting around as the consortium’s ‘troubleshooter at large’ since I’m the only one who has survived the betrayal of their old one.. The ’Serpent’. I don’t suppose you’ve seen her of late?” Roasa simply smiled, they had met while she was posing as the former agent. Former since after crossing the Ten once too often they’d seen fit to turn her over to people she knew in Oppara. The Lion Blades took acts of treason quite terminally. 
“I fear that she’s still in hiding, though there was rumors of her showing up in Korvosa in the spring. Just before word of her defection and betrayal came out. Such a shame.” Roasa purred. “Your son is determined to have a dueling scar after meeting your associate from Brevoy. Brawen wants to sing here in the opera house but seems more arcanely inclined than musically gifted..”  
“Standard stuff I would say.” Kevlin with a smile as the unseen servant brought another glass on a piece of paper. “Intermission is coming up and I don’t think the Baroness del Noire should be seen with a disreputable spice dealer.” She leaned in and kissed him before slipping out. "Take care my dear wife, and I shall see you in the spring.."  
Walking down the hall, she opened the sheet of paper that he’d slipped her with her glass. Glancing over the names as she handed the glass to a servant. A moment later with a whispered prayer and she was gone from the opera house. There were a lot of pathfinder names on that list.  


This is more fluff than anything concrete. If you don't like roleplaying ideas over 'Roll-playing' feel free to move to another post.  :D

For me the backstory of the characters is part of how I enjoy the game. Little things like how a wizard like Cindrana Longpath doesn't speak a single elemental language; that is due to an oath she gave to the Ruby Prince's elemental advisor  in exchange for being taught the secrets of being an admixture wizard. Trying to building a backstory for characters is kinda fun to me. I got this image of my character in my head and look for ways to flesh him/her out.

Here are the major 'families' that I build characters with.
-The Del Noires: The Taldan family of nobles, only recently returned to their holdings and titles, who have an extensive trading network throughout the Inner sea region. Most of the recent successes of the family have come of one person, Baroness del Noire ,Venture Captain of the Society, through her achievements as a Pathfinder and trader. She is married, ironically to a double agent of the Consortium, with a pair of children she keeps on a family estate outside of Oppara.
There are a lot of Del Noires tied into the society now, some by apprenticeship and others by commissions. The typical Del Noire is a social character, usually with some sort of divine ties.
Examples: Baroness Roasa Annarey Hellena Delphine del Noire, Trade Princess Callie Del Noire, Brawen Del Noire, Helena del Noire
-The Fiveboars: The halfing family in my collection, originally from Chelliax (where they were a landed family of lesser nobles prior to the revolution that put House Thrune on the throne) before becoming a line of slaves between the three families that stole their land. Forty years ago a halfing by the name of Bergen Fiveboars found something of interest in the ruins of the Westcrown Pathfinder lodge. The true history of his family.
Now the family is largely based out of Bellis and has extensive ties with the Bellflower network and the Society. Most of them tend to be blunt and upfront types of the roguish and martial types. Many are self describe 'self-liberated' men and woman who are engaged in a long running feud with several Chelliaxian families who used to 'own' them. Fiveboars tend to end owner/slave relationships pretty terminally.
Examples: Mercer Fiveboars
-The Longpaths: The first family/clan that I came up with, the Longpaths are a Varisian family that typically wanders Varisa and other parts of the Inner Sea. Largely gifted with arcane magic, they tend to be the ones I make my wizards, and such from. They give off a 'gypsy' vibe too. With just a touch of 'other' in their bloodline. So far I only have one Longpath but there are countless stories for others laying around in my head.
Examples: Cindrana Longpath
-The Silvermanes: Like some members of the Longpath clan, the Silvermanes are Korsovian residents and Varisians. Unlike the Longpaths, the Silvermanes tend toward martial occupations and avoid Korvosa due to past associations with the Gray Maidens and their master the late Queen Ileosa Arbasti. Several of the family were blackmailed into joining the Gray Maidens. One of them earned a field commission with the society and hid in the society's ranks after her death; that one, Rhea Silvermane, has eased other family members into the society as a way to avoid retaliation for her (and her sister's) role in the Maidens.
Examples: Rhea Silvermane, Kara Silverman


Saturday, January 23, 2016

Ruby Red (Half-Orc Female Bloodrager: Steelblood)

Fear the Cute
I like some of the 'adaptions' I've seen out there. Chris Mullican, one of my online buds, has this AWESOME Oread Brawler (based off a certain stoney formed former Yancy Street resident by the name of Benjamin Grim), and I've heard rumors of several 'Captain America' clones (I got one my self.. Simon Clarkson, 'Captain Taldor') as well as other members of the Avengers and such.
One of my favorite series is one called RWYB, put out by the same guys who do Red vs. Blue (a series that saved my sanity while I was in service).  An idea came to mind instead of fishing though the well tapped pool of Marvel and DC Comics, why not tap the girls of RYWB? Several of them fit RIGHT into a class or two. Others look to be skirting two classes to pull off the same feel as the series. So the first choice, of course, will be Ruby. A small petite bundle of mayhem. First off, I looked for a way to alternate her from her half-sister in some way. Hence the choice of half-orc





Ruby Red
Female half-orc bloodrager (steelblood) 1 (Pathfinder RPG Advanced Class Guide 15, 85)
LN Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 12 (1d10+2)
Fort +6, Ref +4 (+1 bonus vs. trample attacks), Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee switchscythe +3 (2d4+7/×4)
Ranged javelin +3 (1d6+3)
Special Attacks bloodrage (7 rounds/day)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 12, Wis 10, Cha 13
Base Atk +1; CMB +4; CMD 16 (17 vs. overrun)
Feats Power Attack
Traits almost human, fate's favored
Skills Acrobatics +5, Disguise +5 (+9 on checks to pass as human), Intimidate +7, Linguistics +2, Perception +4; Racial Modifiers +2 Intimidate
Languages Common, Halfling, Kelish, Orc
SQ destined strike +1, indomitable stance, orc blood
Other Gear studded leather, javelin (5), switchscythe, backpack, belt pouch, blanket[APG], flint and steel, pot, soap, torch (10), trail rations (5), waterskin, 93 gp
--------------------
Special Abilities
--------------------
Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destined Strike +1 (3/day) (Su) As a free action, gain insight bonus to one melee attack.
Fate's Favored Increase luck bonuses by 1.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Now a TRUE blend of Bloodrager/Gunslinger but I'm just wanting the mix of mayhem and rampant destruction of Ruby. (That and there is no Scythe-Musket out there). Starting off slow with only 7 rounds of Bloodrage, she has a nasty weapon in the Switchscythe. She hits for 2d4+7 with power blow and can pop in a +1 insight bonus to hit with a single attack 3/day.I put in Almost Human, combined with a goodly disguise skill, to make her do the 'cute little thing' till the mayhem starts. The Fate's Favored trait doesn't come into play too much this early in the build but will come up later. A lot of things have luck bonuses to later on, as well as her 'Fated Bloodrager' class feature later.
A fun appearance to role-play with is to make her short, small and cute. Flick the scythe out at the last moment to go from 'sheep herder' to 'killer munchkin'.

Ruby Red
Female half-orc bloodrager (steelblood) 4 (Pathfinder RPG Advanced Class Guide 15, 85)
LN Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex, +2 luck, -2 untyped penalty)
hp 44 (4d10+16)
Fort +10, Ref +5 (+1 bonus vs. trample attacks), Will +5; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary
--------------------
Offense
--------------------
Speed 30 ft.
Melee switchscythe +7 (2d4+13/×4)
Ranged javelin +6 (1d6+5)
Special Attacks blood casting, bloodrage (16 rounds/day)
Bloodrager (Steelblood) Spells Known (CL 4th; concentration +5)
   1st (2/day)—enlarge person (DC 12), line in the sand[ACG]
   Bloodline Destined
--------------------
Statistics
--------------------
Str 21, Dex 14, Con 18, Int 12, Wis 10, Cha 13
Base Atk +4; CMB +8; CMD 22 (23 vs. overrun)
Feats Eschew Materials, Intimidating Prowess, Power Attack
Traits almost human, fate's favored
Skills Acrobatics +8, Disguise +5 (+9 on checks to pass as human), Intimidate +15, Knowledge (arcana) +5, Linguistics +2, Perception +7, Spellcraft +6, Stealth +2, Survival +4, Swim +8; Racial Modifiers +2 Intimidate
Languages Common, Halfling, Kelish, Orc
SQ destined strike +2, fated bloodrager +1, indomitable stance, orc blood
Other Gear studded leather, javelin (5), switchscythe, bloodrager's kit[ACG], 93 gp
--------------------
Special Abilities
--------------------
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (16 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destined Strike +2 (3/day) (Su) As a free action, gain insight bonus to one melee attack.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fate's Favored Increase luck bonuses by 1.
Fated Bloodrager +1 (Sp) Gain luck bonus to AC and saving throws when raging
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
--------------------

Now we are looking at Ruby at 4th level, she's got a plus to Fate Bloodrager (+2 AC thanks to Fate's Favored) as well any other luck bonuses out there. For example a Lucky Horseshoe gives a +2 to all saving throws that stacks with a Cloak of Resistance when she uses it. Which could make for a really nice bonus to saving throws.
Spells can be fun.. Enlarge Person is definitely a nice quick buff for her. Moving 2d4 to 2d6, adding another +1 to strength bonus. Note: The 21 strength is with blood rage going. Destined Strike is now +2 up to 3/day. The other spell can be a vast variety of choices, Line in the Sand is fun because it adds to your AoOs, because a 2d4+13 with blood raging is fun and able to add 1 extra attack (assuming you haven't gotten a +2 headband bonus to charisma to make it 2 AoOs). I could easily add in other choices like Blade Lash, Blurred Movement, or other buffing/enhancing spells.

Ruby Red #3
Female half-orc bloodrager (steelblood) 7 (Pathfinder RPG Advanced Class Guide 15, 85)
LN Large humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 13, touch 10, flat-footed 12 (+3 armor, +1 Dex, +2 luck, -1 size, -2 untyped penalty)
hp 74 (7d10+28)
Fort +11, Ref +5 (+1 bonus vs. trample attacks), Will +6; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary
--------------------
Offense
--------------------
Speed 30 ft.
Melee switchscythe +13/+8 (2d6+18/×4)
Ranged javelin +7 (1d8+8)
Space 10 ft.; Reach 10 ft.
Special Attacks blood casting, bloodrage (25 rounds/day)
Bloodrager (Steelblood) Spells Known (CL 7th; concentration +8)
   2nd (1/day)—bull's strength, false life
   1st (2/day)—enlarge person (DC 12), expeditious retreat, line in the sand[ACG], long arm[ACG], shield
   Bloodline Destined
--------------------
Statistics
--------------------
Str 27, Dex 12, Con 18, Int 12, Wis 10, Cha 13
Base Atk +7; CMB +15; CMD 28 (29 vs. overrun)
Feats Endurance, Eschew Materials, Intimidating Prowess, Outflank[APG], Power Attack, Weapon Focus (switchscythe)
Traits almost human, fate's favored
Skills Acrobatics +11, Climb +12, Disguise +5 (+9 on checks to pass as human), Intimidate +21, Knowledge (arcana) +6, Knowledge (dungeoneering) +2, Knowledge (local) +4, Linguistics +3, Perception +10, Spellcraft +6, Stealth -1, Survival +4, Swim +12; Racial Modifiers +2 Intimidate, +2 Knowledge (local)
Languages Common, Halfling, Kelish, Orc, Osiriani
SQ armor training 1, blood deflection, destined strike +3, fated bloodrager +1, indomitable stance, orc blood
Other Gear studded leather, javelin (5), switchscythe, bloodrager's kit[ACG], 93 gp
--------------------
Special Abilities
--------------------
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Deflection (Su) Imm. act: sacrifice spell for defl. bonus to AC until start of next turn.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (25 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destined Strike +3 (3/day) (Su) As a free action, gain insight bonus to one melee attack.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fate's Favored Increase luck bonuses by 1.
Fated Bloodrager +1 (Sp) Gain luck bonus to AC and saving throws when raging
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
--------------------

Just to give a taste of the bonuses, this version is blood raging, Bull's Strength and Enlarge Person. A berserker running through the books. 2d6+18 is pretty nasty. While it doesn't show, she'd definitely have a headband by now (giving access to 2nd level spells). Working with a partner regularly, her outflank can be useful moving her flanking bonus to +4 and IF she crits her flank buddy gets an AoO. Partner with a high crit flank body like a rapier wielding swashbuckler she gets a nasty AoO.
Abilities like Blood Deflection, and Fated Bloodrager  make up for a bit of the rage penalty to AC. Sacrifice a second level spell and add in Fated Bloodrager and you got a +4 bonus to AC. Armor training expands the scope of armor you get your full dex bonus on and it's pretty awesome. 
For the weapon you could go adamantine, keen and furious among other options. Fun note: If one of your party members is a skald gifting you with rage powers, a furious weapon grants an enhancement to the powers as well. 

Ruby Red #4
Female half-orc bloodrager (steelblood) 12 (Pathfinder RPG Advanced Class Guide 15, 85)
LN Large humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +19
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 15 (+3 armor, +1 Dex, +1 dodge, +4 luck, +1 natural, -1 size, -2 untyped penalty)
hp 149 (12d10+73)
Fort +21, Ref +14 (+1 bonus vs. trample attacks), Will +12; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary; Immune fear
--------------------
Offense
--------------------
Speed 60 ft.
Melee switchscythe +23/+23/+18/+13 (2d6+27/×4)
Ranged javelin +17/+17 (1d8+10)
Space 10 ft.; Reach 10 ft.
Special Attacks blood casting, greater bloodrage (39 rounds/day)
Bloodrager (Steelblood) Spells Known (CL 12th; concentration +14)
   3rd (1/day)—fly, haste, rage, greater thunderstomp[ACG]
   2nd (3/day)—blur, bull's strength, false life, ironskin, mirror image, resist energy
   1st (3/day)—blurred movement[ACG], enlarge person (DC 13), expeditious retreat, feather fall, line in the sand[ACG], long arm[ACG], shield
   Bloodline Destined
--------------------
Statistics
--------------------
Str 30, Dex 12, Con 20, Int 12, Wis 10, Cha 14
Base Atk +12; CMB +25; CMD 38 (39 vs. overrun)
Feats Diehard, Endurance, Eschew Materials, Improved Initiative, Intimidating Prowess, Ironhide[APG], Outflank[APG], Power Attack, Toughness, Weapon Focus (switchscythe)
Traits almost human, fate's favored
Skills Acrobatics +20 (+32 to jump), Appraise +5, Bluff +6, Climb +19, Diplomacy +6, Disguise +14 (+18 on checks to pass as human), Escape Artist +5, Fly +3, Heal +4, Intimidate +33, Knowledge (arcana) +11, Knowledge (dungeoneering) +6, Knowledge (local) +8, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +7, Perception +19, Ride +5, Sense Motive +4, Spellcraft +11, Stealth +3, Survival +8, Swim +18; Racial Modifiers +2 Intimidate, +2 Knowledge (local)
Languages Common, Halfling, Kelish, Orc, Varisian
SQ armor training 2, blood deflection, certain strike, defy death, destined strike +6, fated bloodrager +3, indomitable stance, orc blood
Other Gear studded leather, javelin (5), switchscythe, bloodrager's kit[ACG], 93 gp
--------------------
Special Abilities
--------------------
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Deflection (Su) Imm. act: sacrifice spell for defl. bonus to AC until start of next turn.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (39 rounds/day) (Su) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Certain Strike (1/rage) (Su) Reroll one attack before the results are revealed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defy Death (1/day) (Su) DC 20 Fort save to ignore damage from attack or spell that would kill you.
Destined Strike +6 (5/day) (Su) As a free action, gain insight bonus to one melee attack.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fate's Favored Increase luck bonuses by 1.
Fated Bloodrager +3 (Sp) Gain luck bonus to AC and saving throws when raging
Immunity to Fear (Ex) You are immune to all fear effects.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Ironhide Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
--------------------

Spells/Abilities in Play: Bull's Strength, Bloodrage, Enlarge Person, Haste, Greater Heroism

Here she is at 12th, with suitable abilities/spells in play for a final encounter. The 'Cute Monster' at her worse. 9 feet tall (assuming you role-play her as minimum height for race) wielding a 2d6
+27 death hitter that can run around at 60 ft a round. Now add in some good armor, a massive built weapon and some wondrous items and you can round out the stats pretty good. One very important item would be a +4 Charisma headband. 

Closing out
Sources: Advanced Class Guide, Advanced Player's Guide, Advanced Race Guide, Monstrous Codex, Ultimate Campaign

Notes: This is an old build I had laying around. With some of my new outlook in class design I might revise Ruby later on. 

Sunday, April 5, 2015

And on a side note.. a PC has acheived VC status.

Lady Roasa Annarey Hellena Delaphine del Noire; Baroness of Lower Zimar 
Venture Captain of Yanmass

A mouthful in ain't it, she's the GM credit baby of the first Jacksonville run of Eyes of the Ten. Two weeks ago, I played through Beacon Below and got her to 12th level (finally) and from there jumped right up to 13th level.
So I started looking around for a place for the Lady del Noire to put up a Pathfinder Lodge that will fit her two goals in life; those are fairly simple to those that know her backstory. Roasa is a loyal subject of Taldor, the country not the ruler that is, and a Pathfinder; she's also a Lion Blade and has skills in diplomacy and such.
For Roasa, I chose Yanmass rather than Zimar as the location of her Pathfinder Lodge. From the trade city of Yanmass, she can build the intelligence network that she need to help the Society AND prepare for what she considers inevitable. The Taldan civil war that is going to break out when the Emperor dies in the next few years; Shes backing the Grand Prince's daughter in her claim for the throne.
Not that we'll ever hear of those tales sadly. There are no 13+ scenarios out there and as far as I can tell no modules in that range that cover Taldor or Qadira. Still, I'd like to hear of other folk's Seeker and Venture Captain-at-Large characters.


Baroness Roasa Annarey Hellena Delaphine del Noire
Female versatile human (Taldan) cleric of Pharasma 11/envoy of balance 2 (Pathfinder Player Companion: Champions of Balance)
N Medium humanoid (human)
Init +1; Senses Perception +22
--------------------
Defense
--------------------
AC 32, touch 14, flat-footed 31 (+10 armor, +2 deflection, +1 Dex, +1 luck, +2 natural, +6 shield)
hp 119 (13 HD; 2d6+11d8+50)
Fort +12, Ref +7, Will +18
Defensive Abilities death's embrace
--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 consecrated cold iron morningstar +13/+8 (1d8+4) or
   dagger +10/+5 (1d4+1/19-20) or
   Masterwork dagger +11/+6 (1d4+1/19-20) or
   Masterwork silver morningstar +11/+6 (1d8+1)
Ranged darkwood heavy crossbow +11 (1d10/19-20)
Special Attacks channel positive energy 8/day (DC 21, 7d6)
Domain Spell-Like Abilities (CL 13th; concentration +21)
   11/day—bleeding touch (5 rounds), rebuke death (1d4+5)
Cleric Spells Prepared (CL 13th; concentration +21)
   7th—mass cure serious wounds, destruction[D] (DC 25), maddening oubliette (DC 25)
   6th—greater dispel magic, eaglesoul, heal[D], word of recall
   5th—communal air walk[UC], breath of life[D] (DC 23), fickle winds[UM], righteous might, wall of stone
   4th—cure critical wounds[D], dismissal (2, DC 22), holy smite (2, DC 22), greater magic weapon, planetary adaptation
   3rd—blood rage, cure serious wounds[D], dispel magic, magic vestment (2), communal resist energy[UC], searing light
   2nd—bull's strength (2), cure moderate wounds[D], cure moderate wounds, false life, lesser restoration, silence (DC 20)
   1st—bless, cultural adaptation, cure light wounds[D], endure elements, protection from evil, remove sickness[UM] (DC 19), shield of faith
   0 (at will)—detect magic, light, scrivener's chant, stabilize
   D Domain spell; Domains Death (Death, pharasma subdomain), Healing
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 14, Int 14, Wis 26, Cha 20
Base Atk +9; CMB +10; CMD 24
Feats Command Undead, Fast Learner[ARG], Persuasive, Quick Channel[UM], Selective Channeling, Skill Focus (Diplomacy), Toughness, Versatile Channeler[UM]
Traits bully, extremely fashionable
Skills Acrobatics +5, Appraise +4, Bluff +14, Climb +3, Diplomacy +35, Disguise +11, Escape Artist +2, Fly +2, Heal +14, Intimidate +16, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nobility) +9, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +20, Perception +22, Perform (oratory) +9, Perform (sing) +7, Ride +2, Sense Motive +14, Spellcraft +12, Stealth +2, Survival +10 (+12 to avoid becoming lost), Swim +2
Languages Abyssal, Celestial, Common, Dwarven, Elven, Gnome, Hallit, Kelish, Orc, Osiriani, Osiriani, Ancient, Polyglot, Shoanti, Skald, Tien, Varisian
SQ endowment (spiritual equilibrium), healer's blessing, incisive spells +1, versatile human
Combat Gear cold iron crossbow bolts (10), extend metamagic rod (lesser), jingasa of the fortunate soldier, oil of bless weapon, potion of cure light wounds (3), potion of enlarge person, potion of protection from evil (4), reach metamagic rod, scroll of align weapon, remove paralysis, scroll of comprehend languages, scroll of cultural adaptation, scroll of ghostbane dirge, scroll of invisibility purge (x2), scroll of make whole, scroll of remove fear, scroll of suppress charms and compulsions (x2), scroll of tap inner beauty (x2), silver crossbow bolts (10), wand of cure light wounds, wand of cure moderate wounds (9 charges), wand of lesser restoration (17 charges), wand of spiritual weapon (11 charges), air crystal (4), alchemist's fire (2), antiplague (5), antitoxin (4), ghast retch flask (2), holy water (7), tanglefoot bag (2); Other Gear +4 glamered mithral agile breastplate, +4 consecrated darkwood heavy wooden shield, +3 consecrated cold iron morningstar, crossbow bolts (15), dagger, darkwood heavy crossbow, Masterwork dagger, Masterwork silver morningstar,  pink and green sphere ioun stone,  scarlet and blue sphere ioun stone, amulet of natural armor +2, cloak of resistance +2, efficient quiver, handy haversack, headband of inspired wisdom +6, ocher rhomboid ioun stone, plague rat belt (greater), ring of eloquence, ring of protection +2, sleeves of many garments, tome of understanding +1, wayfinder, bedroll, belt pouch, blanket, winter, diamond dust (worth 2,000 gp), dress jewelry (worth 150 gp), earplugs, everburning torch, flint and steel, ink, black (3), inkpen (2), noble's outfit, pathfinder chronicle, pathfinder chronicle, pathfinder chronicle, pathfinder chronicle, pathfinder chronicle, pathfinder chronicle, pathfinder chronicle, scroll box, shield sconce, signet ring, silk rope (50 ft.), silver apsis consortium badge (severing ties), silver holy symbol of Pharasma, sunrod (2), tattoo holy symbol of Pharasma, hand, tent, small, light horse, bit and bridle, bit and bridle, riding saddle, 2,968 gp, 7 sp
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bleeding Touch (5 rounds, 11/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Caravan (1 @ 5 lbs, Diplomacy) Can use the chosen skill to make Day Job rolls.
Cleric Domain (Death, Pharasma) Granted Powers: You can cause the living to bleed at a touch.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Command Undead (DC 21) Channel energy can take control of undead.
Death's Embrace (Ex) Heal damage from channeled negative energy.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Extend metamagic rod (lesser, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.