sheepy
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Post by sheepy on Sept 20, 2017 2:51:30 GMT
"..."
May you walk in the path of the sun.
☀ Yan Ming ☀ {Cleric 6} {Created on 9/19/2017}
☀ Biography ☀
Yan Ming is an 18 year old woman - standing tall at 5'8". She is well-endowed and rather curvaceous. She has fair skin, light brown eyes, and her hair falls to her mid-back. Upon closer observation, her eyes and hair seem to shimmer. She wears white robes and a white cloak embroidered with sun yellow patterns. No one can remember a time when she spoke. She is never heard verbally communicating with other people - many do not know exactly why, and Yan prefers not to tell. Even though she does not speak, she is able to use written word to communicate complex ideas with others.
Yan Ming was born and raised in the original city of Hiyro before the attack of the Undead horde - which was the cause of death for both of her parents. She had escaped and traveled with the refugee groups to the location of the new city of Tiancheng. She worked quickly and extensively to finish her clerical training so she may be of use to the community in hopes to help rebuild the city to its former glory.
Yan Ming is a follower to the goddess Shizuru - and so she seeks to always follow the law and retain high and honorable moral standards. She has a strong dedication to the ideals of Shizuru and the Church of Shizuru - even to the point where she would gladly devote her life in the name of Shizuru and the Church. When she is not seen praying at the church or performing duties for the church, she can be found wandering the city trying to assist others as long as they are not detrimental to herself or Shizuru's ideals - in an attempt to spread hope and inspire kindness and virtue in others.
Yan Ming is highly empathetic and sympathetic to other people's thoughts and feelings. She will often be a willing listener for those who are desperate to vent their troubles, and she will show compassion and kindness to people who need it if she is able to do so. She is quite creative and has a gift for art - and can often be found drawing in her journal or on parchments on her free time of various things; mostly people, creatures, and landscapes. She is quite affectionate to friends, and is secretly a bit of a hopeless romantic.
☀ OOC ☀ Yan Ming is selectively mute. She is fully capable of speech and understanding speech, however she chooses to remain silent. She would even stay verbally silent even when the consequences of her silence could include shame, social ostracism, or even punishment. I will often utilize the Stylized Spontaneity feat in order to have Yan quietly cast spells that require a verbal component.
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sheepy
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Post by sheepy on Sept 20, 2017 2:51:47 GMT
☀ Training Log ☀
{01/04/2018}
{Cleric 6} ► Race: Aasimar ► Racial Type: Outsider (Native) ► Racial Speed: 30 feet ► Racial Size: Medium ► Racial Feature - 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. ► Racial Feature - Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks. ► Racial Feature - Spell-like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar’s class level). ► Racial Feature - Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.) ► Trait - Inspired (Religion): Once per day as a free action, roll twice and take the better result on a skill check or ability check. ► Trait - Clergy Member (Racial, Aasimar): You receive a +1 trait bonus on Diplomacy checks when interacting with ordained members of your religion, and once per week you can request aid from a temple of your faith. The GM has final say in what sort of aid you can reasonably request, but in general you may ask for the casting of a 1st-level spell or for a non-magical item worth 50 gp or less. ► Trait - Alluring (Religion): You receive a +2 trait bonus on Diplomacy checks with those who find you attractive. You can use daze once per day as a spell-like ability, with a caster Level equal to your character level. ► Drawback - Forgetful: Whenever you leave a location you have been at for longer than 1 hour, you must attempt a DC 10 Wisdom check. If you fail, you leave behind one random mundane item (a purse of money counts as an item). ► Favored Class: Cleric ► Ability Score Increase: +1 Cha ► Class: Cleric
► Favored Class Bonus: +1 Perception
► Favored Class Bonus: +1 Knowledge (Religion)
► Favored Class Bonus: +4 Bluff
► Class Feature - 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 deities (katana, in this case).
► Class Feature - Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment.
► Class Feature - Channel Energy 3d6 (Su): Any cleric can release a wave of energy by channeling the power of her faith through her holy symbol. A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. 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 channel 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.
► Class Feature - 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).
► Class Feature - Glory Domain (Heroism):
► Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
► Domain Spells: 1st - Shield of Faith | 2nd - Bless Weapon | 3rd - Heroism |
► Class Feature - Sun Domain (Light):
► Blinding Flash (Su): As a standard action, you can emit a flash of light from your holy symbol or divine focus. The most powerful light emanates out 20 feet from you. Creatures with fewer Hit Dice than your cleric level within this area are blinded for 1d4 rounds unless they succeed at a Fortitude save. All creatures in this area are dazzled for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
► Domain Spells: 1st - Faerie Fire | 2nd - Heat Metal | 3rd - Daylight |
► 1st Level Feat - Silent Spell: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level.
► 3rd Level Feat - Spell Focus (Conjuration): Choose a school of magic. Any spells you cast of that school are more difficult to resist. Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
► 5th Level Feat - Stylized Spontaneity: When you cast a spell, you can apply any number of the stylized magic modifications; however, you must succeed at a caster level check (DC = 5 + twice the spell’s level + 5 per modification) or the magic is too badly warped to function and the spell is wasted with no effect.
► Skill Rank - Knowledge (Religion): +5
► Skill Rank - Spellcraft: +6
► Skill Rank - Bluff: +1
► Background Skill Rank - Profession (Artist): +6
► Background Skill Rank - Knowledge (Nobility): +1
► Background Skill Rank - Knowledge (History): +1
► Background Skill Rank - Appraise: +1
► Background Skill Rank - Handle Animal: +2
► Background Skill Rank - Linguistics: +1
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sheepy
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Post by sheepy on Sept 20, 2017 2:52:10 GMT
☀ Spell Log ☀
Spells KnownOrisons► Cleric Orisons: All Level 1► Cleric Spells: All (except evil spells) ► Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Level 2► Cleric Spells: All (except evil spells) ► Bless Weapon: This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the DR of evil creatures or striking evil incorporeal creatures (though the spell doesn’t grant an actual enhancement bonus). The weapon also becomes good-aligned, which means it can bypass the DR of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. ► Heat Metal: Heat metal causes metal objects to become red-hot. Unattended, non-magical metal gets no saving throw. A creature takes fire damage if its equipment is heated. It takes full damage if its armor, shield, or weapon is affected. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing or wielding such an item. Level 3► Cleric Spells: All (except evil spells) ► Heroism: This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks. - Spells History {11/22/2017} {Cleric}
Orisons► Create Water (V,S): Creates 2 gallons/level of pure water. ► Detect Magic (V,S): Detects spells and magic items within 60 ft. ► Enhanced Diplomacy (V,S): Touched creature gains +2 on one Diplomacy or Intimidate check. ► Guidance (V,S): Touched creature gains +1 on one attack roll, saving throw, or skill check. ► Light (V,M/DF): Object shines like a torch. ► Mending (V,S): Makes minor repairs on an object. ► Read Magic (V,S,F): Read scrolls and spellbooks.
Level 1► Abundant Ammunition (V,S,M/DF): Replaces non-magical ammunition every round. ► Ant Haul (V,S,M/DF): Triples carrying capacity of a creature. ► Bless (V,S,DF): Allies gain +1 on attack rolls and saves against fear. ► Blessing of the Watch (V,S,DF): Like bless, except it lasts 1 hour per level instead of 1 minute per level and only working in the caster’s home city, specifically referring to areas under the jurisdiction of the city watch. ► Celestial Healing (V,S,M): You anoint a wounded creature with the blood of a good outsider. ► Comprehend Languages (V,S,M/DF): You understand all spoken and written languages. ► Cure Light Wounds (V,S): Cures 1d8 damage + 1/level (max +5). ► Detect Chaos/Evil/Good/Law (V,S,DF): Reveals creatures, spells, or objects of selected alignment. ► Divine Favor (V,S,DF): You gain +1 per three levels on attack and damage rolls. ► Faerie Fire (V,S,DF): Outlines subjects with light, canceling blur, concealment, and the like. ► Hedging Weapons (V,S,DF): Floating weapons protect you and make ranged attacks. ► Karmic Blessing (V,S): The target treats one skill of your choice as a class skill. ► Magic Stone (V,S,DF): Three stones gain +1 on attack, deal 1d6 +1 damage. ► Moment of Greatness (V,S,M/DF): Doubles a morale bonus. ► Murderous Command (V): Target is compelled to kill its ally. ► Obscuring Mist (V,S): Fog surrounds you. ► Protection from Chaos/Evil/Good/Law (V,S,M/DF): +2 to AC and saves, plus additional protection against selected alignment. ► Sanctuary (V,S,DF): Opponents can’t attack you, and you can’t attack. ► Shadow Trap (V,S): You pin the target’s shadow to its current location, causing the target to become entangled and preventing it from moving farther than 5 feet from its original position, as if anchored to the terrain. ► Shield of Faith (V,S,M): Aura grants +2 or higher deflection bonus. ► Summon Minor Monster (V,S,F/DF): Summon 1d3 Tiny animals. ► Summon Monster I (V,S,F/DF): Summons extraplanar creature to fight for you. Level 2► Bless Weapon (V,S): This transmutation makes a weapon strike true against evil foes. ► Cure Moderate Wounds (V,S): Cures 2d8 damage + 1/level (max +10). ► Grace (V): Movement doesn’t provoke attacks of opportunity. ► Lesser Restoration (V,S,M): Dispels magical ability penalty or repairs 1d4 ability damage. ► Resist Energy (V,S,DF): Ignores 10 (or more) points of damage/attack from specified energy type. ► Summon Monster II (V,S,F/DF): Summons an extraplanar creature to fight for you. Level 3► Cure Serious Wounds (V,S): Cures 3d8 damage + 1/level (max +15). ► Dispel Magic (V,S): Cancels one magical spell or effect. ► Heroism (V,S): Target gains +2 morale bonus on attack rolls, saves, and skill checks. ► Holy Javelin (V,S,DF): Deal ongoing damage to evil creatures and apply penalties. ► Invisibility Purge (V,S): Dispels invisibility within 5 ft./level. ► Life Shield: (S,DF): You surround yourself with positive energy that damages undead opponents. ► Magic Circle Against Evil (V,S,M/DF): As protection spells, but 10-ft. radius and 10 min./level. ► Remove Curse (V,S): Frees object or person from curse. ► Remove Disease (V,S): Cures all diseases affecting subject. ► Searing Light (V,S): Ray deals 1d8/two levels damage (more against undead). ► Summon Monster III (V,S,F/DF): Summons an extraplanar creature to fight for you. -
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sheepy
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Post by sheepy on Sept 20, 2017 2:52:32 GMT
☀ Experience Log ☀
Current Experience: 32232 xp
Next Level: 35000 xp
September 2017► {9/20/2017} Level 1 - 125 xp ► {9/21/2017} Level 1 - 125 xp ► {9/21/2017} 98 minutes of RP - 130 xp ► {9/22/2017} Level 1 - 125 xp ► {9/23/2017} Level 1 - 125 xp ► {9/23/2017} 170 minutes of RP - 227 xp ► {9/24/2017} Level 1 - 125 xp ► {9/25/2017} Level 1 - 125 xp ► {9/26/2017} Level 1 - 125 xp ► {9/27/2017} Level 1 - 125 xp ► {9/28/2017} Level 1 - 125 xp ► {9/29/2017} Level 1 - 125 xp ► {9/30/2017} Level 1 - 125 xp October 2017► {10/1/2017} Level 1 - 125 xp ► {10/2/2017} Level 1 - 125 xp ► {10/3/2017} Level 1 - 125 xp ► {10/3/2017} Level up to 2! ► {10/4/2017} Level 2 - 170 xp ► {10/5/2017} Level 2 - 170 xp ► {10/6/2017} Level 2 - 170 xp ► {10/7/2017} Level 2 - 170 xp ► {10/8/2017} Level 2 - 170 xp ► {10/9/2017} Level 2 - 170 xp ► {10/10/2017} Level 2 - 170 xp ► {10/11/2017} Level 2 - 170 xp ► {10/12/2017} Level 2 - 170 xp ► {10/13/2017} Level 2 - 170 xp ► {10/14/2017} Level 2 - 170 xp ► {10/15/2017} Level 2 - 170 xp ► {10/16/2017} Level 2 - 170 xp ► {10/17/2017} Level 2 - 170 xp ► {10/18/2017} Level 2 - 170 xp ► {10/19/2017} Level 2 - 170 xp ► {10/20/2017} Level 2 - 170 xp ► {10/21/2017} Level 2 - 170 xp ► {10/21/2017} Level up to 3! ► {10/22/2017} Level 3 - 250 xp ► {10/23/2017} Level 3 - 250 xp ► {10/24/2017} Level 3 - 250 xp ► {10/25/2017} Level 3 - 250 xp ► {10/26/2017} Level 3 - 250 xp ► {10/27/2017} Level 3 - 250 xp ► {10/28/2017} Level 3 - 250 xp ► {10/29/2017} Level 3 - 250 xp ► {10/30/2017} Level 3 - 250 xp ► {10/31/2017} Level 3 - 250 xp
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sheepy
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Post by sheepy on Sept 20, 2017 2:52:52 GMT
☀ Wealth Log ☀
►Current Gold: 10580.11 gp ►Equipment Value: 222.89 gp ►Net Worth: 10803 gp ►Wealth By Level: 16000 gp
[09/19/2017]
Starting Gold Based On Class: 240 gp ► Weapons & Equipment
► Dagger (1 gp) ► Katana (50 gp) ► Heavy Crossbow (50 gp) ► Scholar's Outfit ► Lamellar Cuirass (15 gp)
► Cleric's kit (64.89 gp)
► Backpack ► Bedroll ► Belt pouch ► Candles (10) ► Holy text (25 gp) ► Flint and steel ► Iron pot ► Mess kit ► Rope ► Spell component pouch ► Trail rations (5 days) ► Waterskin ► Silver holy symbol (25 gp) ► Grooming kit (1 gp)
► Comb ► Scissors ► Nail file ► Sponge ► Hairbrush ► Miniature mirror ► Soap (50 uses) ► Chewing stick ►Tooth powder
► Scrivener's kit (2 gp)
► Ink vial ► Ink pen ► Ink pen nibs ► Small container of pigment for making ink ► Tiny knife ► Blotter (forgotten - currently in possession of Lady Shin Hye-yeong) ► Small ruler
► Extras
► Journal (10 gp) ► Portrait Book (10 gp) ► Ink (8 gp) ► Parchment {25} (5 gp)
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sheepy
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Post by sheepy on Sept 20, 2017 2:53:08 GMT
☀ Inventory Log ☀ Notable Items ► Holy text: A fairly intricate text about the goddess Shizuru and her ideals - as well as various religious holidays and proceedings. It is a leather-bound text. ► Silver holy symbol: The holy symbol is made of silver, and is attached to a chain that Yan wears around her neck as a pendant. ► Journal: This is a personal journal of Yan's, filled with prayers, personally drawn pictures, and various notes. Inventory Notes When adventuring: ► {Worn} Scholar's outfit ► {Worn} Lamellar cuirass ► {Worn} Silver holy symbol
Readied: ► {Carried} Dagger ► {Quiver} Crossbow bolts (50) ► {Strapped} Heavy crossbow ► {Belt Pouch} Money ► {Belt Pouch} Spell component pouch ► {Strapped/Carried} Backpack
Carried: ► {In Backpack} Journal ► {In Backpack} Portrait book ► {In Backpack} Holy text ► {In Backpack} Cleric's kit ► {In Backpack} Scrivener's kit ► {In Backpack} Grooming kit ► {In Backpack} Ink ► {In Backpack} Parchment
Casual Wear: ► {Worn} Scholar's outfit ► {Worn} Silver holy symbol ► {Carried} Dagger ► {Carried} Backpack ► {Belt Pouch} Money ► {Belt Pouch} Spell component pouch
Assets ► Katana: Mainly for religious and ceremonial uses - Yan generally does not use her katana for combat purposes.
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Post by bubbykaz on Sept 20, 2017 21:41:55 GMT
APPROVIFIED
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