[sblock=Sam 'Mace' Mason]male human cleric 1 (Asmodeus), NE
hp 9 (1d8+1); move 30'; BAB +0; CMB +2; CMD 14; init +2
saves Fort +2, Reflex +2, Will +6; +1 vs divine spells
AC 12 (+2 dex); touch 12, ff 10
str 14/+2 c5; carry 58/116/175
dex 14/+2 c5
con 10/+0 c0
int 12/+1 c2; languages Common (?), Infernal
wis 19/+4 c 13+2h
cha 10/+0 c0
attacks
unarmed strike +2 melee, 1d3+2 nonlethal, crit 20/x2; draws AOO
fire bolt +2 ranged touch, 1d6 fire, crit 20/x2; 30' range, 7/day
skill points: 2 base + 1 human + 1 int + 2 house rule = 6
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), Spellcraft (Int), Bluff (Cha), Disguise (Cha), and Stealth (Dex)
skills (ranks/total): Appraise 1/5, Bluff 1/4, Disguise 1/4, Knowledge (religion) 1/8, Spellcraft 1/5, Stealth 1/6; Perception 0/4
feats: Extend Spell (2x duration), Spell Focus (enchantment)
traits: Magical Lineage (murderous command) (metamagic on it costs 1 less spell level), Crime: Desecration (+1 on saves vs divine spells)
domains: fire, trickery
spells/day: 3 0th, 2+1 1st
spells prepared: DC 14 + spell level; * = enchantment (+1 DC); + = Trickery; & = Fire
0: bleed, spark, stabilize
1: extended murderous command* (x2), disguise self+
An evil cleric can convert spells to 'inflict spells' (an inflict spell is one with “inflict” in its name).
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. 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. A cleric may channel energy a number of times per day equal to 3 + his Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include himself in this effect. A cleric must be able to present his holy symbol to use this ability.
Trickery Domain
Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop.
Fire Domain
Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
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.
Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.
Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).
Weapon and Armor Proficiency:
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).
Equipment:
The characters begin with nothing. They have no money, no weapons or armor, no gear, no animal companions of any sort and no material possessions besides tattered, dirty prison clothes. Equipment will be acquired in game.
Clerics begin having chosen all their spells for the day. They do not have their holy symbol or any material components however.
Crime: Desecration
You have violated one of the churchs, cathedrals or holy shrines of the great god Iomedae. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonor the Shining Lady.
Punishment: Death by burning
Benefit: You receive +1 trait bonus on all saving throws against divine spells.
[/sblock]
[sblock=Description]Sam Mason was an ambitious young priest of Asmodeus, who eagerly joined the plot to take control of the city. He survived the ensuing disaster with the help of a well-timed disguise self spell, leaving his fellows behind to let them fight what he knew would be a losing battle.
However, he was unable to resist carrying out acts of revenge against those who had blocked his rise to power. He committed many crimes, but the one for which he was caught was setting fire to a temple of Iomedae. He now awaits execution by burning. However, he still has a few tricks up his tattered sleeves and awaits the chance to take a few of the guards down with him, hoping to win a bit of Asmodeus' favor for the afterlife.
He is about 6'2" tall, 220 lbs, with red hair and grey eyes.[/sblock]