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Alain

Bydar's page

895 posts. Alias of Ridge.


Full Name

Bydar of Pharasma

Race

Human

Classes/Levels

Cleric 3 (HP 21/21;AC18,T11,FF17; F+5,R+2,W+7; Init +1; Perc +4){Effects:none}

Gender

Male

Size

6ft

Age

20

Special Abilities

Positive Channel 4xday/Turn Undead/Rebuke Death7xday

Alignment

Neutral (With Good Leanings)

Deity

Pharasma

Languages

Taldan, Halfling

Occupation

Cleric in service to the goddess of birth and death, excellent dental involved

Strength 12
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 18
Charisma 12

About Bydar

Bydar of Pharasma
Male human (chelaxian) cleric of Pharasma 3
N Medium humanoid (human)
Init +1; Senses Perception +4
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Defense
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AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 shield)
hp 21 (3d8+3)
Fort +5, Ref +2, Will +7
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4+1/19-20) or
. . morningstar +3 (1d8+1)
Ranged sling +3 (1d4+1)
Special Attacks channel positive energy 4/day (DC 12, 2d6)
Domain Spell-Like Abilities (CL 3rd; concentration +7)
. . At will—lore keeper (22)
. . 7/day—rebuke death (1d4+1)
Cleric Spells Prepared (CL 3rd; concentration +7)
. . 2nd—bull's strength, cure moderate wounds[D], lesser restoration
. . 1st—cause fear (DC 15), command (DC 15), comprehend languages[D], shield of faith
. . 0 (at will)—create water, guidance, light, stabilize
. . D Domain spell; Domains Healing, Knowledge
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 12, Int 12, Wis 18, Cha 12
Base Atk +2; CMB +3; CMD 14
Feats Combat Casting, Fortune Teller[ISWG], Turn Undead
Traits resilient, suspicious
Skills Acrobatics -5 (-9 to jump), Diplomacy +5, Heal +10, Knowledge (history) +5, Knowledge (local) +5, Knowledge (planes) +5, Knowledge (religion) +7, Profession (fortune-teller) +8, Profession (herbalist) +8, Sense Motive +10, Spellcraft +5
Languages Common, Halfling
Other Gear chainmail, light steel shield, dagger, morningstar, sling, sling bullets (10), bedroll, blanket, masterwork backpack, trail rations (2), waterskin, wooden holy symbol of Pharasma, 1 pp, 7 gp, 3 sp
--------------------
Special Abilities
--------------------
Cleric Channel Positive Energy 2d6 (4/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Knowledge) Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Fortune Teller Cast some divination spells at +1 caster level
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 22.
Rebuke Death (7/day) (Sp) As a standard action, touch heals 1d4+1 dam to negative HP target.
Turn Undead (DC 12) Your Channel Energy can make undead in 30 ft flee for 1 min.
--------------------
Bydar grew up near the border between Cheliax, and its Vassal nation: Isger. Indeed, he was pretty sure his parents were Isgerian, but details were sketchy. There was a flood that swept a small hamlet away, a great spiraling vortex in the water dredged up a branch, and had it not been for that, he would have drowned.

Like locusts, the Sisters of the Golden Erinyes seemed to descend on the remains of the hamlet, 'kindly' taking in the newly orphaned. To say the Sisters were strict would be an understatement. Still, Bydar was more fortunate than others. In him they saw potential for the priesthood... and they were right, but not for the god they hoped. A curious youth, Bydar wondered not about Asmodeus, but WHY events had unfolded in the Inner Sea as they had. From everything to Aroden's fall to his parents death. Was there someone he could blame?

The goddess of Fate, who had failed in her prophecies seemed a natural choice. Bydar had questions for her priests, and angry accusations to make. Alas, there was little chance he'd be allowed to interact with people of other faiths at the orphange. While out collecting wood for fire, the now 12 year oldboy heard an odd call of a whipperwhil. He remembered that was said to be a sign of Pharasma, and took a chance.

He ran away, successfully. He should have starved, but circumstance seemed to pop up again and again, keeping him alive if only barely until he came to a city large enough where he found a small shrine to Pharasma. When he found the priestess tending to it, she asked the angry boy what he wanted, and he bitterly informed her he wanted to give Pharasma a piece of his mind!

In a way, Bydar has been doing that ever since. Yet wisdom can prevail over indignation, and that priestess not only answered, but explained. Begrudgingly, eventually, Bydar was converted. Too many things in his life had happened for him to believe in random chance anymore.

And besides, it was clear that the lady of destiny needed as much help as she could get to make sure things went right.
.........
Passing through the Whisperwoods to tend to the little communities that huddle in fear from the rogue devils in the forest (and assorted other perils) there, Bydar was set upon by a band of little red-skinned monsters with devilish faces. One of them got in a lucky shot with a slingshot and they knocked him down and tied the cleric up.
Only when they took off their wooden masks did Bydar realize these were Goblins -- even if they did refer to themselves as the 'Red Debbulls'. Most wanted to eat him, but their leader suggested he might make a nice gift for the Orcs that shared their lair with them.

Dragged back to the Debbuls' lair, Bydar was handed over to a five-man team of Orcs, who took clear joy in slapping him around and bouncing him off the stone stairs as they hauled you through the first Wizard-door. Until just this morning, he were kept in a cell alongside the dead Mongrelmen - and the one live specimen - but today the Orcs came to get you. Apparently 'the sergeant' was in the mood for human.

Dragged through the second Wizard-door, he's have been taken into the Orcs' kitchen / dining-room, where he first clapped eyes on the Orcs' sergeant: a burly Ogre! A bag was pulled over your head and you were thrown in the corner like a sack of spuds, but you did hear someone came through the room recently. Two people entered, but one of them - a man who spoke well and eloquently - bartered away his companion to the Orcs and the Ogre for safe passage! He heard screams, and the cracking of bone -- and then 'Sarge' said they'd wait to eat him until they'd finished eating the tribute.

Bydar figured Pharasma had a reason for letting all this happen, but once again, he wondered about her methodology sometime.


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