Roseblood Sprite

Calinder Surital's page

728 posts. Alias of Doug Greer.


Full Name

Calinder Surital

Race

Half-elf

Classes/Levels

Cleric 5

Gender

Male

Size

M

Age

28

Special Abilities

See stat block

Alignment

NG

Deity

Erastil

Location

Rostland

Languages

Celestial, Common, Elven, Undercommon

Strength 13
Dexterity 10
Constitution 12
Intelligence 14
Wisdom 17
Charisma 14

About Calinder Surital

Calinder Surital
Male Half-elf Cleric 5
NG Medium humanoid (half-elf)
Init +0; Senses Low Light, Perception +6
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DEFENSE
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AC 15, touch 10, flat-footed 15 (+5 Scale Mail)
hp 38 (5d8)+9 (+9 = Con: +5, FC Hit Point Bonus: +4), Damage Taken: 0
Fort +6, Ref +1, Will +7
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OFFENSE
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Speed 20 ft.
Melee Morningstar +4 (1d8+1/x2)
Melee Dagger +4 (1d4+1/19-20 x2)
Melee Unarmed +4 (1d3+1/x2)
Melee Morningstar (Primary hand) +0 (1d8+1/x2), Dagger -4 (Off-hand)(1d4/19-20 x2)
Ranged Crossbow, light +4 (1d8/19-20 x2)
Ranged Dagger +3 (1d4+1/19-20 x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Channel Positive Energy, Wooden Fist, Spiritual Weapon +6 (BAB+Wis Mod), 1d8+2 per 3 levels (x3), range 100+10/level, in the form of a longbow.
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SPELLS
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Spells Prepared(CL 4, Ranged Touch Attack +2 10 feet)
3rd (2+1 domain/day) - *Prayer, Searing Light, Wind Wall
2nd(3+1 domain/day) - Aid, Delay Poison, Restoration (Lesser), Shield Others*
1st(4+1 domain/day) - Bless*, Deathwatch, Hide from Undead, Magic Weapon, Shield of Faith
0 (4/day) - Guidance, Resistance, Stabilize, Virtue
* Domain Spells, ~ Spell has been used.

Scrolls: Cure Moderate Wounds (4th), Magic Weapon (4th)
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SPECIAL ABILITIES
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Calming Touch - 6 times/Day; Used: 0
Channel Positive Energy - 5 times/Day; Used: 0
Wooden Fist - 6 rounds/day; Used: 0
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STATISTICS
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Str 13, Dex 10, Con 12, Int 14, Wis 17, Cha 14
Base Atk: +3; CMB: +4; CMD: 14

Feats: Armor Proficiency, Light, Armor Proficiency, Medium, Scribe Scroll, Shield Proficiency, Silent Spell, Simple Weapon Proficiency, Skill Focus(Knowledge(Religion)), Weapon Focus (Crossbow, Light)

Skills: Acrobatics -4, Appraise +2, Bluff +2, Climb -3, Craft (Untrained) +2, Diplomacy +7, Disguise +2, Escape Artist -4, Fly -4, Heal +8, Intimidate +2, Knowledge (Geography) +7, Knowledge (History) +8, Knowledge (Religion) +11, Perception +6, Perform (Untrained) +2, Perform (Woodwind) +3, Profession (Cook) +7, Profession (Scribe) +7, Ride -2, Sense Motive +7, Spellcraft +8, Stealth -4, Survival +3, Swim -3

Languages: Celestial, Common, Elven, Undercommon

Special Qualities: Adaptability, Aura Good, Aura Law, Bonus Feat (Skill Focus - Knowledge (Religion)), Calming Touch, Class Skills, Elf Blood, Elven Immunities, Immunity to Magical Sleep, Keen Senses, Multitalented, Orisons, Spontaneous Casting.

Possessions: Bedroll, bit and bridle, 19 bolts, 7 bolts (cold iron), crossbow, light, dagger, dagger (cold iron), several feathers, flint and steel, holy symbol (wooden), horse (light), ink (1 oz vial), morningstar, musical instrument (recorder), parchment (sheet) x7, pouch (belt), rations (trail/day) x7, saddle (riding), saddlebags, scale mail, spell component pouch, cleric's vestments, wand (cure light wounds) 20 charges, waterskin (filled), whetstone.

Money: 49 gp, 5 sp, 5 cp; 30 gp credit with Oleg.

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Traits
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Devotee of the Green (Knowledge (Geography))
Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts.

Rostlander
You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land's influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward.
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SPECIAL ABILITIES
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+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. (Wisdom)

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Chapter 3 for more information about favored classes. (Cleric, Druid)

Class Skills
The cleric’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Aura of Good (Ex)
You project a faint good aura.

Aura of Law (Ex)
You project a faint lawful aura.

Calming Touch (Sp)
You can touch a creature as a standard action to heal it of 1d6+1 points of nonlethal damage. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability 6 times per day.

Channel Positive Energy (Su)
You can unleash a wave of positive energy. You must choose to deal 2d6 points of positive energy damage to undead creatures or to heal living creatures of 2d6 points of damage. Creatures that take damage from channeled energy receive a DC 13 Will save to halve the damage. You can use this ability 5 times per day.

Domains - Community, Plant

Orisons
You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Spontaneous Casting
You can channel stored spell energy into healing spells that you did not prepare ahead of time. You 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).

Wooden Fist (Su)
As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a +1 bonus on damage rolls. You can use this ability for 6 rounds per day.

Skill Ranks
Diplomacy +2
Heal +2
Knowledge (Geography) +1
Knowledge (History) +3
Knowledge (Religion) +3
Perception +1
Perform (Woodwind) +1
Profession (Cook) +1
Profession (Scribe) +1
Ride +2
Sense Motive +1
Spellcraft +3

Favored Class Bonus:
Skill Point: Diplomacy

Description: Calinder Surital is obviously the result of an elf/human pairing. Calinder is of moderate height and lithe of form. He has long, straight, blond hair and his eyes are an unusual color, they are golden, almost matching his hair. Calinder is obviously upon sight a cleric of Erastil, when he is wearing his cleric's vestment and his holy symbol on a chain around his neck.

Biography: Calinder, orphaned when he was young and left at the at the temple of Erastil in Rostland where he lived with his mother until her death. He was raised by his elven mother Katrine having never know his human father. He now, later in life has only fleeting memories of his mother, and his life before living in the temple of Erastil. He was then trained as a priest of Erastil when he was old enough and had expressed a desire to join the Order of Erastil.

Having been taught the history of the Order of Erastil in this area of Golarian as part of his training, Calinder expressed a desire to go into the Stolen Lands, and try to return the orders teachings to the area. And at this time just as he finishes his initial training an opportunity has arisen. He hopes to obtain one of the charters now being offered, and joining with one of the band of adventurers being sent out. Erastil having once had shrines and temples in the now disputed lands, Calinder's hope is to find them and bring them back to their former glory, while providing for the spiritual welfare of those that come to make a new home in these lands.

Party Funds and Supplies:

Money:

  • 198 gp
  • 441 sp
  • 193 cp

1 - Potions of Cure Light Wounds
1 - Potion of Protection from Evil
1 - unknown potion
2 - Stag Lord amulets
4 - Extra horses
8 - bottles of a greenish herbal liquor in a polished wooden box.
1 - Chain shirt
1 - Suit of leather armor
1 - Short sword

Trading Account at Oleg's Trading Post: 150 gp (30 gp of credit each)

Item found or recovered by encounter:
Second Bandit encounter: Suit of studded leather armor (sold), 4 leather armor (sold), 2 masterwork handaxes (sold), 4 daggers (sold), 5 longbows (sold), 50 arrows (sold), 5 short swords (sold), Stag Lord amulet, pair silver earrings (Oleg est. value at ~ 150 gp), wooden music box (Given to Svetlana), 3 crates full of furs and hides (Traded to Oleg for 150 gp credit), 8 bottles of a greenish herbal liquor in a polished wooden box, ring (Oleg est. value at 70-90 gp), 4 Extra horses

Spiders lair: chain shirt, leather armor, short sword, Stag Lord amulet, 10 gp (divided).

10 gp each for the radishes that we brought back after our week long exploration (divided). Svetlana informed us that Oleg really likes them, will keep that in mind whenever we are in that area.

Other financial information:
Rhasa: Has 153 gp and 4 sp worth of goods that she claimed from the bandits treasure.

Notes:
People:
  • Lord Mayor of Restov - Has given the party the Charter of the Swordlords of Restov to clear the Greenbelt area of Stolen Lands of bandits and tasked the party with creating an area to the south of Restov that may be an ally in a potential war with Issia to the north.
  • Oleg - Owner of a trading post on the far southern border of Restov, on the edge of the Stolen Lands.
  • Svetlana - Wife of Oleg
  • Happs - Bandit leader who died after attacking the party when they defended Oleg's trading post.
  • Walter - Bandit who surrendered to the party and is now working for Oleg at the trading post.
  • Kressel - She is Happs boss in the bandit organization. Runs the bandit camp about 12 miles southwest of the trading post.
  • Stag Lord - The person that Kressel reports to.
  • Vekkel - Former hunter/trapper, turned trader due to losing a leg to the boar called Tuskgutter. Has offered a reward for the boar's head.
  • Dyfrig - Former cook for the bandits at the Thorn River camp.
  • Finlee - Former bandit from the Thorn River camp.
  • Bokken - Lives in a hut to the southeast of Oleg's Trading post. Makes potions. Has asked us to bring him fangberries if we find them.
  • Mikmek - Kobold the the party saves from being slain by the mites under the old sycamore. He is of the Sootscale kobold tribe.
  • Sootscale - Is the chief of the Sootscale kobold tribe.
  • Tartuk - Is a kobold shaman that joined the tribe about a year ago. Claims that he can speak to one of their most revered ancestors, "Old Sharptooth", and now advises Chief Sootscale.
  • Samlor Hil-Sampt - Is a trader that came to Oleg's Trading Post bringing supplies.
  • Seth - An orphan boy given to Samlor's care, who took a liking to Lothar.

Areas:
  • The old sycamore where the mites home can be found (F5}.
  • The bandit camp on the Thorn River (D4)
  • The Kobold Moon Radish patch (E3)
  • Bokken's Hut (F2)
  • Spider's lair (F3)
  • Dead Tree (F4)
  • Gold mine (E4)
  • Erastil's Temple (C4)
  • Tuskgutter (D5)
  • Garuum the Boggard (C6)
  • Tatzlwyrms (B6?)
  • Peaceful place with Stag headed statue (B5?)

Cities:

Things to do:

  • Take out the Stag Lord and his bandits. - completed
  • Retrieve Svetlana's ring from the mites. - completed
  • Get Tuskgutter for Vekkel. - completed
  • Collect fangberries for Bokken.
  • Subdue or make a treaty with the Sootscale kobolds. - completed
  • Bring Oleg a tatzlwyrm head as a trophy to decorate the place. - Completed

Other:
  • The bandits seem to be run by someone that goes by the name of the Stag Lord.
  • Tuskgutter - is a large boar that took the leg of Vekkel when he used to hunt in the woods in the area of the Skunk River. (C5)
  • Vekkel says that there is a pagan shrine in the are where he was attacked by Tuskgutter. He also says that there is a statue of Erastil on the western edge of the forest across the river.
  • Bokken told the party that there are fangberries 50 miles to the southwest, giant spiders two days to the west of his hut, and the bandit castle is near the lake.
  • The Sootscale kobolds live in a cave somewhere in the Kamelands.
  • Oleg says that there is a tatzlwyrm that lives deep inside the forest.