Vorrea Talminari

Chavakala's page

118 posts. Alias of michaelane.


Full Name

Chavakala

Race

Human (Varisian)

Gender

Female

Size

Medium

Age

17

Alignment

Chaotic Good

Deity

Desna

About Chavakala

Chavakala
Female human (Varisian) cleric (herald caller) of Desna 4
CG Medium humanoid (human)
Init +2; Senses Perception +2
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Defense
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AC 16, touch 12, flat-footed 14 (+4 Armor, +2 Dex)
hp 31 (4d8+8)
Fort +5, Ref +3, Will +6
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Offense
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Speed 30 ft.
Melee Mwk Boarding Pike +6 (1d8+3/x3)
Melee Weighted Spear +5 (1d8+3/3 or 1d6+3/x2)
Ranged Sling +5 (1d4+2/x2)
Special Attacks channel positive energy 5/day (DC 14, 2d6)
Cleric (Herald Caller) Spells Prepared (CL 4th; concentration +6)
. . 2nd—remove paralysis[D]
. . 1st—remove fear[D]
. . D Domain spell; Domain Liberation
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Statistics
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Str 14, Dex 14, Con 12, Int 13, Wis 14, Cha 14
Base Atk +3; CMB +5; CMD 17
Feats Augment Summoning, Spell Focus (Conjuration), Summon Good Monster, Varisian Tattoo (Conjuration)
Traits Outsider Ties, Touched by the Sea
Skills Acrobatics +1, Climb +1, Craft (Tattoo) +10 (Mwk Tool included), Diplomacy +8 (Mwk Tool included), Escape Artist +1, Fly +1, Heal +2 (+4 with Healer's Kit), Intimidate +2, Knowledge (arcana) +5 (+7 with Mwk Tool), Knowledge (history) +5 (+7 with Mwk Tool), Knowledge (planes) +5 (+7 with Mwk Tool), Knowledge (religion) +8 (+10 with Mwk Tool), Linguistics +8 (+10 with Mwk Tool), Perception +2, Ride +1, Sense Motive +2, Spellcraft +8, Swim +10 (+12 with Mwk Tool)
Languages Aquan, Azlanti, Common, Ghol-gan, Polyglot, Thassilonian, Varisian
SQ Call Heralds, Divine Heralds, Liberation (4 rounds/day)
Combat Gear Mwk, Boarding Pike, Mwk Chain Shirt, Ioun Stone (Cracked Vermillion Rhomboid), Potion of touch of the sea (2/2 uses remain) Extend Metamagic Rod (lesser) (3/3 uses remain); Other Gear Air Crystals (2/2 uses remain), Mwk Backpack, Healer's Kit (10/10 uses), Tattoo of a Butterfly in Rich Purples and Blues on her Upper Chest and Collarbone (Tattoo Holy Symbol, Crafted), Beautifully Carved Wooden Butterfly on Leather Cord (Mwk Tool for Diplomacy and Wooden Holy Symbol), Weathered Leather and Salt-Stained Journal (Mwk Tool: Know: Arcana, Know: History, Know: Planes, Know: Religion, Linguistics), Spell Component Pouch, Swim Fins (Swim Fins and Mwk Tool: Swim) Finely Made Tattooing Kit (Masterwork Tool for Craft:Tattoo), 1,736 gp
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Special Abilities
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Augment Summoning Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Call Heralds (+1 concentration) (Su) A herald caller can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can lose a prepared spell in order to cast any summon monster spell of the same level or lower. She gains a +1 bonus on concentration checks to cast a summon monster spell defensively. This bonus increases to +2 at 5th level, and increases by 1 every 5 cleric levels thereafter.
Cleric (Herald Caller) Domain (Liberation) You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Cleric Channel Positive Energy 2d6 (5/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Divine Heralds (Su) A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity. This includes all creatures listed as summon monster options for priests of her deity (see Expanded Summoning for Priests on page 30), creatures whose alignment matches at least one aspect of her deity’s alignment, and creatures of an elemental subtype that matches a domain granted by the deity (if any). When summoning a creature that is normally summoned with the celestial or fiendish template, a herald caller of a chaotic deity can instead summon it with the entropic template, and a herald caller of a lawful deity can instead summon it with the resolute template (see pages 292–293 of Pathfinder RPG Bestiary 2 for more information on these simple templates). Because of these summoned monsters’ strong ties to the herald caller’s deity, the herald caller also gains specific benefits with creatures she summons with summon monster spells gained from her cleric spell list. The herald caller and her summoned monsters can understand each other’s spoken words as if they shared a common language (though this doesn’t give summoned monsters the ability to speak if they normally lack it). Whenever the herald caller uses channel energy to heal, she can include all of her summoned monsters, even if they are out of her normal channel energy radius or of a creature type that would not normally be affected. If she channels energy to deal damage, she can exclude any of her summoned monsters that would normally be affected.
Liberation (4 rounds/day) (Su) You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Outsider Ties (Azata) Summoned subtype creatures gain temp hp equal to level of summon spell.
Summon Good Monster You can summon from a special list, who gain +2 to their Fort save (this is a replacement for Diehard which makes no sense for summoned creatures).
Touched by the Sea Underwater attack penalties are lessened by 1.

Celestial Squid Stats:

Celestial Squid
XP 400
Celestial squid
N Medium animal (aquatic)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +7
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Defense
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AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (3d8)
Fort +3, Ref +7, Will +2
Defensive Abilities ink cloud; Resist acid 5, cold 5, electricity 5; SR 6
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Offense
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Speed jet, swim 60 ft.
Melee bite +4 (1d3+2), tentacle +4 (1d4+2 plus grab)
Melee (smiting) bite +4 (1d3+5), tentacle +4 (1d4+5 plus grab)
Special Attacks smite evil
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Statistics
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Str 15, Dex 15, Con 11, Int 2, Wis 12, Cha 2
Base Atk +2; CMB +4 (+8 grapple); CMD 16
Feats Improved Initiative, Lightning Reflexes, Multiattack
[b]Skills Perception +7, Swim +10
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Special Abilities
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Ink Cloud (5' radius, 1/minute) (Ex) Emit an ink cloud, which provides total concealment.
Jet (240 feet) Move in a straight line with no attacks of opportunity.