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Jarun the Liberator's page

43 posts. Alias of Brass Pigeon.

Full Name

Jarun the Liberator




Cleric 7










Common, Planar Trade, Celestial

Strength 16
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 17
Charisma 8

About Jarun the Liberator


Jarun's a muscular, sturdy looking bariaur. His human torso sports a pair of short yet muscled arms. Those arms are holding a painful looking flail that seems to be made from almost white wood. The chain of the flail is rusty red as are the blunted spikes on the head of the flail. Jarun's underbody can be described as goatlike, if you can imagine a goat with legs strong enough to topple over a cart with a single kick. All in all Jarun doesn't seem like the friendly type of fellow. His face looks a bit too serious eventhough Jarun often is quite jolly, it usually takes a while for people to appreciate his company.


Init: +1 Speed: 60 ft (no armor, Longstrider), 45 ft (armor, Longstrider), 50 ft (no armor), 35 ft (armor)
HP: 59 AC: 23
BAB:+5 CMB: +8 CMD: +20
Fort:+9 Ref:+4 Will:+10
Spell Resistance: 18

+2 Heavy Flail, +10, 1d10+6, 19-20/x2, disarm, trip, CM+2
+1 Light Crossbow, +6, 1d8, 19-20/x2, 80ft

Abilities, Feats, Traits & Skills:

Bariaur Racial Abilities:
Spell Resistance, Greater: Bariaurs gain spell resistance equal to 11 + their character level.
Skill Training: Perception and Knowledge(local) are always considered class skills for members of this race.
Fast: Bariaurs gain a +10 foot bonus to their base speed.
Darkvision 60 Feet: Bariaurs can see in the dark up to 60 feet.
Quadruped: Bariaurs possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts.

Cleric Class Abilities:
Aura (Ex): Good, Chaotic
Spells: A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Channel Energy (Su): 4d6 (DC 13) 2/day
Freedom Domain
Liberty’s Blessing (Sp): You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Wisdom modifier.
Freedom's Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.
Domain Spells: 1st—sanctuary, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—plane shift, 6th—greater dispel magic, 7th—refuge, 8th—mind blank, 9th—freedom.

Travel Domain
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.

Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Heavy Armor Proficiency (1)
Scribe Scroll (3)
Martial Weapon Proficiency (Heavy Flail)(7)

The City Protects: You feel safe and secure in urban environments, even in cities whose laws you find unjust—it is the physical fact of the city that you take solace in. Benefit In any settlement, you gain a +2 trait bonus against fear effects. If you fail a save against a fear effect, you may make a new save each round you remain in the city to overcome the fear effect as long as the fear effect persists.
Adventurous Explorer: You are one of the few of the Ivory Plateau herd to brave the world outside Ysgard. Benefit: When frightened or shaken, you only take a -1 penalty on your rolls instead of -2.
Cosmopolitan:Your exposure to the huge variety of cultures across the Planes has given you an ear for languages. Benefit: You gain a +1 trait bonus on Linguistics checks, and Linguistics is always a class skill for you.
Veteran of Battle:You have fought in several battles, and each time felt the power of freedom guiding your sword-arm, making you ready to act at a moment’s notice. Benefit: You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.

Acrobatics: -5
Jump: -1
Appraise: +0
Bluff: -1
Climb: -2
Diplomacy: -1
Disguise: -1
Escape Artist: -5
Heal: +3
Intimidate: -1
Knowledge(local): +4
Knowledge(planes): +9
Perception: +13
Perform: -1
Ride: -5
Sense Motive: +3
Spellcraft: +10
Stealth: -5
Survival: +3
Swim: -2


Spells Prepared:
Spells/day (0/1/2/3/4/): 4/5+1/4+1/3+1/1+1
Level 0:
Create Water
Detect Magic
Read Magic
Burning Disarm
Divine Favor
Sun Metal
Longstrider (D)
Calm Emotions
Communal Protection from Evil
Locate Object (D)
Communal Resist Energy
Stone Shape
Fly (D)
Summon Monster IV
Dimension Door (D)


+2 Heavy Flail
+1 Light Crossbow
+1 Full Plate Armor
Ring of Feather Falling
Ring of Protection +2
Amulet of Natural Armor +1
Cloak of Resistance +2

Bolts 20x

Handy Haversack
Jarun's Travelling Outfit
Chalk, 1 piece

Scroll Case
Scroll of Remove Fear
Scroll of Remove Fear
Scroll of Remove Sickness
Scroll of Remove Sickness
Scroll of Delay Poison
Scroll of Remove Paralysis
Scroll of Lesser Restoration

Scroll of Invisibility Purge
Scroll of Remove Blindness/Deafness
Scroll of Remove Curse
Scroll of Remove Curse
Scroll of Remove Disease
Scroll of Remove Disease
Scroll of Endure Elements
Scroll of Endure Elements

Wand of CLW (50 charges)
Wand of CLW (50 charges)
Wand of Lesser Restoration (50 charges)

Rod of Lesser Metamagic, Extend

GP: 926
SP: 7
CP: 9


Jarun comes from the Bariaur herd that resides on the Ivory Plateau on the plane of Ysgard. Already at a young age Jarun wandered off and by accident ended up in Sigil. There he was found by a few like-minded bloods and who taught him how to live safely in Sigil and yet help those who needed helping. Of course Jarun still wandered off once in a while, occassionally ending up on other planes. He always got back though but until recently that was mostly because of luck. Now he's becoming a real planewalker, devoted in spreading freedom across the planes.

Izram the Founder, an old male gitzerai has been Jarun's mentor for a few years now. Izram noticed the good-spirited Jarun take a beating from three Harmonium berks and was impressed by his actions. He decided to help Jarun survive a life as a planewalker. Izram used to be like Jarun, trying to free the captured, unshackle the slaves and even bring freedom to the planes that are inherently unfree. Now he's starting to feel his age and is trying to teach others instead of doing the work himself.

Leewan Mutterbridge is one of the Hardheads that Jarun had a fight with. While the others already forgot about the stubborn bariaur, Leewan hasn't. Leewan and Jarun have crossed paths several times, mostly involving dirty looks but on one occasion Leewan was close to catching Jarun in the act of freeing one of their prisoners. While Leewan heavily suspects Jarun, he has no proof. Yet.


[ooc]Initiative[ooc] [dice]1d20+0[/dice]

[ooc]Trip Attempt[ooc] [dice]1d20+0[/dice]

Unarmed Attacks
[ooc]Unarmed Attack[ooc] [dice]1d20+0[/dice]
[ooc]Damage[ooc] [dice][/dice]

[ooc]Attack[ooc] [dice]1d20+0[/dice]

[ooc]Attack with Light Crossbow[ooc]

[ooc]Fort Save[ooc] [dice]1d20+0[/dice]
[ooc]Reflex Save[ooc] [dice]1d20+0[/dice]
[ooc]Will Save[ooc] [dice]1d20+0[/dice]

Race Builder:

Racial Abilities
Humanoid (0 RP)
Medium (0 RP): Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.
Normal Speed (0 RP): The race has a base speed of 30 feet.
Weakness (–1 RP): Members of this race gain a +2 bonus to one physical ability score, a +2 bonus to one mental ability score, and a –4 penalty to any other ability score.
Language Quality Standard (0 RP)Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.

Racial Traits
Spell Resistance, Greater (3 RP): Prerequisites: None; Benefit: Members of this race gain spell resistance equal to 11 + their character level.
Skill Training (1 RP): Prerequisites: None; Benefit: Pick up to two skills. These skills are always considered class skills for members of this race. Perception and Knowledge(local)
Fast (1 RP): Prerequisite: Normal speed; Benefit: Members of this race gain a +10 foot bonus to their base speed.
Darkvision 60 Feet (2 RP): Prerequisites: None; Benefit: Members of this race can see in the dark up to 60 feet.

Modified Trait:
Quadruped (2 RP): Prerequisites: [type and size override], normal speed; Benefit: Members of this race possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts [no speed bonus]. In addition, members of this race use weapons and armor as if they were Medium (instead of Large).

Quadruped (2 RP): Prerequisites: Any type except humanoid, Large size, normal speed; Benefit: Members of this race possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed. In addition, members of this race use weapons and armor as if they were Medium (instead of Large). Special: The number of legs can be increased by 2 for each additional 1 RP spent. Each such increase grants an additional +4 racial bonus to CMD against trip attempts, but no other bonus.

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