Rogeif Yharloc

Pietro Slaszval the Boisterous's page

861 posts. Organized Play character for Great Green God.


Full Name

Pietro Slaszval the Boisterous

Race

Cleric of Cayden Cailean 10 | hp 54/84 | AC 23 T 9 FF 23 | CMD 19 {21} | F +11 R +4 W +11 | Spd 20' | Init -1 | KnPla +10, KnRel +10, Perc +3 (darkvision 60'), SensM +8

Classes/Levels

| channel 2/5 | daze touch 6/6 | Str surge +5 2/6 | Might 0/9 | cmw wand 3/5 | clw wand 34/50 | prot evil wand 7/7 | enlage person, heroism, tongues both 90min

Gender

Male Human

Size

Large for being Medium

Age

Young at heart

Special Abilities

aura (strong, chaos and good), channel positive energy 5/day (DC 16, 5d6), dazing touch, strength surge (+3)

Alignment

CG

Deity

Cayden Cailean

Location

Center of attention

Languages

Common, Varisian

Occupation

Evangelist barfly

Strength 18
Dexterity 8
Constitution 14
Intelligence 10
Wisdom 17
Charisma 14

About Pietro Slaszval the Boisterous

Picture a younger version of baby hill giant-sized English actor Brian Blessed. Now picture him as a cleric of Cayden Cailean.

That's really all you need to know.

PS. He often speaks with the cap locks on.

"Hm? THE WISP!? THAT PLACE IS AN ABSOLUTE DIVE!! AH WELL, WHO WANTS TO LIVE FOREVER!? Hahahahah!" ~Pietro, upon being told he would have to go to the place that started it all the Wounded Wisp. Or was it the Crimson Coin? The Pig's Paunch? Whatever.

Peitro Slasval -CORE-
Human (Varisian) cleric of Cayden Cailean 9
CG Medium humanoid (human)
Init -1; Senses Perception +3
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Defense
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AC 23, touch 9, flat-footed 23 (+9 armor, -1 Dex, +1 natural, +4 shield)
hp 84 (9d8+36)
Fort +11, Ref +4, Will +11; +1 competence bonus vs death, drain, illusions, and negative energy
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +3 morningstar +14/+9 (1d8+7) or
__ +3 morningstar (w power attack) +12/+7 (1d8+11) or
__ mithral rapier +11/+6 (1d6+4/18-20) or
__ unarmed strike +10/+5 (1d3+4 nonlethal)
Ranged mwk light crossbow +6 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 16, 5d6), might of the gods (+9, 9 rounds/day)
Domain Spell-Like Abilities (CL 9th; concentration +12)
__ At will—charming smile (DC 17, 9 rounds/day)
__ 6/day—dazing touch, strength surge (+4)
Cleric Spells Prepared (CL 9th; concentration +12)
__ 5th—charm monster[D] (DC 18), righteous might
__ 4th—heroism[D], tongues (x2)
__ 3rd—dispel magic, magic circle against evil, prayer, searing light, suggestion[D] (DC 16)
__ 2nd—align weapon, bull's strength[D], resist energy, shield other, silence (DC 15, x2)
__ 1st—divine favor, enlarge person[D] (DC 14), protection from evil (x2), shield of faith (x2)
__ 0 (at will)—create water, guidance, light, stabilize
. . D Domain spell; Domains Charm, Strength
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Statistics
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Str 18, Dex 8, Con 14, Int 10, Wis 17, Cha 14
Base Atk +6; CMB +10; CMD 19
Feats Dazzling Display, Persuasive, Power Attack, Toughness, Turn Undead (DC 16), Weapon Focus (morningstar)
Traits bully, resilient
Skills Acrobatics -4 (-8 to jump), Bluff +5, Diplomacy +13, Disguise +5, Heal +10, Intimidate +15, Knowledge (planes) +10, Knowledge (religion) +10, Perform (oratory) +5, Profession (brewer) +10, Sense Motive +8, Stealth -4; ACP -3
Languages Common, Varisian
Combat Gear oil of magic weapon, pearl of power (1st level), potion of cure light wounds (2), potion of enlarge person, wand of cure light wounds (36 charges), wand of cure moderate wounds (3 charges), wand of lesser restoration (50 charges), wand of protection from evil (7 charges), alchemist's fire (2), handy haversack, healer's kit, holy water (2); Other Gear +3 breastplate, +3 buckler, +3 morningstar, crossbow bolts (10), mithral rapier, mwk light crossbow, amulet of natural armor +1, belt of giant strength +2, circlet of persuasion, cloak of resistance +2, traveler's any-tool[UE], backpack, bedroll, bookmark of deception, bread, cheese, meat, mug/tankard, trail rations (4), waterskin, wooden holy symbol of Cayden Cailean, wayfinder with clear spindle ioun stone, 11,102 gp, 4 sp, 6 cp
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Tracked Resources
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Alchemist's fire - 2/2
Charming Smile (9 rounds/day, DC 17) (Sp) - 9/9
Cleric Channel Positive Energy 4d6 (5/day, DC 16) (Su) - 5/5
Crossbow bolts - 10/10
Dazing Touch (8 HD max, 6/day) (Sp) - 6/6
Healer's kit - 10/10
Holy water - 2/2
Might of the Gods (9 rounds/day) (Su) - 9/9
Oil of magic weapon - 1/1
Pearl of power (1st level, 1/day) - 1/1
Potion of cure light wounds - 2/2
Potion of enlarge person - 1/1
Strength Surge (6/day) (Sp) - 6/6
Trail rations - 4/4
Wand of cure light wounds - 36/50
Wand of cure moderate wounds (5 charges) - 3/5
Wand of lesser restoration (50 charges) - 50/50
Wand of protection from evil (7 charges) - 7/7

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Special Abilities
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☐ ☐ ☐ Aiyana’s Ally 1 Your friendship with the caligni bard Aiyana has been tested by the trials of Haramil’s tomb. Aiyana now travels alongside you for a time, sharing in your adventures. Whenever you would fail a Knowledge skill check or a Will saving throw to disbelieve an illusion, you can check a box that precedes this boon to reroll the check (representing Aiyana coming to your aid with helpful insight). (Cradle of Night)
☐ ☐ ☐ ☐ Aiyana’s Ally 2 Your friendship with the caligni bard Aiyana has been tempered during your journey to the underground city of Lyrudrada. Aiyana continues to travel alongside you for a time, sharing your adventures and supporting you with her magic. You can check a box next to this boon as a swift action to receive the benefits of a cure light wounds spell (CL 6th); alternatively you can check two boxes as a standard action to receive the benefits of an eagle’s splendor spell (CL 6th). (Cradle of Night)
Cleric Channel Positive Energy 5d6 (5/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Charm) Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Dazing Touch (Sp) You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Charming Smile (Sp) At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.

Cleric Domain (Strength) Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power.
Dazing Touch (5 HD max, 6/day) (Sp) Melee touch attack dazes foe for 1 rd, Immune if more HD than your level.
Strength Surge (Sp) As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Might of the Gods (Su) At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.

Echoing Paradox A trace of the magic of the Sanctum of Lost Ages clings to you, and against all odds and reason, a future or past version of you can appear to provide assistance in a time of need. Before you roll an attack roll, a skill check, or a saving throw, a copy of you appears either to flank with you or to grant you a +2 bonus as per the aid another action. If you have an ability that grants a higher bonus on aid another actions, you gain this as a bonus instead; the copy also shares all of your teamwork feats. After the attack, skill check, or save is resolved, the copy fades away, and you are shaken until the end of your next turn by the unsettling paradox of being at two places at once. When you use this boon, cross it off the Chronicle sheet.
Eerie Perception Your eyes change, adapting to a life in the shadows. You gain darkvision to a range of 60 feet. If you already have darkvision, the range of your darkvision increases by 30 feet instead. You also gain a +2 bonus on Perception and Stealth checks.
Explore, Report, Cooperate As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it of your Chronicle sheet. (Wounded Wisp)
Millennial Lore In return for her freedom, Melabdara promised you a future service. When you would fail to earn a Prestige Point at the end of a scenario, you may call upon Melabdara to provide you with long-lost information that might prove just as enticing to your faction as your assigned mission, and that earns you 1 Prestige Point as though you had completed the faction mission. This boon may only be used for faction missions, and may not apply to a scenario’s success conditions. When you use this boon, cross it off the Chronicle sheet. (Thornkeep: Dark Menagerie)
Noqual Ore Among the otherworldly treasures of the Enigma Vaults, you discovered a cache of rare noqual ore. You may purchase equipment made from this rare skymetal.
Noqual looks almost like a pale green crystal to the untrained eye, but can be worked as iron despite its appearance. It is light—half as heavy as iron, yet just as strong. More importantly, noqual is strangely resistant to magic. An object made of noqual gains a +4 bonus on any saving throw made against a magical source. Creating a magic item that incorporates any amount of noqual into it increases the price of creation by 5,000 gp, as costly reagents and alchemical supplies must be used to treat the metal during the process.
Weapons made of noqual weigh half as much as normal, and gain a +1 enhancement bonus on damage rolls against constructs and undead created by feats or spells. Noqual armor weighs half as much as other armors of its type, and is treated as one category lighter than normal for the purposes of movement and other limitations (light armor is still treated as light armor, though). The armor’s maximum Dexterity bonus increases by 2, and armor check penalties are reduced by 3. The armor’s spell failure chance increases by 20% and applies to all magic used while wearing the armor, regardless of the magic’s source or class abilities possessed by the wearer. The wearer of a suit of noqual armor gains a +2 resistance bonus on all saving throws against spells and spell-like abilities.
Noqual has 30 hit points per inch of thickness and hardness 10. A suit of noqual light armor costs +4,000 gp, medium armor +8,000 gp, and heavy armor +12,000 gp. A shield costs +2,000 gp, and a weapon or other item +500 gp. (Thornkeep: Enigma Vaults)
Prediction of Future Peril Your glance into the Pool of Seeing granted you a vision of another level of the dungeons beneath Thornkeep, giving you a unique insight into a future encounter. When adventuring in Thornkeep, you may use this boon to gain the following bonuses, each applied before the associated die is rolled. You may use this boon once per dungeon level in Thornkeep, crossing the associated bonus off the Chronicle sheet once applied.
• You gain a +5 bonus on a Knowledge check to identify a creature.
• You gain a +2 bonus on any single saving throw.
• You gain a +2 bonus to AC against any single opponent. (Thornkeep: Accursed Halls)
Prized Find You were instrumental in uncovering a cache of lost records that the Pathinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon of your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option). (Wounded Wisp)
☐ Righteous Redemption Thanks to your work bringing a lost hero’s legacy to light, key leaders in the crusader nation of Lastwall have begun seeing Pathfinders less as ruffians and more as potential allies. Between adventures or while in Lastwall, you can check the box that precedes this boon to requisition one of the following: a satchel containing six flasks of holy water and an oil of bless weapon; two scrolls of lesser restoration; a combat-trained warhorse (heavy or light) with a military saddle, bit, bridle, and week of feed; a masterwork longsword; or a masterwork lance. This gear is yours to do with as you please, but it has an effective resale value of 0 gp.
✅ Returned from Shadow 1 Check the box that precedes this boon after you cross out the Shadowbound boon off of this Chronicle sheet. When this box is checked, you gain a permanent +1 competence bonus on all saving throws made to resist negative energy effects or disbelieve illusions. (Cradle of Night)
✅ Returned from Shadow 2 Check the box that precedes this boon after you cross out the Shadowbound Stage 1 boon. When the box next to this boon is checked, you gain a permanent +1 competence bonus on all saving throws made to resist ability drain or death effects. (Cradle of Night)
Unidentified Unguent You laid claim to one of the few intact flasks of mysterious alchemical origin in the laboratory. As a move action that does not provoke attacks of opportunity, you may apply or consume the substance to gain a random, short-lived mutation for 1d4+3 rounds. All mutations are supernatural abilities. Roll a d6 to determine the effects of the mutagen. On a result of 1 or 2, you rage as per the rage spell, but are sickened for 1 round after the effect ends. On a result of 3 or 4, your natural reach increases by 5 feet but you take 1d2 points of Dexterity damage when the effect ends. On a result of 5 or 6, you gain the ability to, as a standard action, breathe a single 15-foot line of acid dealing 4d6 points of acid damage (Reflex DC 15 for half damage) but dealing 2d6 points of acid damage to you when the effect ends. When you use this mutagen, cross the boon off the Chronicle sheet. (Thornkeep: Forgotten Laboratory)
☐ ☐ ☐ Worthy Foe Lastwall is the Inner Sea’s bulwark against countless evils, and you have proven yourself against a local villain. As a swift action, you can check a box that precedes this boon to gain one of two benefits against enemies that correspond to the threat you defeated. First, you can choose to gain a +2 bonus on attack and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such creatures’ attacks. Alternatively, you can gain a +2 bonus on caster level checks to overcome those creatures’ spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 bonus on saving throws against those creatures’ spells and abilities. Either benefit lasts until the beginning of your next turn.
Scales: You gain the benefits above against dragons and humanoids with the reptilian subtype. (Tome of Righteous Repose)

Holy Text: Placard of Wisdom
Consisting of no more than a few lines of text, this writing usually takes the form of a simple wall-hanging that summarizes the traits that should be embraced by the followers of the Drunken Hero. Pietro's version reads: 'For a good time call'...[and the rest is torn off].

Bot?:
Whatever you do it should be big and loud.

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Player Great Green God
Character Pietro Slaszval the Boisterous
PFS # 139009-45
Faction Liberty's Edge
Day Job N/A