Chaleb Sazomal

Reverend Kaleb's page

No posts. Organized Play character for Mystery Cult.


About Reverend Kaleb

NG M Human Cultist Technomancer [Divine Champion] VI | Art
Init +2; Darkvision 60'; Telepathy 30' (Technological Construts)
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Str 20 (+5) Deх 14 (+2) Con 16 (+3) Int 16 (+3) Wis 11 Cha 10
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Defense
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EAC 20 KAC 22
[Block +1 АС | Combat Casting +2 AC]
HP 34 SP 48 RP 6
Fort +9 Ref +6 Will +5
[+2 to Saves with Combat Casting]
Special don't need food, water and to breath
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Offense
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Speed 25 ft. Base Atk +4
Melee Duelling Sword [Tactical] +9 (1d6+8; S)
Blocking Reach Nonlethal Junksword +9 (1d8+14; 10 ft.; S & B)
Ranged Laser Pistol [Azimuth] +7 (1d4+3; 80 ft.; F; Burn 1d4)
Smoke Grenade +3 (smoke cloud 1 minute; DC 15+1 F; 20 ft.)
Special Divine Judgment (move), Detect Evil (1/day)
Firewall (2d6 or 4d6, W 17 half; standard; 1/day)
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Spells:

Lesser Divine Power (Sp; 1/day): Identify [6 rounds], Augury

Zero Level (at will, DC 14)
Psychokinetic Hand [40 ft.], Dancing Lights [160 ft.], Telepathic Message [6 creatures], Detect Magic, Mending, Fabricate Scrap

Level 1 (5/day, DC 15)
Junksword I [60 min], Summon Monster I [6 rounds; 160 ft.], Disguise Self [60 min], Holographic Image [640 ft.; nine 10-foot cubes], Magic Missile [160 ft], Supercharge Weapon

Level 2 (4+2/day, DC 16)
Junksword II [60 min], Summon Monster II [6 rounds; 160 ft.], See Invisibility [60 min], Invisibility [6 min]

Skills:

Profession (Cult Leader) +17 (+6 rank +3 skill +3 int +4 tools +1 money)

Computers +14 (+6 rank +3 skill +3 int +2 insight)

Life & Physical Since +12/+16* (+6x2 rank +3 skill +3 int)

Engineering | Culture +12/+16* (+6 rank +3 skill +3 int)

Mysticism +11/+15* (+6 rank +3 skill +2 insight)

Disguise +9 (+6 rank +3 skill)

Bluff | Diplomacy | Intimidate +10 (via Kaleb's cultist Yoshida)

* to recall knowledge when using a computer (including сommunicator)

Reroll any knowledge check once per session

+4 to Engineering & Mysticism checks to arm/disarm traps (tools)

-5 DC on hidden cults and secretive religions (beliefs, hierarchy, symbols etc.)
-5 DC on Diplomacy checks to gather information about hidden cults and their enigmatic members

Languages: Common, Akitonian, Celestial, Abyssal, Aklo, Infernal, Auran, Aquan, Terran, Ignan
Feats: Great Fortitude, Heavy Armor Proficiency, Divine Focus (Triune)*, Spell Focus, Combat Casting**

*You can use a computer without having a user interface or hacking kit simply by touching it. You must still succeed at a Computers check to hack it if you do not have authorized access. Additionally, you have limited telepathy that functions only with constructs with the technological subtype.

**You gain a +2 bonus to your Armor Class and saving throws against attacks of opportunity you provoked by casting a spell and against readied actions triggered by your spellcasting.

Special:

Cult Infiltrator: Once you have discovered a hidden cult, you can quickly learn to slip into the mindset of its members and pretend to be one of them. If you spend 10 minutes conversing with a member of a hidden cult and succeed at a DC 25 Culture check, typical followers of that cult have a starting attitude of indifferent toward you. You also gain a +2 bonus to Bluff, Diplomacy, and Intimidate checks against such followers.

Spell Cache (Su): As the culmination of your early study of the fundamental forces of the galaxy, you have created a spell cache that allows you to store and access spells. Your spell cache could be a device such as a handheld computer or technological implant; an item such as a ring or staff; or a symbol such as a brand, tattoo, or other permanent modification to your body. While you don’t need your spell cache to cast your spells, once per day, you can activate your spell cache to cast any one spell you know and are capable of casting, even if you’ve expended all your spell slots for that spell’s level.

Energize Spell: Once per day as a move action, you can use a battery or a weapon’s power cell to power your spellcasting, enabling you to cast one spell you know without using a spell slot. This expends 20 charges per spell level from the battery or power cell and requires you to touch the battery, power cell, or weapon. You must cast the spell before the start of your next turn, or the charges are wasted with no effect.

Divine Awakening (Su): You are divinely protected, gaining a +1 enhancement bonus to saving throws with your lowest base saving throw bonus (Ref). This functions as and doesn’t stack with the bonus provided by a ring of resistance, except the effect cannot be dispelled. At 6th level and every 4 levels thereafter, the bonus increases by 1.

Divine Judgment (Su): As a move action, you can spend 1 Resolve Point to pronounce a creature you can see an enemy of your faith. Until the target is dead or the next time you take a full 8-hour rest, all your weapon attacks bypass that target’s DR and ignore its energy resistances as though your weapons had the fusion corresponding to your chosen alignment (even if the target isn’t a dragon or outsider): holy (good).

Lesser Divine Power (Sp): Choose a connection that fits within your deity’s ethos (Akashic). Your bond with your deity has grown strong enough for you to duplicate the effects of some of the connection spells, though you don’t actually gain any connection abilities. Once per day, you can cast the 1st- or 2nd-level spell of your chosen connection as a spell-like ability. At 10th level, you can use this ability twice per day, and at 14th level, you can use this ability three times per day. The save DC of these spells is equal to 10 + the spell’s level + your key ability score modifier.

Inventory:

Iridescent & Clear Spindle - 985

Library Chip (Culture, Engineering, Mysticism, Life & Physical Science) - 1250

Common Akiton Clothing - 1
Professional Clothing - 5
Restraints, Binders [6] - 30
Toolkits [Profession, Engineering, Trapsmith, Disguise] - 80 (4L)

Micro(x2)Computer (tier 2) + Artificial Personality 'Zarta' - 350
+ Comm Unit, Personal - 9

Duelling Sword [Tactical] - 475 (1L)
Laser Pistol, Azimuth - 350 (1L)
Battery, Super-Capacity [80 charges] - 390
Standard Battery [20 charges] - 60
Smoke Grenade [5] - 200 (5L)

Barachius Helm* - 3000 (1L)
Lashunta Ringwear, II - 2970 (2B)
Armor Check Penalty -2
+ Infrared Sensors - 200 (1L)

Serum of Healing Mk 1 [3] - 150 gp
Antitoxin - 150

Ability Crystal (MK2; +4 str) - 6500
Ability Crystal (MK1; +2 con) - 1400
Ring of Resistance (MK2; Fort) - 4200

5 FAME on Professional, Basic & Amateur Hireling Access (Set 3)
1 FAME on First Contact Step-In

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*While wearing a barachius helm, once per day as a standard action, you can activate its ability to detect evil in your environment. Any creature you can see within 60 feet that has the evil subtype (such as a devil or an evil dragon) appears to have an obvious glowing outline visible only to you. Evil magic weapons (such as a ri e with the unholy weapon fusion) and other forms of evil technology gain a similar glowing outline. This doesn’t not increase your visual range or allow you to see invisible creatures. In addition, once per day, the wearer of a barachius helm can use the barachius’s firewall supernatural ability.

Firewall (Su): A barachius can summon a wall of digitally empowered divine fury within 30 feet as a standard action. This wall takes the shape of a line 10 feet high and 20 feet long; though it doesn’t need to emanate from the angel, the angel must be able to see every square the wall passes through. The wall lasts until the beginning of the angel’s next turn. An evil creature caught within or that enters one of the wall’s squares takes 2d6 damage (Will DC 17 half). An evil creature with the technological subtype takes twice this amount of damage.
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Bulk 3B 3L

Sold

Defiance Series [Squad] - 1098

Spend

2 FAME on faction's 'patches'
Retrain 2 lvl - 4 fame
Smoke Grenade [2] - 80
Serum of Healing Mk 1 [3] - 150 gp

Credits
6513 cr + 19 Fame

Boons:

- Ally [Professional Hireling Access] +4 Social.

- Starship [Hero of the Stars]: When starship reduced to 0 HP, it regains 'tier x 5' HP, max 30 (Quest).

- Social [Athaeum Insight]: Culture is a class skill + reroll any knowledge check once per session.

Advancement:

# 198870-701

0 XP - 1000 credit
1 XP - 497 credit + 2 Fame [1-01; The Commencement]
2 XP - 770 credit + 2 Fame [1-04; Cries from the Drift]
3 XP - 744 credit + 2 Fame [Quest; Into the Unknown]
4 XP - 1172 credit + 2 Fame [1-09; Live Exploration Extreme!]
5 XP - 1157 credit + 1 Fame [1-02; Fugitive on the Red Planet]
6 XP - 1081 credit + 2 Fame [1-10; The Half-Alive Streets]
7 XP - 1530 credit + 2 Fame [1-00; Claim to Salvation]
8 XP - 1165 credit + 2 Fame [1-03; Yesteryear's Truth]
9 XP - 1157 credit + 2 Fame [1-05; The First Mandate]
10 XP - 1351 credit + 2 Fame [1-06; A Night in Nightarch]
11 XP - 1530 credit + 2 Fame [1-07; The Solar Sortie]
12 XP - 1503 credit + 2 Fame [1-08; Sanctuary of Drowned Delight]
13 XP - 4124 credit + 2 Fame [1-11; In Pursuit of the Scoured Past]
14 XP - 2843 credit + 2 Fame [1-13; On the Trail of History]
15 XP - 3911 credit + 2 Fame [1-15; Save the Renkrodas]
16 XP - 5011 credit + 2 Fame [1-19; To Conquer the Dragon]

#1-21: Yesteryear's Sorrow

Total: 30596 gp x 29 Fame

Junksword:

School conjuration (creation)
Casting Time 1 standard action
Range touch
Target 1 bulk of inert electronic equipment Duration 10 minutes/level (D)
Saving Throw none; Spell Resistance no
You turn a pile of technological junk into a one-handed melee weapon that you can wield against your foes. You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a large broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any related electronic components or combination of the above, as long as the junk is found in sufficient quantity.
You are automatically proficient with this melee weapon, and you add 1-1/2 times your caster level to damage rolls with it (in place of a Weapon Specialization bonus). A junksword functions only for its creator, and once created it cannot leave your hand. Should you wish to sheathe it, the junksword obliges by collapsing into a wreath of junk that surrounds your hand like a glove.
You can grant your junksword additional abilities based on the spell’s level. You can change one modification to your junksword as a move action, or you can completely reconfigure all of its modifications as a full action.
1st: Your junksword deals 1d4 bludgeoning and slashing damage and has the analog weapon special property. In addition, you can grant your junksword up to two of the following special properties: block, disarm, nonlethal, reach, or trip.
2nd: Your junksword deals 1d8 bludgeoning and slashing damage and has the analog weapon special property. In addition, you can grant your junksword up to three of the special properties from the 1st-level list.