Rotrovio

Rurik Voralius's page

701 posts. Alias of Jesse Heinig.


Full Name

Rurik Voralius

Race

Human

Classes/Levels

Cleric 10 | HP 73/73 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 5/5 | Inspired 1/1 | Liberation 10/10 | Rebuke Death 8/8

Gender

Male

Size

Medium

Age

27

Alignment

Chaotic Good

Deity

Milani

Languages

Taldane (Common); Hallit

Occupation

Outlaw priest

Homepage URL

Inspirational picture

Strength 13
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 18
Charisma 13

About Rurik Voralius

Rurik Voralius
Cleric of Milani 10
CG Medium humanoid (human)
Init +1; Perception +7, Sense Motive +10

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Defense
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AC 25, touch 12, flat-footed 24 (+9 armor, +4 shield, +1 Dex, +1 deflection)
HP 73 (10d8, +20 Con)
Fort +10 (+7 base, +2 Con, +1 resistance), Ref +5 (+3 base, +1 Dex, +1 resistance), Will +13 (+7 base, +4 Wis, +1 Wis enhancement, +1 resistance)

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Offense
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Speed 30 ft.
Melee Everbloom's rose +13/+8 (1d8+2/x2; bludgeoning and piercing)
Melee Dagger +8/+3 (1d4+1/19-20/x2; piercing or slashing)
Ranged Masterwork light crossbow +9/+4 (1d8/19-20/x2; piercing; 80 ft.)
Spells Prepared (CL 10th; concentration +14)
• 4th (3+d/day)—cure critical wounds (d), death ward, divine power, freedom of movement
• 3rd (4+d/day)—cure serious wounds (d), communal resist energy, dispel magic, prayer, magic circle against evil
• 2nd (4+d/day)—burst of radiance, cure moderate wounds (d), sound burst, spiritual weapon, suppress charms and compulsions
• 1st (5+d/day)—bless, cure light wounds (d), divine favor, know the enemy, remove fear, shield of faith
• 0 (at will)—detect magic, guidance, light, stabilize

(d) indicates a domain spell.

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Statistics
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Str 13, Dex 12, Con 14, Int 12, Wis 18 (20), Cha 13 (15)
Base Atk +7/+2; CMB +8; CMD 19
Languages Taldane (Common); Hallit
Armor Check Penalty 0

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Feats
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Level 1
Channel Smite (Combat): You can channel your divine energy through a melee weapon you wield.
Prerequisite: Channel energy class feature.
Benefit: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.

Human
Guided Hand: Your deity blesses any strike you make with that deity’s favored weapon.
Prerequisite: Channel energy class feature, Channel Smite, proficiency with your deity’s favored weapon.
Benefit: With your deity’s favored weapon, you can use your Wisdom modifier instead of your Strength or Dexterity modifier on attack rolls.

Level 3
Selective Channeling: You can choose whom to affect when you channel energy.
Prerequisite: Cha 13, channel energy class feature.
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.

Level 5
Shield Focus (Combat): You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.

Level 7
Shielded Mage (Shield Mastery): You have learned how to cast spells from behind the safety of a shield.
Prerequisite(s): Shield Focus, base attack bonus +3 or fighter level 1st.
Benefit(s): You reduce the arcane spell failure of any shield you use by 15% (to a minimum of 0%). Using a shield does not prevent you from completing somatic spell components with the hand wielding the shield.

Level 9
Reach Spell (Metamagic): Your spells go farther than normal.
Benefit: You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long. A reach spell uses up a spell slot one level higher than the spell's actual level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher. Spells modified by this feat that require melee touch attacks instead require ranged touch attacks.
Spells that do not have a range of touch, close, or medium do not benefit from this feat.

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Traits and Drawbacks
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Inspired (Faith): A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration.
Benefit: Once per day as a free action, roll twice and take the better result on a skill check or ability check.

Warded Against Witchery (Campaign): Sometime in your youth, you encountered a location, object, or being steeped in the power of evil witchcraft. Whether you were the victim of this force, were a conduit for it, or merely witnessed its effects, the event changed your life. You have tried to put the strange incident behind you and forget it, but nebulous premonitions of danger and eerie feelings of deja vu have dogged your steps ever since. For some inexplicable reason, you feel drawn to the lands of the North, though you fear another encounter with the evil witchcraft that touched you once before. Whether through your purity, the blessing of goodly spirits, an innate determination, or an intuitive and inexplicable familiarity with the ways of black magic, you have acquired a resilience against the power of the dark arts.
Benefit: You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.

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Adventuring Skills
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Total skill ranks: 50/20 (20 cleric, +10 Int, +10 human, +10 favored class; 20 background)

Bluff +4 (2 ranks, +1 Cha, +1 Cha enhancement)
Climb +3 (2 ranks, +1 Str)
Diplomacy +7 (2 ranks, +1 Cha, +1 Cha enhancement, +3 class skill)
Heal +18 (10 ranks, +4 Wis, +1 Wis enhancement, +3 class skill)
Knowledge (arcana) +5 (1 rank, +1 Int, +3 class skill)
Knowledge (planes) +6 (2 ranks, +1 Int, +3 class skill)
Knowledge (religion) +14 (10 ranks, +1 Int, +3 class skill)
Perception +7 (2 ranks, +4 Wis, +1 Wis enhancement)
Sense Motive +10 (2 ranks, +4 Wis, +1 Wis enhancement, +3 class skill)
Spellcraft +14 (10 ranks, +1 Int, +3 class skill)
Stealth +3 (2 ranks, +1 Dex)
Survival +6 (1 rank, +4 Wis, +1 Wis enhancement)
Swim +3 (2 ranks, +1 Str)

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Background Skills
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Knowledge (history) +14 (10 ranks, +1 Int, +3 class skill)
Profession (herbalist) +16 (10 ranks, +4 Wis, +3 class skill)

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Untrained Skills
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Acrobatics +1 (+1 Dex)
Handle Animal +2 (+1 Cha, +1 Cha enhancement)
Intimidate +2 (+1 Cha, +1 Cha enhancement)

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Gear
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Total starting wealth: 6,000 gp

Cold weather outfit (free starting outfit)
Everbloom's rose (6 lbs.)
Dagger (2 gp)
Masterwork light crossbow (335 gp)
Bolt case with 20 bolts (2 gp)
+2 mithral comfort agile breastplate (5,400 gp, 12½ lbs.) - n.b. mithral armor is treated as one category lighter so this does not reduce speed
+2 heavy reliquary darkwood shield (507 gp, 5 lbs.)
Wooden holy symbol (1 gp)
+1 cloak of resistance (1 lb.)
+1 ring of protection
Ring of sustenance
+2 headband of mental prowess (Wis, Cha)
Ebon wayfinder
Boots of the winterlands (1 lb.)
Wand of cure light wounds (750 gp, cl 1, 33 charges)
Masterwork backpack (50 gp, 4 lbs.)
[
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Canteen (2 gp, 1 lb.)
• Compass (10 gp, ½ lb.)
• Flint and steel (1 gp)
• Grooming kit (1 gp, 2 lbs.)
• Healer's kit (50 gp, 10 uses)
• Oil of protection from evil (50 gp)
• Rations, trail, 5 days (2 gp 5 sp, 5 lbs.)
• Scroll of bless (cl 1)
• Scroll of hold person (cl 3)
• Scroll of resist energy (cold) (cl 3)
• Snowshoes (5 gp, 4 lbs.)
Specialized healer's satchel (1 lb.)
• 438 gp, 8 sp, 5 cp
]

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Special Abilities
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Human

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Cleric 10

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. 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.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.
Domains selected:
Healing Domain
Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.
Liberation Domain
Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Liberation (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.
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—remove fear, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—break enchantment, 6th—dispel magic (greater), 7th—refuge, 8th—mind blank, 9th—freedom.

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric 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).
An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

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Backstory
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Summary: A hopeful priest in hiding, who organizes care and secret assistance for the poor and persecuted.

Description: Rurik has the fair countenance of an Irriseni, with dark hair combed back and a clean-shaven face (though he sometimes lets it get scruffy in winter, for the extra warmth). He has penetrating eyes but an easy smile. He bears a few scars from old wounds earned during his early 20s when he barely escaped from tussles with various authority figures in Irrisen. He is not particularly muscular, but has the fit, tough build of a typical Irriseni traveler.

Background: To outward appearances, Rurik is a professional chirurgeon -- a mundane healer who uses bandages, poultices, and herbs to treat the injured. These arts he learned as an apprentice to an older healer, and he practices this trade throughout Irrisen, offering balm to people in various towns that he visits. He will stay in a town or city for winter, then when the spring thaw comes he will take to the roads and travel once more.
Rurik has spent several years crisscrossing Irrisen in his quest to foster more revolutionary dissent, though he has seen his share of hardship, including many friends lost to the witches and their bogatyrs.
In order to garner more supplies and skills, Rurik took a year to travel to Taldor, where he hoped to link up with other priests of Milani. Unfortunately Taldor is a settled and decadent place, and revolutionary fervor is low. Thus, he is dejectedly coming to terms with the fact that he will have to return to Irrisen and continue his low-key activities on his own.

Personality Traits: Rurik is easygoing, comforting, and outwardly passive. To the unsuspecting, he seems like a simple herbalist - just a gardener who deals in useful balms, ointments, and tea recipes. Under the surface, of course, he is a dedicated revolutionary. He despises the tyranny of Baba Yaga that infests Irrisen, and longs for the opportunity to overthrow the horrid winter witches and their spawn.
Rurik has a soft spot for children and those who cannot defend themselves. He tolerates cold (as he does come from Irrisen), though he does not particularly enjoy it. He loves stews and hot soups of all kinds, especially with bread for dipping, and he enjoys pickled foods but dislikes bitter foods.