Sir Mikhail

Gaandik Fatebound's page

138 posts. Alias of Chainmail.


Full Name

Gaandik Fatebound

Race

Aasimar [hp = 10/10; AC15/T8/ff15; F +3; R-2; W+6 CMD 9]

Classes/Levels

Cleric 1 Channel Energy (7/7) Intimidate Swift(1/1) INIT -2

About Gaandik Fatebound

basics/crunch:

Race=Aasimar
Languages: Common, Hallit, Celestial
Alignment=LG
Cleric Erastil level 1
Domains=Plant(Growth), Animal(Feather)
Middle aged
ST=12; IN=14; WIS=18; CHA=16; CON=12; DEX=6;
HP=10 (rolls = 8) (+1 CON+1FC)
AC=15=10+5(scale)+2(shield)-2(dex)
Flat footed AC=15, Touch AC=8
Saves:
Will +6
Ref -2
Fort +3
BaB=+0
CM=+1; CMD=9;

Skills:

Cleric = 2+INT+FC= 4
ACP = Armour Check Penalty = -6 (-4 w/o shield)
Format: Total = [ranks] + stat + trained(?) +other(noted) -6
Acrobatics: -6 = 0 + 0 + 0 - 6;
Appraise: +1 = 0 +1+ 0;
Bluff: +4 = 0 + 4+ 0;
Climb: -3 = 0 + 1 + 0 -4;
Craft: -2 = 0 -2 + 0;
Diplomacy: +12 = [1] + 4 +3 + 2(race) +2(trait);
Disable Device: NA = NA + DEX Mod + 0 -4;
Disguise: +4 = 0 + 4 + 0;
Escape Artist: -4 = 0 + 0 + 0 -4;
Handle Animal: +4 = 0 + 4 + 0;
Heal: +4 = 0 + 4 + 0;
Intimidate: +9 = [1]+ 4+3(CS)+1(trait);
Know(Arcana): NA = NA -2 + 0;
Know(Histor): NA = NA -2 + 3;
Know(Nobles): NA = NA -2 + 0;
Know(Planes): NA = NA -2 + 0;
Know(Religo): NA = NA -2 + 0;
Linguistics: NA = NA -2 + 0;
Perception: +11 = [1] + 4 + 2 + 3(CS) +1(trait);
Perform (All): +4 = 0 + 4 + 0;
Ride: -4 = 0 + 0 + 0 -4;
Sense Motive: +8 = [1] + 4 + 3;
Sleight of Hand: NA = NA + 1 + 0 -6;
Spell Craft: NA = NA + INT Mod + 0;
Stealth: -6 = 0 + 0 + 0 -6;
Survival: +4 = 0 + 4;
Swim: -2 = 0 + 2 + 0 -4;
Use Magical Device: N/A = [0] + 4 +3(CS) +1(trait);

Cleric abilities:

The following are class features of the cleric.
Weapon and Armor Proficiency
longbow
Simple
Light Armor
Medium Armor
Shield (not tower)

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

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.
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 at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare 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 a neutral cleric 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 a neutral cleric 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 of 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 can cast 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 channel 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

Channel 1d6 7xday (DC 13) -- Currently 6 left
orisons

Cleric Domains

Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.

Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—enlarge person, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—righteous might, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler.

Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.

Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Domain Spells: 1st—calm animals, 2nd—feather fall, 3rd—fly, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—mass fly, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.

Traits/Racial Traits/Feats:

Traits:
Valashnai Veteran (+1 perception and class skill)
Adaptive Magic (You gain a +1 trait bonus on Knowledge (arcana) and Use Magic Device checks, Use Magic Device is a class skill for you.)
Omen (+1 Intimidate, Intimidate as Class skill, 1xday intimidate to demoralize as swift action)

Racial Traits:
Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits
Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Magical Racial Traits
Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Senses Racial Traits
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Feats: Selective Channeling (exclude 4 enemies from channel)

Background:

Gaandik was raised solely by his father, Helmut Kroenig, one of the greatest warriors of Clan Ritterford. He has heard the story many times, but it shall be recounted again to you. After a glorious and bloody battle his father lay bleeding and dying on the field of battle. The huge hag and her son who had taken the form of a bear slain by Helmut's hand at his feet, anointed liberally with Helmut's blood. An angelic, beautiful Valkyrie came to bear Helmut away, but was touched by the bravery and comeliness of the mortal warrior. She decided to heal him and, convinced that Helmut would make a great father, returned with a celestial child two years later. It is rare, but even celestials can have 'inconvenient' births.

The beautiful, winged female appeared to Helmut in front of the entire clan and declared: "This boy is fated for greatness. Please raise him as your own." This would not have been such a problem if Helmut didn't already have a wife and two sons. His wife was convinced that Gaandik was Helmut's illegitimate son and would not believe anything to the contrary. Gaandik grew up aloof from his older brothers and stepmother. Helmut spent more time with Gaandik, which widened the rift between the adopted son and his brothers and step mother. Rather than being given the Kroenig name, he was given the appellation Fatebound instead to emphasize his destiny.

Gaandik has been incredibly clumsy, he has no natural grace and had no ability with missile weapons. Gaandik was not a natural warrior, so his aptitude and connection with the divine drew the immediate attention of Erastil and his clerics. When Gaandik chose to follow Erastil instead of Torag, the patron of the clan, more problems ensued. Sending Gaandik away gave Helmut the ability to mend the rift with the rest of his family and stop impending problems with the clan. With a divine heritage, some wondered if Gaandik would claim the right to be clan chief ahead of his older brothers. Gaandik left in his sixteenth year to find his own way after an intellectual and highly emotional discussion with his father, in which the separated on very friendly terms.

Gaandik has excelled in divine magic and has shown an aptitude for a wide variety of magic that has amazed his teachers. The clerics of Erastil have found Gaandik to be a natural and quick study. They make no secret they see glimpses of a destiny as a great priest.

Gaandik is overwhelmed by his destiny and the high expectations held for him. Luckily he has an out--he can go out on a quest to prove himself. He wonders about the source of the weather and would like to discover why the cold comes earlier, leaves later, and has caused problems in his homeland.

Gaandik carries the battered, spiked metal shield his father passed to him. The shield is notched in places and the spikes are stained by blood, but the shield is completely serviceable. A large amount of pine resin coats the handle for a good grip in battle.

Gaandik set out to prove himself and make his family and people proud, but then he met her. The pale, beautiful women was an amazing creature with faerie blood. Her magic was arcane while his was divine. They quickly fell in love and set out for the northern lands where the winds were biting and the Northern Lights exciting. Their three months together were the best of his life. But one day, Gaandik left to forage for food, and when he returned to the camp she was staked to a tree with nails of a strange magick nature. Devastated, he stopped at Hedren, the closest village and lived a sad year of misery getting over his Lilthina's death. He helped by healing others and throwing himself into chores of exhausting manual labor, but then the snow came early...

Two strengths and two weaknesses:

Gaandik is calm, in control, and always seems to know what to do--his father has taught him how to keep his head at all times.
He is extremely confident and seldom doubts or second-guesses himself--being told of his greatness so many times, Gaandik believes it
Gaandik has almost no humility and he often acts entitled and aloof--he believes in his destiny and has been told how great he will be
He is impetuous and impatient--the stress to be great often causes him to forget he has a lifetime to do it

Spells:

Level 0: Guidance, Create Water, Detect Magic
Level 1: Enlarge Person (D), Magic Weapon, Command

Appearance:

Gaandik is tall with very broad shoulders. He has shoulder length hair, but his celestial heritage makes growing a beard difficult. Rather than have a scraggly beard, Gaandik chooses to be clean shaven. His inability to grow a beard has set him apart again from most northerners, but they give him some leeway given his strange heritage. He has very fair skin that seems to shimmer when he channels divine power. He has a perpetual smile and a kind word at all times. Gaandik carries a longsword with the insignia of Iomedae prominently displayed on the pommel.

Gear:

cost(gp)/weight(#)
Backpack (2/2)
crowbar (2/5)
50' silk rope w/ grapnel (11/9)
flint and steel (1/0)
2 large sacks (.2/1)
4 filled liter waterskins (4/16)
bedroll (.1/5)
winter blanket (.5/3)
Inkpen w/ 1 oz vial (8.1/0)
5 sheets of paper (2/0)
2 days trail rations (1/2)
5 wooden holy symbols of Iomedae (5/0)
Longsword(15/4)
Mace(12/8)
Dagger (2/1)
3 javelins (3/6) 30' increment d6
Metal Spiked Shield, heavy (30/15)
Scale mail(50/35)
Snowshoes(5/4)
Two guard dogs (50/0)
One vial holy water(25/0)
19gp and 1sp

Guard dog stats:

Guardian Dog
Small Animal
HD: 2d8 + 4 (13 hp)
Initiative: 1
Speed: 40 ft
AC: 15, Touch 12, Flat-footed 12
BAB/CMB/CMD: +1/ +3/ +12
Full attack: Bite +4 melee (1d4 +2 + Trip)
Low-light vision 60ft, Scent, Natural Armor 1
Saves: Fort +5, Ref +4, Will +1
Str 15, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Acrobatics +4, Perception +8, Survival +2, Stealth +5
Feats: Skill Focus Perception
Alignment: Always neutral

Personality:

Gaandik is extremely controlled and in control. He has always felt the pressure of a great destiny and the measuring looks of those around him. With the lack of support from siblings and stepmother he has become anxious to please others.
At the same time, however, Gaandik tends to act superior and aloof when he is caught up in the moment. Believing in his own destiny has become fundamental to his core persona, and he sometimes forgets that others have their own destinies and problems.

Song of Gaandik's Birth:

Fallen on the field of white and red
Helmut continued to gasp and mortally bled
The Valkyrie that came to bear him away
Healed him and left him alive that day
The child returned after two long years
Brought proof divine and family tears