Reta Bigbad

Alaka Zam's page

304 posts. Alias of Zanbabe.


Full Name

Alaka Zam

Race

Goblin

Classes/Levels

Cleric 9 | HP 57/57 | AC 17 / T 13 / FF 15 | Fort +6 / Ref +4 / Will +10 | CMB 7 / CMD 21 | Initiative +4 | Perception +20/+24 (hidden) | Channel 5d6 7/7 | Darkvision: 60 feet | Resist Fire 10 | Active Effects: Pretending to be bad guy Maz Akala

Gender

Map Female

Size

Small

Age

14

Alignment

Chaotic Good

Deity

Sarenrae

Languages

Aklo, Celestial, Common, Goblin, Thassalonian

Strength 12
Dexterity 14
Constitution 10
Intelligence 13
Wisdom 18
Charisma 16

About Alaka Zam

Cleric 9 | HP 57/57 | AC 17 / T 13 / FF 15 | Fort +6 / Ref +4 / Will +10 | CMB 7 / CMD 21 | Initiative +4 | Perception +20/+24 (hidden) | Channel 5d6 7/7 | Darkvision: 60 feet | Resist Fire 10 | Active Effects: None

=== Domains ===
Fire: Arson
Sun: Revelation

=== Basics ===
STR 12 (+1) [-2 racial, belt of giant strength]
DEX 14 (+2) [+4 racial]
CON 10 (+0)
INT 13 (+1)
WIS 18 (+4) [+1 Level 4 bonus]
CHA 16 (+3) [-2 racial, Level 8 bonus]

BAB +6/+1 | Speed 30 feet | +1 size bonus on attacks/AC | -1 on CMB/CMD

=== Weapons ===
(+1 size on attacks)
Gloves add 1d6 acid damage to weapon attacks

Melee
Torch
Attack +9 | Damage 1d4 bludgeoning and 1d4+1 fire and 1d6 acid | x2 Critical

Ranged
+1 Adaptive Flaming Longbow
Attack +10 | Damage 1d8+1 and 1d6 fire and 1d6 acid | x3 Critical | P | Range 110 feet

=== Armor ===

Mithral Chain Shirt (Armor +4)

=== Resistances ===

Resist Fire 10

=== Traits ===
Bouncy [The first 1d6 points of lethal damage suffered in a fall are automatically converted to nonlethal. +2 trait bonus on all Reflex saves made to avoid unexpected falls.]

Frontier Healer [+1 Heal and Knowledge (nature), and one of these skills is a class skill. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st.]

=== Feats ===
Burn! Burn! Burn! [Adds 1d4 fire damage on attacks with fire from a non-magical or alchemical source (such as with torches or alchemical fire); +4 Reflex to avoid catching on fire or putting yourself out.]
Point-Blank Shot
Precise Shot
Selective Channeling
Torch Fighter [Treat a torch as a light mace of its size plus 1 point of fire damage, no penalties for improvised weapon.]

===Special Abilities ===
Call Fire (Su) [Standard action, beckon fire within 60 feet to me. Fire comes in a straight line; 1d4 fire damage to anyone in the path; Reflex save (DC = 10 + 1/2 your cleric level + your Wisdom modifier) negates this damage. When the ribbon of fire reaches your hand, it either extinguishes or lights a flammable object of your choice that you’re holding. 7/day]
Channel Positive Energy (30 foot radius, 4d6, 7/day]
Guided Eyes (Su) [Perception is a class skill and +4 to see through a disguise or find something that is hidden or concealed]
Nimbus of Light (Su) [You can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.]
Spontaneous Casting [Can change all but domain spells into heal spells.]
Tree Runner [+4 Acrobatics and Climb]
Fire Resistance (Ex)

8th level--Nimbus of Light (Su)

Skills:

54 skill points [2 +1 int +1 favored class +2 background = 6 per level]

Acrobatics +15 |+2 Dex +9 rank +4 Tree Runner
+Appraise +5 |+1 Int +1 rank +3 class skill
Artistry +1 |+1 Int
Bluff +3 |+3 Cha
Climb +14 |+1 Str +9 rank +4 Tree Runner
+Craft: Make Torches +5 |+1 Int +1 rank +3 class skill
+Diplomacy +15 |+3 Cha +9 rank +3 class skill
Disable Device* +3 |+2 Dex +1 rank
Disguise +3 |+3 Cha
Escape Artist +2 |+2 Dex
Fly +2 |+2 Dex
Handle Animal* -- |+3 Cha untrained
+Heal +8 |+4 Wis +1 rank +3 class skill [REM when Healing that there are extra points from Frontier Healer (+2 at level 3/4)]
Intimidate +3 |+3 Cha
+Knowledge: Arcana* +5 |+1 Int +1 rank +3 class skill
Knowledge Dungeoneering* +2 |+1 Int +1 rank
Knowledge Engineering* -- |+1 Int untrained
Knowledge Geography* -- |+1 Int untrained
+Knowledge History* +5 |+1 Int +1 rank +3 class skill
Knowledge Local* -- |+1 Int untrained
Knowledge Nature* -- |+1 Int untrained
+Knowledge Nobility* -- |+1 Int untrained
+Knowledge Planes* +5 |+1 Int +1 rank +3 class skill
+Knowledge: Religion* +9 |+1 Int +5 rank +3 class skill
+Linguistics* +7 |+1 Int +3 rank +3 class skill
+Lore +1 |+1 Int
+Perception +21/+25 |+4 Wis +9 rank +3 class skill +5 Lens of Detection [+4 sacred bonus to see through a disguise or find something that is hidden or concealed (guided eyes)]
Perform: Singing +3 |+3 Cha
Profession: -- | +4 Wis untrained
Ride +2 |+2 Dex
+Sense Motive +8 |+4 Wis +1 rank +3 class skill
Sleight of Hand* +3 |+2 Dex +1 rank
+Spellcraft* +5 |+1 Int +1 rank +3 class skill
Stealth +5 |+1 Dex +4 size bonus
Survival +4/+9 |+4 Wis [+5 to track (lens of detection)]
Swim +1 |+1 Str
Use Magic Device* +4 |+3 Cha +1 rank

Spells:

Caster Level 8 | Concentration +12 (Caster level + ability mod)

=== Spell-Like Abilities ===

=== Zero Level === (DC 14)
Spells prepared: 4

Detect Magic
Mending
Stabilize
Spark

=== First Level === (DC 15)
Spells per day: 5 +1 Domain (includes bonus from ability score)

Burning Hands (domain)
Detect Secret Doors (domain)

Air Bubble
Burning Disarm
Positive Pulse
Summon Minor Monster

[REM when converting to Cure Light that there are extra points from Frontier Healer]

=== Second Level === (DC 16)
Spells per day: 5 +1 Domain (includes bonus from ability score)

Flaming Sphere (domain)
See Invisibility (domain)

Ghostbane Dirge
Pilfering Hand
Shackle
Silence

(Can change any of these to Cure Moderate)

=== Third Level === (DC 17)
Spells per day 4 +1 Domain (includes bonus from ability score)

Banish Seeming {domain)
Fireball (domain)

Daybreak Arrow
Magic Circle Against Evil
See Beyond
Stone Shape

(Can change any of these to Cure Serious)

=== Fourth Level === (DC 17)
Spells per day 3 +1 Domain (includes bonus from ability score)

Fire Shield (domain)
Wall of Fire (domain)

Death Ward
Greater Positive Pulse
Restoration

(Can change any of these to Cure Critical)

=== Fifth Level === (DC 18)
Spells per day 2 +1 Domain (includes bonus from ability score)

Flame Strike (domain)
True Seeing (domain)

Raise Dead
Wall of Stone

(Can change any of these to Mass Cure Light)

Domains:

=== Fire Domain ===

Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

=== Arson Subdomain ===

You express your devotion by setting the world ablaze.

Associated Domain: Fire.

Replacement Power: The following granted power replaces the fire bolt power of the Fire domain.

Call Fire (Su)

As a standard action, you can stretch out your hand toward any visible fire source within 60 feet and beckon it toward you. This causes a ribbon-thin streak of fire to approach you in a straight line through the air. Any creature directly in the fire ribbon’s path takes 1d4 points of fire damage; a successful Reflex save (DC = 10 + 1/2 your cleric level + your Wisdom modifier) negates this damage. When the ribbon of fire reaches your hand, it either extinguishes or lights a flammable object of your choice that you’re holding. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 2nd—flaming sphere, 5th—flame strike, 7th—delayed blast fireball.

=== Sun Domain ===

Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.

Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

=== Revelation Subdomain ===

Associated Domain: Sun

Replacement Power: The following granted power replaces the sun’s blessing ability of the Sun domain.

Guided Eyes (Su): Perception is always a class skill for you. In addition, whenever you make a skill check to see through a disguise or find something that is hidden or concealed, you gain a +4 sacred bonus on the check.

Replacement Domain Spells: 1st—detect secret doors, 2nd—see invisibility, 3rd—banish seeming, 5th—true seeing

Equipment:

+1 Adaptive Flaming Longbow [9,000 gold]
Backpack [2 gold]
Bandolier (2) [1 gold]
Bedroll [.1 gold]
Belt of Giant Strength [4,000 gold]
Belt Pouch [1 gold]
Blanket (2) [1 gold]
Canteen [2 gold]
Deliquescent Gloves [8,000 gold]
Explorer's Outfit [free starting outfit]
Lens of Detection [3,500 gold]
Mess Kit [.2 gold]
Mithral Chain Shirt [1,100 gold]
Quiver full of torches [.1 gold]
Quiver with 60 regular arrows [3 gold]
Quiver with 60 blunt arrows [6 gold]
Silk rope (100 feet) [20 gold]
Silver Holy Symbol of Sarenrae [25 gold]
Sleeves of Many Garments [200 gold]
Slippers of Spider Climbing [4,800 gold]
Spell component pouch [5 gold]
Traveler's Any Tool [250 gold]
Waterproof bags (2) [1 gold]

Alaka gets a medium tent, a folding chair, a hammock, an ioun torch, 2 extra weeks of rations, and lots of extra soap because she wants to try to figure out how those people at the carnival make soapy water that can turn into bubbles.

Current Wealth: 13,882.6 gold

Starting Wealth (8th level): 33,000 gold

Background:

You want to know about me?

I like fire. (She grins.) A lot.

When I was a little goblin, I was scared of fire. It was still beautiful, but I thought it would reach out and hurt me. I thought that the fire tamers were brave goblins, and I would watch them. But I found out that fire wasn't really scary. It was just a trick. I watched them and I figured it out all by myself and then I tried it. I burned a feather, and a bug, and then I wanted to try bigger things, so I went to a big hay pile that we played in sometimes and I tried burning it, and it worked, and that was glorious. It was a big, huge fire, and it was warm and nice and hungry. But some humans got mad and I had to run so I didn't get to see the end.

Then I tried campfire and the other goblins thought I was cool because I was a fire tamer. Even though it was just a trick, but don't tell them that, because I like being cool, okay? Those can get pretty big too, but they never let you build them big enough. They always say, "Alaka, that's enough." But maybe it isn't. Maybe it would be way better if we added more, and more.

Anyway, oh yeah, so I burned lots of stuff and it was really fun. But one day I ... accidentally... set our tree on fire. Then, we lived in a swamp, so we have to live in trees, and I was just playing, and then the tree was on fire, and I was really scared because usually fire is nice, but it was too hot and I screamed a little bit, and my mom heard me and she came and saved me, but she got hurt and burned, and I was sad about that. And she was was sad because I was bad, and I didn't want to be bad. I wanted to be good. But I still liked fire. So, I tried to think of good fire things. Campfires were good, and torches, and cooking, and ... then I couldn't think of anything else. But I'm smart, and I remembered that there was a good church in human town, and maybe they would know.

So, I went and hid in the church (humans don't like Goblins very much, so we usually have to hide), and I watched them just like I watched the fire tamers. I'm good at watching. And I learned about Sarenrae who is a cool FIRE GOD, and she loves fire, and she makes it do good things, well, usually good. Sometimes it still hurts people, but they are bad, so I think it still counts as good. I think. Anyway, it doesn't hurt moms. Only bad guys. So, I was watching and I was hiding pretty good, but this priest guy saw me one day. He didn't tell anybody though. He just let me listen, and then after he asked me why I was there, and so I told him, and he started showing me other ways that fire can be good. He's a really nice human. Way too tall, but still nice. He showed me how to pray and be friends with Sarenrae, and I tried it, and after I practiced a little bit, she gave me FIRE POWERS. It was AWESOME.

So, now I do GOOD fire, and also help people when they get burned or hurt, so if I make another mistake, I can fix it, right?