Baron Galdur Vendikon

Alexander Lutharo's page

4 posts. Alias of dain120475.


Full Name

Alexander Lutharo

Race

Human - Varisian

Classes/Levels

Cleric: 1

Gender

Male

Size

Medium

Age

24

Languages

Common, Elven

Occupation

Sailor - Ship's Pilot

Strength 12
Dexterity 14
Constitution 11
Intelligence 12
Wisdom 16
Charisma 14

About Alexander Lutharo

Alexander Lutharo

Background Notes:

Alexander Lutharo was a sailor in his youth, and later he spent much of his time studying the nuances of the gods and ancient faith. He is well versed in ancient lore, and heralds from Varasia. He has studied the ways of the Shoanti Quah’s and the privateers in and around the Steaming Sea.

Alexander spent most of youth in the town of Roderic's Cove, until roughly ten years ago when the town was sacked by pirates from Riddleport. At this time Alexander journeyed east to the Shoanti tribesmen and spent the next eight years of his life with the Shadde-Quah. During his time with the Shadde-Quah he learned of the gods of the wind and sky and became a priest to their culture.

In the past year he left the Shadde-Quah and traveled south as a sailor on various ships. During this time he felt a calling and headed ever southwards until he reached The Shackles.

Saving Throws:

Save Base Ability Misc. Total
Fort. 2 1 3
Refl. 0 1 1
Will. 2 1 3

Combat Bonuses:

Type Base Ability Misc. Total
Melee 0 1 0 1
Ranged 0 1 0 1
CMB 0 1 0 1
CMD 10 2 0 12
Init. 0 1 0 1

Weapon Attacks:

Weapon Attack Dam. Crit.
2 Daggers +1 1d4+1… 19-20
Heavy Mace +1 1d8+1… x2

Defense Bonuses:

Armor Type AC Bonus
Armor : Studded Leather +3
Dexterity Mod : +1
Misc. Modifier: 0
Flat Footed : 13
AC : 13
HP : 9/9

Skills:

Skill Name Total Rank Ability Mis
Acrobatics
Appraise
Bluff
Craft:
Climb
Craft
Diplomacy… 6… 1…2…3
Disable Device
Disguise
Escape Artist
Fly
Handle Animal
Heal
Intimidate
Know. Arcana x
Know. Dungeon x
Know. Engineer x
Know. Geo. x
Know. History x
Know. Local x
Know. Nature x
Know. Nobility x
Know. Planes x
Know. Religion x
Linguistics x
Perception 11 1 4 3+3
Perform
Prof.: Sailor… 9…1…4…3+1
Prof.: x
Ride 1
Sense Motive 8 1 4 3
Sleight of Hand x
Spellcraft x
Stealth 1
Survival 4… 0… 4…
Swim 6 1 1 3+1
Use Magic Dev. X

Feat Description:

Turn Undead: You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).

Selective Channeling: You can choose who you do not wish to effect with your Channel Energy power.

Trait Description:

Dealmaker

Benefit: Once per week, when looking for an item with a price greater than the local community’s base value (see page 461 of the Pathfinder RPG Core Rulebook), make a DC 10 Diplomacy check; add 10 to the DC for each community size category between the current community and the community size with a base value sufficient for that item. Success means (with GM approval) you’re able to sell or purchase that item as if the local community were of sufficient size. Each additional attempt (successful or otherwise) in that community increases the DC by an additional +10. Example: If you’re trying to find a +1 cloak of resistance (1,000 gp), you’d normally need to be in a small town (base value 1,000 gp) or larger to be able to find that item with little trouble. If you’re currently in a hamlet, that’s two community sizes away from a small town, so the Diplomacy DC is 30. If you went to a village and asked there, the DC would only be 20 because it’s only one community size away from a small town.

Pirate - Regional Trait

Benefit: You gain a +1 trait bonus on Profession (sailor) and Swim checks, and Swim is always a class skill for you.

Class Abilities:

Variant Domains: – Eagle, Fire

Domains
Your spirit soars with the mightiest and noblest of all winged creatures.
Granted Powers:
Familiar: You gain a hawk familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.
Hawkeye (Su): As a swift action, you may add a bonus equal to half your Cleric level (minimum +1) on one ranged attack or on one Perception check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aerial evasion (Ex): At 6th level, you gain the evasion ability (as a rogue) when you are flying. At 12th level, you gain improved evasion while flying.
Domain Spells: 1st—aspect of the falcon, 2nd—eagle’s splendor, 3rd—fly, 4th—river of wind, 5th—overland flight, 6th—eagle aerie, 7th—animal shapes (birds only), 8th—sunburst, 9th—winds of vengeance.

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 + 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).

Gear:

On Person
Name Weight Cost
Studded Leather 20 lbs 25 GP
2 Cold Iron daggers 4 lbs 8 GP
Heavy Mace 8 12 GP

32 lbs 41 GP

In Backpack
Survival Kit 5 lbs 50 GP
A survival kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.
A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.

Mess Kit: This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.
Total Weight Carried: 37 lbs… Total Money Spent: 95 GP

In Satchel

Character Theme Song here

Image here.