Aldern Foxglove

Alric Stiner's page

35 posts. Organized Play character for Roshan.


Classes/Levels

Cleric 1/Bard 2

About Alric Stiner

ALRIC NOVOS STINER
Male Human (Varisian) cleric (varisian pilgrim) 1 / bard 2
CG medium humanoid (human)
Init +2; Senses Perception +3,
Aura Good and Chaos
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DEFENSE
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AC 14 touch 12 flat-footed 10
hp 25 (3d8+8)
Fort +4, Ref +5, Will +8, +4 vs. Bardic Performance, sonic, and language-dependent effects
Defensive Abilities Bit of Luck (6/day), Well-Versed
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OFFENSE
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Speed 40 ft.
Melee longsword +2 (1d8/19-20)
Ranged light crossbow +5 (1d8+9/19-20)
Offensive Abilities Channel Positive Energy (1d6, DC 12, 5/day), Distraction, Fascinate, Spells
Known Bard Spells (CL 2nd, ranged touch +4):
1st (3/day) - chord of shards (DC 13), cure light wounds (DC 13), saving finale (DC 13)
0th (at will) - dancing lights, detect magic, haunted fey aspect, mage hand, read magic
Cleric Spells Prepared (CL 1st, ranged touch +4):
1st - bless , comprehend languages , *expeditious retreat
0th - create water, light, stabilize (DC 13)
*Domain spell
Deity Desna; Domain Luck, Exploration (Travel Subdomain)
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STATISTICS
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Base Atk +1; CMB +1; CMD 13
Str 11 Dex 15 Con 14 Int 14, Wis 17, Cha 15
Special Qualities Armored Casting, Aura of Chaos, Aura of Good, Bardic Knowledge, Bardic Performance, Cantrips, Countersong, Versatile Performance (Dance), Inspire Courage +1, Orisons, Spontaneous Casting,
Feats Point-Blank Shot, Reach Spell, Selective Channeling
Skills Acrobatics +2, Appraise +6, Bluff +8, Craft (Untrained) +2, Diplomacy +8, Disguise +2, Escape Artist +8, Fly +2, Heal +7, Intimidate +2, Knowledge (Bardic) +3, Knowledge (History) +6, Knowledge (Religion) +6, Perception +3, Perform (Dance) +8, Perform (Oratory) +6, Profession (Shepherd) +7, Ride +2, Sense Motive +9, Stealth +6, Survival +7,
Languages Common, Draconic, Shoanti, Varisian
Combat Gear leather armor (10 gp), longsword (15 gp), Masterwork Light Crossbow (335 gp), Crossbow Bolts (10) (1 gp) (x3)
Other Gear outfit (traveler's) (free upon creation), wand of cure light wounds (50/50) (750 gp), Backpack (2 gp) [ Scroll (Bull's Strength) (150 gp) (x2); Scroll (Cure Moderate Wounds) (150 gp); Scroll (Magic Circle Against Evil) (375 gp); Wine (Fine/Bottle) (10 gp) (x2); Smelling Salts (25 gp); Tobacco (per lb.) (.5 gp)(x2); Waterskin (Filled) (1 gp) (x3)]
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TRAITS
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Starchild (Desna) Desna sensed your love of travel and promised you would always be able to find your way home. You can automatically determine where true north is. You gain a +4 trait bonus on Survival checks to avoid becoming lost.
Magical Lineage (Cure Light Wounds) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Cure Light Wounds, treat its actual level as 1 lower for determining the spell's final adjusted level.
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SPECIAL ABILITIES
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Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Aura of Chaos (Ex) You project a faint chaotic aura.

Aura of Good (Ex) You project a faint good aura.

Bardic Knowledge (Ex) You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 8 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Bit of Luck (Sp) You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability 6 times per day.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Caravan Bond (Su) At 1st level, by leading a group prayer for 1 minute, a Varisian pilgrim can select a number of traveling companions equal to her cleric level + her Wisdom bonus. She may use her domain-granted powers on any of these traveling companions as if they were her. She can use these abilities on her traveling companions at a range of up to 30 feet, even if the ability normally requires her touch. This ability replaces the cleric’s proficiency with medium armor and shields—she retains proficiency with light armor only.

Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this abilty 5 times per day.

Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Versatile Performance (Dance) (Ex) You can use your bonus in the Perform (Dance) skill in place of your bonus in the Acrobatics or Fly skills. When substituting in this way, you use your total Perform (Dance) skill bonus, including class skill bonus, in place of your Acrobatics or Fly skill bonus, whether or not you have ranks in that skill or if it is a class skill.

Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Door Sight (Su) You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this ability 6 times per day.

Fascinate (Su) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 13) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You 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).

Well-Versed (Ex) You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.