Captain Josper Creesy

Andrei Fidecupe's page

255 posts. Alias of TheWaskally.


Full Name

Andrei Fidecupe

Race

Human (varisian)|HP: 29/29|AC: 14 (10 Tch, 14 Fl)|CMB: +3, CMD: 13| F: +5, R: +1, W: +7 |Init: +0|Perc: +3, SM: +7, Diplo: +9, Heal +11, Kno (Rel) +11

Classes/Levels

Cleric/5th|Speed 40ft (40ft)|Active conditions: None|Channel Energy 3d6 7-7/day|

Gender

Male

Size

Medium

Age

25

Special Abilities

Aura (Ex), Channel Energy 2d6, Domains, Orisions, Spontaneous Casting

Alignment

Chaotic Good

Deity

Cayden Cailean

Languages

Varisian (fluent), Celestial (fluent), Common (Taldane, novice), Ignan (novice)

Occupation

Traveling Healer

Strength 12
Dexterity 10
Constitution 13
Intelligence 13
Wisdom 16
Charisma 15

About Andrei Fidecupe

Initiative: +0
Senses: Perception +3
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AC 14 (10 Touch, 14 FF)(+3 Armor, +1 Shield)
Hp 29 (1d8 (max) + 1 Con, then 1d8 + 1 Con per level)
Fort +5, Ref +1, Will +7
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Speed 30 ft (30 ft Base)/30 ft.(fully geared)
Melee MW Rapier +5 (1d6, 18-20/x2), MW Mithral Dagger +5 (1d4, 19-20/x2)
Ranged Dagger +4 (1d4, 19-20/x2, 10ft.)
Special Attacks Channel energy 3d6 7/7x/day
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Spells
0-level Create Water, Mending, Detect Poison, Guidance.
1st-level Protection from Evil, Bless, Detect Evil, Remove Sickness, Shield of Faith.
2nd-level Locate Object, Calm Emotions, Hold Person, Align Weapon.
3rd-level Fly, Bestow Curse, Remove Curse

Spell-like Abilities
Athletic Exploit (Su) 1/day
As a swift action, you gain the ability to overcome physical obstacles with ease. Until the beginning of your next turn, you halve your armor check penalty when attempting Acrobatics, Climb, Escape Artist, and Swim skill checks, and you gain a bonus equal to 1/2 your cleric level (minimum +1) on such skill checks.
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BAB +3, CMB +3, CMD 13
Feats Extra Channel, Additional Traits, Skill Focus Knowledge (religion)
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Skills 3/Level +1/Level Human +2/Background
Appraise +1 (0 Rank, 0 Class, 1 Int)
Craft (alchemy) +5 (1 Rank, 3 Class, 1 Int)
Diplomacy +10 (4 Rank, 3 Class, 2 Cha, 1 Trait)
Heal +12 (4 Rank, 3 Class, 3 Wis, 2 Healer's Kit)
Knowledge (arcana) +6 (2 Rank, 3 Class, 1 Int)
Knowledge (history) +1 (0 Rank, 0 Class, 1 Int)
Knowledge (nobility) +1 (0 Rank, 0 Class, 1 Int)
Knowledge (planes) +5 (1 Rank, 3 Class, 1 Int)
Knowledge (religion) +12 (5 Rank, 3 Class, 1 Int, 3 Skill Focus)
Linguistics +6 (2 Rank, 3 Class, 1 Int)
Perform (orator) +11 (4 Rank, 3 Class, 2 Cha, 2 Traits)
Perform (sing) +7 (2 Rank, 3 Class, 2 Cha)
Profession (bartender) +9 (3 Rank, 3 Class, 3 Wis)
Sense Motive +7 (1 Rank, 3 Class, 3 Wis)
Spellcraft +5 (1 Rank, 3 Class, 1 Int)
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Racial Traits 2 to any one ability, Medium, Normal Speed, Bonus Feat, Skilled, Languages
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Special Qualities/Class Features:

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).
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.
Domains Travel and Azata
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, activating a domain power is a standard action.
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Agile Feet (Su)
As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Elysium’s Call (Su)
With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.
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 treated 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 of 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).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).

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Traits (Race) Voice of Velvet, (Regional) Natural Artist, (Campaign) Touched By Divinity, (Social) Charming, (Religion) Adventurous Imbiber.
Items A handy haversack, a silver holy symbol, an ioun torch, a bedroll, a belt pouch, holy placard, flint and steel, an iron pot, a mess kit, 50ft. silk rope, a spell component pouch, a bar of soap, 5 days worth of trail rations, a waterskin, a clay mug, a bottle of absinthe, a gallon of ale, 5 bottle of fine wine, 1 bottle of aged whiskey, 2 wands of prestidigitation, sleeves of many garments, a healer's kit, a oil of magic weapon, a potion of remove disease, a scroll of gaseous form, a scroll of heroism, and a scroll of hide from undead.
Combat Gear MW Studded leather armor, buckler, MW rapier, and a mithral dagger.

Wealth (301 gp, 1 sp, 7 cp)
Carrying Capacity
Light (38 lbs or less); Medium (39-76 lbs.); Heavy (77-110 lbs.)
Current Load: 44
Age 25, Height 6'0", Weight 190 lbs, Eyes Blue, Hair Brown
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Appearance:
Andrei Fidecupe is a tall, handsome, varisian man with wavy brown hair, a glorious moustache, and ocean blue eyes. the cleric dresses in a traditional varisian manner: lots of colorful scarves, and flamboyant attire. For armaments, Andrei wear a fine set of studded leather on his body, and keeps a fantastic-looking rapier, decorated with many cup, bottle, and mugs engraved around the basket, and a high-end mithral blade in his boot. Over this, the caydenite often wears a tabard with Cayden Cailean's holy symbol.

Personality:
Andrei is a proud, flamboyant varisian male. Despite his lean physique, his faith, wisdom and charisma often sees him through. The caydenite is always on the lookout of someone who could use Cayden's wisdom. In his travels, Andrei has gotten to sample many of Varsia's spirits and is always on the lookout for something new. Andrei is a ladykiller: often charming the locals more than the party's bard. Speaking of bards, given a chance Andrei will tell the greatest stories of Cayden Cailean and Golarion in general.

Quirks and Flaws:
Andrei is friendly to all other good religions, except Iomedans. The caydenites ultimate issue with the Goddess of Justice, is she knows how hard the world is being one of the Ascended, like Cayden Cailean; she insist on overloading her followers with endless rules and edicts, while Cayden offers the people of Golarion the easiest path to Paradise. Despite his amazing connection to The Drunken God, Andrei tries not to show off in front of other caydenites, knowing how very lucky he is. Andrei is usually in some level of inebriation at all times, rarely is the varisian an 'angry drunk'.

Background story:
Andrei Fidecupe was born the Fidecupe Family and caravan. The name Fidecupe is varisian for 'son of cups'. The Fidecupe clan was born from the loins of Cayden Cailean, one of many children the adventurer left in his wake before he took the Test of the Starstone. When Cayden ascended to godhood, the new God of Adventure made sure to take care of his line. Some family members have been traveling brewers, guards for ale shipments, bartenders, etc. Any venture the Fidecupe Clan took concerning some kind of alcohol was predictably blessed by their godly patron.

The Fidecupe Clan knew Andrei would be special to Cayden when he was born on the 11th of Kuthona, Cayden's Ascension Day. Born healthy, if a little lean, Andrei Fidecupa grew up along side his brothers, sisters, and cousins in the caravan. His adolescence was spent on the road, traveling the length and breath of Varisia, with his family doing odd jobs, brewing their own spirits, and laughing and playing with children the caravan would meet on the way. Andrei loved to listen to his baba tell the stories of his clan, and had gotten really good at adding and embellishing the finer points.

As Andrei grew to manhood, the varisian teen grew into his looks and confidence. The story Andrei tells of when he lost his virginity, it was to a azata in disguise, who's disguise dropped during climax! No one is sure if this is true. Eventually, Andrei's amorous encounters grew too large to walk away from. At one time, two twin dancers, a druid distant cousin, and a swashbuckler all drop their knifes at Andrei's feet, daring him to choose whom he would marry. All three parties had significant clout in the family. The clan's babas saw whomever Andrei choose, it would cause a rift right through the middle of the clan. It was decided that Andrei had to be exiled. Sadly, the caydenite left the only home he's ever known, never to return unless all parties either forsook their claim on Andrei, or they died. Andrei had been living a life on a circuit between various taverns dedicated to Cayden, helping to suppliment his clerical duties with being a traveling healer.


Element/Abilities:
Water (alcohol) All abilities relate to materializing and controlling large amounts of alcohol. Cayden Cailean gave Andrei the power to access the Ale Offering: a demiplane where all the alcohol spilled or toasted in Cayden's name is first stored before making it's way to Elysium.
Personal: Enhance Water at-will.
Offensive: Hydraulic Push Hydraulic Torrent
Defensive: Tsunami
Area Attack: Cloudkill (except it's a less-lethal version: completely hammered instead of death.

'Plot Hook':
Plot Hook: In The Center of The Hive
Cayden Cailean's on-again off-again paramour, Calistria, is angry with The Drunken God again. But this time, she's taking it out on Cayden's chosen. Taverns being overrun with wasps, honeywine attracting giant insects, Savored Sting followers starting bar brawls and interrupting ale shipments. And Andrei is also feeling Calistra's sting. The caydenite might have to journey to Elysium and play matchmaker to his god or ease the elven goddess's wraith.

NPC that is important to Andrei and why:
Baba Antonia, Andrei maternal grandmother instilled her grandson with a love for listening and telling stories. The caydenite has already decided he will risk all-out war with his former clan to pay his respects when she dies.