Mystic Theurge

Andrezi Zeldana's page

888 posts. Alias of Talomyr.


Full Name

Andrezi Zeldana

Race

Varisan Human

Classes/Levels

Cleric (Varisian Pilgrim) of Desna 5 | HP 33/36 | AC 18 T 13 FF 15 | Fort+6 Ref +5 Will +9 (+10) | Initiative +3 | Perception +4 | Channel Energy 0/7 | Bit of Luck 7/7 | Agile Feet 7/7

Gender

Male

Size

Medium

Age

24

Alignment

Chaotic Good

Deity

Desna

Location

Sandpoint, Varisa

Languages

Taldane (Common), Varisian, Shoanti

About Andrezi Zeldana

Andrezi Zeldana
Cleric (Varisian Pilgrim) of Desna 5
CG Medium humanoid (Varisian Human)
Init +3; Perception +4

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Defense
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AC 18, touch 13, flat-footed 15
HP 36 (5d8 + 5 Con Mod)
Fort +6, Ref +5, Will +9 (+10 vs. Enchantment)

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Offense
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Speed 40 ft.
Melee +3 Starknife (1d4; x3; Piercing)
Melee +3 Staff (1d6; x2; Bludgeoning)
Ranged +6 Light Crossbow (1d8; 19-20/x2; Piercing; 80 ft Range)
Ranged +6 Starknife (1d4; x3; Piercing, 20 ft Range)

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Statistics
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Str 10, Dex 16, Con 12, Int 10, Wis 18, Cha 14
Base Atk +3; CMB +3; CMD 16
Languages: Taldane, Varisian, Sylvan

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Feats
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Harrowed: Numerous Harrow readings early in your life seem to have hit the mark precisely, increasing your belief that you are destined for a specific purpose in life.

Benefit: You get a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Reflex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not.

Selective Channeling: You can choose whom to affect when you channel energy. Prerequisite: Cha 13, channel energy class feature.

Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.

Extra Channel: You can channel divine energy more often. Prerequisite: Channel energy class feature.

Benefit: You can channel energy two additional times per day.

Quick Channel: Your divine energies flash with dazzling speed.
Prerequisite: Knowledge (religion) 5 ranks, channel energy class feature.

Benefit: You may channel energy as a move action by spending 2 daily uses of that ability.

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Traits and Drawback
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Student of Faith (Campaign): While you have personally dedicated your life to a single deity, you study all religions and mortal faiths. Upon hearing that the town of Sandpoint recently completed a cathedral dedicated to the six deities most popular in the area, you had to see the place for yourself, and have arrived in time for the consecration of this holy edifice.

Benefit: Because of your strong faith and broad range of study, you cast all cure spells at +1 caster level, and whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Harrow Chosen (Racial Trait, Varisian): All your life you’ve been drawn to the mysteries surrounding your family’s harrow deck.

Benefit: You begin play with your family’s heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom.

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Skills (8 + 4 Human + 4 Favored Class = 16 + 8 Background)
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Acrobatics +2 (-1 ACP)
Appraise +1
Bluff +3
Climb +0 (-1 ACP)
Craft +1
Diplomacy +11 (5 rank, +2 CHA, +3 Class Skill)
Disguise +3
Escape Artist +2 (-1 ACP)
Heal +11 (4 rank, +4 WIS, +3 Class Skill)
Intimidate +3
Perception +4
Perform +3
Ride +2 (-1 ACP)
Sense Motive +11 (4 rank, +4 WIS, +3 Class Skill)
Stealth +2 (-1 ACP)
Survival +5
Swim +2 (-1 ACP)
Knowledge (Geography) +5 (5 rank, +0 INT - Background)
Knowledge (Planes) +4 (1 rank, +0 INT, +3 Class Skill)
Knowledge (Religion) +9 (5 rank, +1 INT, +3 Class Skill)
Profession (Fortuneteller) +12 (5 rank, +4 WIS, +3 Class Skill - Background)
Spellcraft +4 (1 rank, +0 INT, +3 Class Skill)

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Gear
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Traveler's Outfit (1 gp, Worn)
Cleric's Vestments (Starting, 6 lbs)
Chainshirt +1 (1,250 gp, 25 lbs)
Cloak of Resistance +1 (1,000 gp, 2 lbs)
Headband of Inspired Wisdom +2

Starknife (2) (24 gp, 3 lbs)
Light Crossbow (35 gp, 4 lbs)
14/20 Bolts (2 gp, 1.5 lb)
Staff (0 gp, 4 lbs)

Cleric's Kit (26 gp, 28 lbs)* Price and Weight Change for Silk Rope
- Bedroll
- Belt Pouch
- Spell Component Pouch
- Wooden Holy Symbol
- Waterskin
-Backpack (2 lbs)
[Contents]
-- Candles (10)
-- Cheap Holy Text
-- Flint and Steel
-- Iron Pot
-- Mess Kit
-- Silk Rope (50 ft)
-- Torch (5)
-- Trail Rations (3)
-- Journal
-- Ink
-- Pen
-- Scroll Cure Light Wounds (3)
-- Scroll Shield of Faith (2)
-- Potion Cure Light Wounds (2)
-- Wand of Cure Light Wounds (28 charges)
-- Scroll of Magic Weapon (3)
-- Holy Water (2)

Money: 289 gp 9 sp 10 cp

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Special Abilities
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Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

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

Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. 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 when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of 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 one 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 one 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 who worships 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 casts 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 channeled 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: 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, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.

- Travel Domain:

- Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

- 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.

- Blessing of Harrow: Once per day, a harrower may perform a harrowing for herself and all allies within 20 feet of her. This harrowing takes 10 minutes, and allies to be affected by it must remain within 20 feet of the harrower for the entire time. At the conclusion of the harrowing, count up the number of cards from each suit that were used in the reading. This harrowing provides a bonus based upon the suit with the most cards showing. In case of a tie, choose one suit. The bonus lasts for 24 hours. The suits grant insight bonuses as follows. Strength: +1 on attack rolls; Dexterity: +1 to AC; Constitution: +1 on weapon damage rolls; Intelligence: +1 on all skill checks; Wisdom: +1 on all saving throws; Charisma: +1 on caster level and concentration checks. (See Below)

- Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—teleport (greater), 8th—phase door, 9th—astral projection.

- Luck Domain:

- 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 a number of times per day equal to 3 + your Wisdom modifier.

- Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

- Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

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 cast 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 who worships 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).

Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Fortunate Road: At 1st level, a Varisian Pilgrim must select the Chaos, Community, Liberation, Luck, Travel, or Weather domain (or the Exploration, Fate, Freedom, Trade, or Seasons subdomains if available in the campaign) as one of her domains. If the cleric worships a deity that doesn’t normally grant one of these domains, she gains access to this domain but can only pick this one domain—she effectively loses the option to pick a second domain. As a result, very few clerics who worship deities who don’t grant access to one of the domains or subdomains listed above opt to become devout pilgrims. In all other respects, this works like and replaces the standard cleric’s domain ability.

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.

Blessing of the Harrow (Su): At 8th level, once per day the Varisian Pilgrim may perform a harrowing for herself or another creature. This is otherwise identical to the blessing of the harrow from the harrower prestige class.

This replaces an 8th-level domain power of the Varisian Pilgrim’s choice.

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Prepared Spells
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0 Level (DC 15): Light, Detect Magic, Guidance, Mending

1st Level (4 + 1/Day; DC 16): Bless, Shield of Faith, Protection from Evil, Magic Weapon, True Strike (Domain)

2nd Level (3 + 1/Day; DC 17): Remove Paralysis, Lesser Restoration, Spiritual Weapon, Aid (Domain)

3rd Level (2 + 1/Day; DC 18): Contagious Zeal, Dispel Magic, Fly (Domain)

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Backstory
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Description:

The faint layer of dust on his brown boots and blue cloak, and his well-tanned, sun-weathered skin tell the tale of a man used to travel. It takes only the slightest amount of religious knowledge to pick the man out as a follower of The Great Dreamer, with a starknife at his side and familiar butterfly symbol of Desna hanging around his neck. He will often be seen shuffling a deck of cards.

Hair: Dark Brown
Eyes: Brown
Height: 5'10"
Weight: 175 lbs.

Personality:

Andrezi is typically care-free, friendly, and gregarious. He tends to assume, many times to his detriment, that the majority of the people he meets have well meaning intentions.

Background:

Born to one of the many Caravans traveling across Varisia, Andrezi never learned to stay in any one place terribly long. Growing up in the culture of his people he learned the value of music, family, and to trust in the Harrow. Learning about the symbolism ingrained within the cards from his Grandmother, young Andrezi took a keen interest in the cards and more so in the patron of the Harrow, Desna. As he grew older, the wanderlust so prevalent took a great hold on Andrezi and he left his home Caravan to travel with other caravans, including those not of solely Varisian nature in hopes of seeing more of what his homeland had to offer while in service to the Song of the Spheres. Hearing word of a new cathedral being dedicated to six gods, Desna included, Andrezi made a point of traveling to Sandpoint to see this newest of temples.