Sandpoint Cleric

Ardan Kiel's page

325 posts. Alias of pad300.


Full Name

Ardan Kiel

Race

| HP: 123/123||AC 32, Touch 16, FF 28 | Init: +12 | F: +19, R: +18, W: +26, +2 racial vs death, energy drain, negative energy, and necromancy +2 insight vs mind affecting| CMB: +12, CMD: 26

Classes/Levels

Speed 30ft| Perc: +35, SM: + 9 | Active conditions: none

Gender

M Aasimar (Garuda Blooded) Cleric 8 Stargazer of Pulura 8

Size

M (6'1", 193 lbs)

Age

39

Special Abilities

see text

Alignment

CG

Deity

Pulura

Location

Magnimar

Languages

Common, Celestial, Draconic, Aquan, Terran, Auran, Ignan, Aklo, Undercommon, Necril, Sylvan

Occupation

Stargazer

Strength 10
Dexterity 18
Constitution 16
Intelligence 15
Wisdom 28
Charisma 12

About Ardan Kiel

Ardan Kiel, Stargazer

Background:

Ardan Kiel is a stargazer of Pulura. He has been in Pulura’s service his entire life (nearly a century), wandering the northlands of Varisia, rescuing lost, injured and homesick travellers. Some believe he is the strongest of her servants in Varisia. He has been drawn south to Magnimar by a series of prophetic dreams – apparently his abilities will be needed to prevent a major catastrophe... He is to find and ally himself to a with a man with silver eyes. He is staying at the temple of Desna, as the Song of the Spheres is an ally and patron of the Shimmering Maiden (Pulura).

Description:

The first thing that stands out is the white hand shape in the hair of his beard– a wight grabbed his face many years back, and all the hair it touched has since grown white, rather than his natural dark brown…
46 years old. 6‘1”, 193 lbs. Brown hair, full beard and mustache (kept short and neat), the beginnings of a bald spot. Hazel Eyes. Several scars.

Mechanical:

CG Male Aasimar (Garuda Blooded)
Cleric (Herald Caller) 8 Stargazer of Pulura 8,
Init +12= +4 (dex)+2 The Stargazer +4 familiar+2 luck
Speed 30 ft
Darkvision 60 ft
Defense
AC: 32 = 10 + 2 (Shield) +4 Enhancement (Shield) +4 Dex +10 Armor (Coat of Many Stars) +2 Deflection

HP 131 = 8 (d8 maxed at first) + 7d8=> 35 + 8d6 => 32 + 3 x 16 (con)
DR 5/Slashing (coat of Stars)
Resist 5 negative energy damage (Race)

Fort +19 = +6 Cleric +3 Stargazer+3 Con +2 Luck +4 Resistance+1 Competence
Ref +18 = +2 Cleric +4Stargazer +4 Dex +2 Luck +1 trait+4 Resistance+1 Competence
Will +26 = +6 Cleric +4 Stargazer + 9 Wisdom +2 Luck+4 Resistance+1 Competence
+2 racial against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
+2 insight bonus on saving throws against all mind-affecting effects.

CMD 26 = 10+12 Bab+4 Dex
Offense
Melee: ***
Ranged: ***
BAB : +12 = +6 cleric +6 stargazer
CMB : +12= +12 Bab + 0 Str

Stats (20 pts)
Str = 10 (0 pts)
Dex 18 = 14 (5 pts) +2 racial + 2 enhancement
Con 16 = 14 (5 pts) + 2 enhancement
Int 15 = 13 (3 pts)+ 2 enhancement
Wis 28 = 16 (10 pts)+2 Racial+4(lvl 4,8,12,16)+6 enhancement
Cha 12 = 12 (2 pts)

Feats: Healer’s Hands (1st), Sacred Summons (3ed) Augment Summoning (Herald Caller 4), Signature Skill (Heal) (5th), Summon Good Monster (7th), Superior Summoning (Herald Caller 8), Versatile Summon Monster (Aerial, Cthonic) (9th), Divine Interference (11th), Channel Revival (13th), Ritual Hex (15th)

Traits: Fates Favored (Faith), Deft Dodger(Combat)

Skills (4*16+1(int) /lvl)+8 FCB (skill roll NOT INCLUDING ACP)
Survival (+17, 3 ranks +3 trained +9 Wis+2 luck)
K Planes ( +23, 16 ranks+3 trained+ 2 Int+2 luck)
Perception (+35, 16 ranks +3 trained +9 wis + 5 eyes of the eagle+2 luck)
Acrobatics ( +14, 3 ranks+3 trained +4 Dex+2 racial+2 luck)
Spellcraft ( +23, 16 ranks+3 trained + 2 int+2 luck)
Heal (+30, 16 ranks +3 trained + 9 Wis+2 luck)
Fly (+10, 2 ranks +4 Dex+2 racial+2 luck)
K Religion ( +23, 16 ranks+3 trained+ 2 Int+2 luck)
From Ioun Stone : K Arcana ( +23, 16 ranks+3 trained+ 2 Int+2 luck)

Background Skills (2 /lv) (Ranks, skill roll. NOT INCLUDING ACP)
K Geography ( +12, 5 Ranks +3 Trained +2 Int+2 luck)
Linguistics (+12,8 ranks+2 int+2 luck)
K History ( +23, 16 Ranks +3 Trained +2 Int+2 luck)
K Nobility ( +10, 3 Ranks +3 Trained +2 Int+2 luck)
Languages : Common, Celestial, Draconic, Aquan, Terran, Auran, Ignan, Aklo, Undercommon, Necril, Sylvan

Racial Abilities:

+2 Wisdom, +2 Dexterity: Aasimars (Garuda Blooded)
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars (Garuda blooded) have a +2 racial bonus on Fly and Acrobatics checks.
Spell-Like Ability: Aasimars(Garuda blooded) can use See Invisibility once per day as a spell-like ability (with a caster level equal to the aasimar’s character level).
Deathless Spirit: Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
FCB: Cleric, +8 skill points

Class abilities:

Aura (Ex): has an aura of chaos &, good(see the detect evil spell for details).
Channel Energy (Su): 4 times per day, Positive Energy (8d6) in a 30 ft radius, Will save DC 19
Domain : Good
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
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).
Evil, and Lawful Spells: Can't cast spells with either of the Evil or Lawful descriptors.
Call Heralds (Su): A herald caller can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can lose a prepared spell in order to cast any summon monster spell of the same level or lower. She gains a +1 bonus on concentration checks to cast a summon monster spell defensively. This bonus increases to +2 at 5th level, and increases by 1 every 5 cleric levels thereafter.
Divine Heralds (Su): A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity. This includes all creatures listed as summon monster options for priests of her deity (see Expanded Summoning for Priests on page 30), creatures whose alignment matches at least one aspect of her deity’s alignment (good, chaos). When summoning a creature that is normally summoned with the celestial or fiendish template, a herald caller of a chaotic deity can instead summon it with the entropic template.
Because of these summoned monsters’ strong ties to the herald caller’s deity, the herald caller also gains specific benefits with creatures she summons with summon monster spells gained from her cleric spell list. The herald caller and her summoned monsters can understand each other’s spoken words as if they shared a common language (though this doesn’t give summoned monsters the ability to speak if they normally lack it). Whenever the herald caller uses channel energy to heal, she can include all of her summoned monsters, even if they are out of her normal channel energy radius or of a creature type that would not normally be affected. If she channels energy to deal damage, she can exclude any of her summoned monsters that would normally be affected.
Mighty Heralds: At 4th level, a herald caller receives Augment Summoning as a bonus feat, and is considered to have Spell Focus (conjuration) for the purposes of prerequisites for feats that have Augment Summoning as a prerequisite (such as Evolved Summoned Monster on page 146 of the Pathfinder RPG Advanced Class Guide). At 8th level, she gains Superior Summoning (Pathfinder RPG Ultimate Magic 157) as a bonus feat.
Guiding Light (Su): The stargazer gains a familiar, treating his stargazer level as his wizard level. (see Familiar block below)
Mystery Magic (Ex): At 1st and 9th levels, the stargazer gains a hex from the witch’s list of hexes. His stargazer levels count as (and stack with) witch levels when determining the effects of hexes. In addition, the stargazer adds all hexes available to a shaman with the heavens spirit (Pathfinder RPG Advanced Class Guide 40) to the witch list. Hex: Heaven’s Leap, Protective Luck,
At 3rd level, the stargazer gains the Stars subdomain in addition to any domains he already has. His stargazer levels count as (and stack with) cleric levels when determining which domain abilities he gains and their effects. If he isn’t a cleric, the subdomain’s spells are added to his class spell list (if necessary) and to his spells known, spellbook, familiar, or similar source. Spells added this way may be cast only once per day, unless using the stars are right ability. He can use the stars are right ability regardless of his spellcasting class.
Guarded Mind (Ex): You gain a +2 insight bonus on saving throws against all mind-affecting effects.
The Stars Are Right (Su): If you prepare your cleric spells while the stars are visible to you, you may spontaneously cast any of your Stars subdomain domain spells by swapping out a spell of an equal spell level. Any Stars subdomain spells that you cast while the stars are visible to you heal you of damage equal to the spell’s level as you cast the spell.
A stargazer gains certain abilities from the heavens oracle mystery (Pathfinder Roleplaying Game Advanced Player’s Guide 48) as he gains levels as well. At 5th level, the stargazer gains the coat of many stars oracle revelation. At 7th level, he gains the star chart revelation. His stargazer levels and cleric levels count as (and stack with) oracle levels when he is determining the effects of these revelations.
Coat of Many Stars (Su): You conjure a coat of starry radiance that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/slashing. You can use this coat for 1 hour per day per oracle level. The duration does not need to be consecutive; it can instead be spent in 1-hour increments.
Star Chart (Ex): Your copious notes contain a working model of the night sky expressed in artistic scribbles and arcane mathematical formulae. Once per day, you may spend 10 minutes contemplating your star chart to gain the benefit of the spell commune. You must be at least 7th level to select this revelation.

Sidereal Arcana, The Pack: The stargazer becomes attuned to the beasts that follow the Caravan. He gains a +2 bonus on Handle Animal checks. In addition, whenever he casts a summoning spell that conjures multiple creatures of the animal type, he summons an additional animal of that type.
Sidereal Arcana, The Mother: The stargazer channels the nurturing heart of the Caravan. Whenever the stargazer casts a cure spell, casts breath of life, or uses the healing hex, he adds twice his class level to the hit points restored. If the stargazer is a cleric with channel positive energy, his stargazer levels stack with his cleric levels to determine its effects.
Sidereal Arcana, The Rider: The stargazer can conjure a steed that deters those who would harm him. Once per day, the stargazer can use phantom steed as a spell-like ability; this spell-like ability has the light descriptor, and only the stargazer can ride the mount. The steed is made of starlight, and sheds light as a torch. While riding his star-steed, he is under the effects of sanctuary heightened to 4th level; if he breaks this sanctuary, he can reactivate it after 1 minute. The caster level of these effects is equal to his character level.
Sidereal Arcana, The Stargazer: The constellation that shares his name warns the stargazer of danger. The stargazer gains a +2 insight bonus on initiative checks and is not considered flat-footed before he acts in combat, although this does not allow him to act if he could not otherwise do so.

Equipment: 310000, “Significant portion” in consumables...:

Magic Items

Consumables (except scrolls)

Snapleaf 750 gp
Feather Token – Tree 400 gp
Potion of Touch of the Sea (potion sponge) 52 gp
Wand of CLW X2 (50 charges, 1500 gp)
Caller’s Feather (2000 gp)
Wand of Freedom of Movement (16 charges, 21000)
Wand of Blessings of Fervor (21 Charges, combined with above)
Wand of Death Ward (13 Charges, combined with above)
Wand of Air Bubble (50 charges, 750 gp)
Wand of Lesser Restoration (50 charges, 4500 gp)
Wand of Alter Summon Monster (37 Charges, 4500gp)
Wand of Ancestral Communion (13 charges, Combined with above)
Beautiful War Paint (6300 gp)
Potion of Remove Blindness/Deafness 750 gp
Talisman(s) (lesser) Freedom X2 1800 gp, (2nd is stored in pack)
Talisman(s) (lesser) Life’s Breath 3500 gp,
Talisman(s) (lesser) Warriors Courage X2 900 gp (2nd is stored in pack)

53202 gp

Scrolls
Brightest Light X2 (4X7X25X2=1400 gp)
Anti-incorporeal Shell X4 (4X7X25X4= 2800gp)
Thaumaturgic Circle X2 (4X7X25X2= 1400gp)
Purify Body X4 (4X7X25X4= 2800gp)
Remove SicknessX4 (1X1X25X4=100 gp)
Delay Poison, Communal X2 (3X5X25X2=750 gp)
Remove Paralysis X4 (2X3X25X4=600 gp)
Communal Resist Energy X4 (3X5X25X4 = 1500gp)
Remove DiseaseX4 (3X5X25X4 = 1500gp)
Remove Blindness/Deafness X4 (3X5X25X4 = 1500gp)
True SeeingX4 ((5X9X25+250)X2 = 5500 gp)
Magic Circle Against Evil X4 (3X5X25X4 =1500 gp)
Inspiring RecoveryX2 (6X11X25X2=3300 gp)
Reach Heal X2 (7X13X25X2= 4550 gp)
Hide from Undead, Greater X2 (3X5X25X2=750gp)
Suppress Charms and Compulsions X2 (2X3X25X2=300 gp)
Align Weapon, Communal X2 (3X5X25X2=750 gp)
Invisibility Purge X4 (3X5X25X4 = 1500gp)
Nap Stack (3X5X25X1=375 gp)
Stone Shape X4 (3X5X25X4 = 1500gp)
Dimensional Anchor X4 (4X7X25X4= 2800gp)
Iron Spine X2 (4X7X25X2= 1400gp)
Cleanse ( 5X9X25=1125 gp)
Fickle Winds X2 (5X9X25X2=2250 gp)
Life Bubble X2 (5X9X25X2=2250 gp)
Sphere of Warding ( 5X9X25=1125 gp)
Wall of Stone X2 (5X9X25X2=2250 gp)
Neutralize Poison, GreaterX2 (6X11X25X2=3300 gp)
Sazari Shadow Memory X3 ([6X11X25+1500]X3=9450 gp)

+1 Guided Defending Cestus 18305 gp
Handy Haversack 2000 gp
Cloak of Resistance + 4 16000 gp
Belt of Physical Might (+2 Dex, Con) 10,000 gp
Luckstone 20000 gp
Eyes of the eagle 2500 gp
+1 Darkwood Heavy Wooden Shield 1257 gp
Scarlet and Blue Sphere Ioun Stone +2 Int, K arcana, 8000gp
Pale Green Prism Cracked Ioun stones (Saves), 4000 gp
+1 Darkleaf Cloth Leather Lamellar Armor 1810 gp
Headband of Inspired Wisdom +6 36000 gp
Rod of Lesser Extend X2 6000 gp
Rod of Lesser Reach 3000 gp
Dueling Cuffs 10000 gp
Gloves of Reconnaissance 2000 gp
Healer’s Satchel 1500 gp
Cracked Dusty Rose Prism Ioun Stone 500 gp
Travelers Anytool 250
Jaunt Boots 7200 gp

4000 in “Offerings” for a Greater Planar Ally ritual, Mithril Chain Shirt +3, Ring of Force Shield
10000 gp in diamonds
13251 gp in cash.

Weapons: Do it all knife (Cold Iron Sawback Kunai ) (9 gp)
Gear (32 gp): Explorer’s outfit, tent (small) 10 gp, bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp),), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp), pen(1 sp), ink (8 gp)

Spells Prepared:

L0 (DC 19, *) Detect Magic, Light, Detect Fiendish Presence, Read Magic
L1 (DC 20, 4+1 domain+3 wis) Featherfall (Domain), Stone Shield, Stone Shield, Sure Casting, Murderous Command, Remove Fear, Liberating Command, Liberating Command
L2 (DC 21, 4+1 domain+2 wis) Hypnotic Pattern (Domain), Eagle’s Splendor, Ashen Path, Ashen Path, Tears to Wine, Blinding Ray, Silence, ***
L3 (DC 22, 4+1 domain+2 wis) Fly (Domain), Skyshroud, Magic Vestment, Blood Rage, Sand Whirlwind,***, ***
L4 (DC 23, 4+1 domain+2 wis) Holy Smite (Domain), Blessings of Fervor, Blessings of Fervor, Greater Magic Weapon, Spit Venom, Warp Metal,***
L5 (DC 24, 4+1 domain+2 wis) Overland Flight (Domain), Air Walk, Communal, Break Enchantment, Bone Shatter, Forbid Action (Greater), Holy Ice, ***
L6 (DC 25, 3+1 domain+1 wis) Blade Barrier (Domain), Heroes Feast, Inspiring Recovery, Greater Dispel Magic, ***
L7 (DC 26, 3+1 domain+1 wis) Sunbeam (Domain), Destruction, Destruction, Holy Word, ***
L8 (DC 27, 2+1 domain+1 wis) Holy Aura (Domain) Stormbolts, Stormbolts, ***

Familiar:

Taya is Ardan’s familiar
Greensting Scorpion Familiar, Archetypes: Figment, Sage
N Tiny Vermin
Init +3; Senses darkvision 60 ft.; Perception +4
Speed 30 ft.
AC 23, touch 15, flat-footed 21 (+3 Dex +3 armor, +3 Natural Armor +2 natural armor Adjustment, +2 size)
Hp 61
Fort +9, Ref +9, Will +10
Str 3, Dex 16, Con 10, Int 13, Wis 10, Cha 2
Base Atk +12; CMB +???; CMD ??? (+4 vs. trip)
Feats Weapon Finesse (bonus from size). Collective Recollection (From losing Mindless)
Skills Climb +7, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
17 additional ranks (8*2+1int)
Perception +9 (1 rank +3 trained+1 wis+4 racial)
K(engineering) +9 (1 rank +3 trained+1 int+4 Sage Knowledge)
K(geography) +9 (1 rank +3 trained+1 int+4 Sage Knowledge)
K(Nobility) +9 (1 rank +3 trained+1 int+4 Sage Knowledge)
K(Local) +9 (1 rank +3 trained+1 int +4 Sage Knowledge)
K(Dungeoneering) +22 (6 rank +3 trained+1 int+4 Sage Knowledge +8 racial)
K(Nature) +22 (6 rank +3 trained+1 int+4 Sage Knowledge + 8 racial)

Special Abilities
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Recurring Dream (Su): A figment has a total number of hit points equal to 1/4 of its master’s total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night’s sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment’s master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day. Because it is a being of its master’s mind, a figment can never serve as a witch’s familiar, a shaman’s spirit animal, or any other spell-granting familiar, and it can’t use any divination spells or spell-like abilities the base creature has. This replaces improved evasion.
Manifest Dreams (Su): At 3rd level, a figment is shaped by its master’s dreams. Each time the master awakens from a full night’s rest, he can apply to the figment 1 evolution point’s worth of eidolon evolutions that don’t have a base form requirement. At 7th level, he can apply 2 points’ worth of eidolon evolutions; at 13th level, he can apply 3 points’ worth of eidolon evolutions. This replaces deliver touch spells, speak with animals of its kind, and scry on familiar.
Skilled : K(Dungeoneering)
Skilled: K(Nature)
Sage Skills: A sage treats all Knowledge skills as class skills.
Dazzling Intellect (Ex): A sage’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level. This alters the familiar’s Intelligence score and natural armor adjustment.
Sage’s Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level. This replaces alertness and the familiar’s ability to share its master’s skill ranks.
Equipment: masterworks studded leather barding, armored pouch to hide inside