Hakon

Arthdane Sarkanaroka's page

145 posts. Alias of pad300.


Full Name

Arthdane Sarkanaroka

Race

Human | HP 17/17| AC: 16, T: 12, FF:14 | Spd: 40ft/|

Classes/Levels

Cleric (Herald Caller) 2 | Init +2, Lowlight Vision; Percept: +7, Sense Motive: +2 | Saves: F: +5, R: +3, W: +6| CMB +4 / CMD 16

Gender

M

Size

Medium (5'9", 183 lbs)

Age

21

Special Abilities

See text

Alignment

CG

Deity

Cayden Cailen

Location

Fort Inevitable

Languages

Common, Ulfen

Occupation

Adventurer

Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 14
Charisma 10

About Arthdane Sarkanaroka

Arthdane Sarkanaroka

Background:

A cleric of Cayden Cailen who was talked into signing up for the Mendevian crusade by some smooth talking Iomedaens. An overenthusiastic religious service (drunken binge) in Fort Inevitable ended up with a 2 month hard labor sentence... The Iomedaens abandoned him as a bad penny. He's now broke, in bad odor with the local law, and has few if any prospects for employment... Never mind enough money for beer. Signing up with this expedition is rolling the dice, but he's hoping his luck has changed...

Description:

5’9” and 183 lbs. Mustache, short (1”) beard. Freckled with dark green eyes and blond-ish hair. He wears a headband (actually a sling) to hold back his shoulder length hair.

Mechanical:

Arthdane Sarkanaroka
Cleric (Herald Caller) 2
Alignment: CG
Diety: Cayden Cailen
Race = Human (taldane-ulfen mutt) (favored class: Cleric)
Init + 2 = +2 Dex
Speed 40 ft
Low-Light Vision

Spells Prepared (typical)
L0 (4) : Guidance, Stabilize, Create Water, Detect Magic
L1 (2+1+1) Expeditious Retreat, ???

Defense
AC : 16 =10+ 4 Armor +2 Dex
HP: 17 = 8+ (1d8 > 5)+2*2 (con)
Fort + 5 = +3 Cleric + 2 con
Ref +3 = +0 Cleric + 2 dex +1 racial
Will +6 = +3 Cleric + 2 wis + 1 racial
CMD : 15 = 10 + 0 (bab)+ 2 (dex) +3 (str)

Offense
Melee: Longspear +4/1d8+4, Cestus +4/1d4+3
Ranged: Sling +3/1d4+3
BAB : +1
CMB : + 4 = +1 (BAB)+3 Str

Str: 16 = 14 (5 pts) +2 racial
Dex : 14 = 14 (5 pts)
Con : 14 =14 (5 pts)
Int : 10 =10 (0 pts)
Wis; 14 =14 (5 pts)
Cha: 10 = 10 (0 pts)

Skills : (4+1 FCB /level) Not including ACP
Spellcraft (2 rank +3 trained = +5),
K Religion (2 rank +3 trained +1 trait = +6)
K Planes (2 rank +3 trained +1 trait = +6)
Perception (2 rank +3 trained +2 wis= +7)
Heal (2 rank+3 trained +2 wis = +7)
Background Skills (2/level)
Handle Animal (2 rank = +2)
Profession ( Brewer) (2 rank +3 trained +2 Wis = +7)
Languages : Taldane (Common), Ulfen

Feats
Combat Reflexes (1st)
Healer’s Hands (human Bonus feat)
*** (3ed)
Augment Summons (Mighty Heralds, 4th)
Incredible Healer (5th)
*** (7th)
Superior Summons (Mighty Heralds, 8th)
Sacred Summons (9th)

Traits : Aspiring Crusader (Campaign), Armor Expert (Combat)

Race Abilities:

Bonus Feat: Humans select one extra feat at 1st level.
Heart of the Fey: Fey-touched humans enjoy senses and reactions superior to those of their kin. These humans receive low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.

Class Abilities:

Aura (Ex): A cleric of a Chaotic Good deity has a particularly powerful aura corresponding to the deity's alignment.

Spells

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.

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.

Dedicated Summoner: A herald caller depends on summoned allies to overcome her foes, which affords her little experience with the martial pursuits typical of other clerics and a narrower spiritual focus. A herald caller can choose only one domain from her deity’s list of domains, rather than the normal two domains, and she doesn’t gain proficiency with medium armor or shields. This ability alters the cleric’s domains and armor proficiencies.

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, and creatures of an elemental subtype that matches a domain granted by the deity (if any). 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, and a herald caller of a lawful deity can instead summon it with the resolute template (see pages 292–293 of Pathfinder RPG Bestiary 2 for more information on these simple templates).

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.

Domain: Travel (Exploration)
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.
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 power a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st— expeditious retreat, 2nd—locate object, 3rd—fly, 4th— locate creature, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th— world wave.

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).

Lawful, Evil, Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one).

Equipment (178.7 gp):

magic: Scroll of Bless, makings for 2 more scrolls

Weapons (12.2 gp)
Dagger (2 gp), Longspear (5 gp), Cestus (5 gp), Sling (0 gp), 20 bullets (2 sp)
Armor (60 gp)
Lamellar Leather (60gp)
Equipment ( 74.54 gp)
Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), 50 ft hemp rope (1gp), String 50 ft (1 sp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), spell component pouch (5 gp), 2x Wooden Holy Symbol (2 gp), Wandermeal 5 days (5 cp), Healer’s Kit (50 gp)
Flat Broke!
Animal (32 gp)
Mule (8 gp), Animal Harness (2 gp), Saddlebags (4 gp), 10 days of Mule Feed ( 5 sp), 2 waterskins (2 gp), Spell Component Pouch (5gp), 2x Wooden Holy Symbol (2 gp), 50 ft of rope (1 gp), 4 sacks (4 sp), trail rations 10 days (5gp), 20 sling bullets (2sp), bedroll (1sp), blanket(5sp), hammock (1sp), mess kit (2 sp)