Alchemist

Barnabas "CA" Starson's page

69 posts. Alias of Helikon.


Full Name

Barnabas "CA" Starson

Race

Human

Spoiler:
HP: 11/11 AC 16/12/14: F+4, R+2, W+6 , Per:+8, Init: +2

Classes/Levels

Cleric (Herald Caller) 1

Gender

Male

Size

medium

Age

20

Alignment

LG

Deity

Abadar

Languages

Common,

Occupation

Assistant Junior Magistrat

Homepage URL

Picture

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

About Barnabas "CA" Starson

Data:

Name: Barnabas "CA" Starson
Race:
Job:
Age: 20
Alignment: LG
Personality: Inquisitive, Sarcastic, Helpful
Likes: Solving Problems, Riddles, Helping People M
Dislikes: Unsolved problems, unfair treatment of clients
Favorite foods: died fried vegetables surrounding a veal steak
Hobbies: Pipe, solving cases, chelish opera
Physical Description: Olive Skin, black hair, black eyes, expertly died
Deity: Abadar
Languages: Common,

Rendering:

20 point buy for stats
Stat point distribution:
STR: 10 = 0
DEX: 12 = 5
CON: 14 = 5
INT: 10 = 0
WIS: 14 = 5 (+2 Human Bonus) (16)
CHA: 14 = 5

Combat:

Hit Points: 26 / 26
Init: +1
X-bow light +2 1d8 19-20/x2 70ft
Battle aspergillum +0 1d6 20/x2
Attack:
Melee: 0 = 0(base) + 0(STR);
Range: 3 = 0(base) + 2(DEX);
CMB: 0 = 0(base) + 0(STR);
CMD: 12 =10 + 0(base) + 0(STR) + 2(DEX);

AC:
AC: 16 = 10 + 3(Armour) + 1(Shield) +2(Dex);
Touch: 12 = 10 +2(Dex);
Flat: 14 = 10 + 3(Armour) + 1(Shield);

Saves:
Fort: 4 = 2(base) + 2(CON);
Ref: 2 = 0(base) + 2(DEX);
Will: 6 = 2(base) + 3(WIS)+ 1 Trait;
Immune:


Class Traits:

Weapon and Armor Proficiency
Clerics are proficient with all simple weapons and light armor. Clerics are also proficient with the favored weapon of their deities. Katana

Aura (Ex) Lawful Neutral
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) 1d6 /6/day
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy 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 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 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.

Spells
A cleric casts divine spells which are drawn from the cleric spell list. 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 at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare 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.

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.

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.

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.

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 Clerics), 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. 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.

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.

Domain: Travel
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.

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


Racial Traits:

•Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
•Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
•Base Speed: Humans have a base speed of 30 feet.
•Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
•Extra Feat
•Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Skills,Feats,Traits:

Feats:
Point Blank Shot
Precise Shot

Traits:
Missing Son or Daughter:
The missing child is your own nephew. The child was abducted during a trip to the market or other daily event. Your stubbornness and long hours spent searching for rumors grant you a +1 trait bonus on Will saves.
Eyes and ears of the City
Skills:
Herald Caller 4+INT +1H = 5 * 1 = 5
ACP = -0 //Armour Check Penalty
Acrobatics: 1 = 0 + DEX Mod + 0 - ACP;
*Appraise: 0 = 0 + INT Mod + 0;
Bluff: 0 = 0 + CHA Mod + 0;
Climb: 0 = 0 + STR Mod + 0 -ACP;
*Diplomacy: 4 = 1 + CHA Mod + 3 + 2;
Disable Device: NA = 0 + INT Mod + 0;
Disguise: 2 = 0 + CHA Mod + 0;
Escape Artist: 1 = 0 + DEX Mod + 3 -ACP;
Handle Animal: 2 = 0 + CHA Mod + 0;
*Heal: 3 = 0 + WIS Mod + 0;
Intimidate: 4 = 0 + CHA Mod + 0 + 2;
Know(Arcane): 0 = 0 + INT Mod + 0;
Know(Dung): 0 = 0 + INT Mod + 0;
Know(Engin): 0 = 0 + INT Mod + 0;
Know(Geo): 0 = 0 + INT Mod + 0;
*Know(Hist): 0 = 0 + INT Mod + 0;
Know(Local): 0 = 0 + INT Mod + 0;
Know(Nature): 0 = 0 + INT Mod + 0;
*Know(Nobility): 0 = 0 + INT Mod + 0;
Know(Planes): 0 = 0 + INT Mod + 0;
*Know(Religion): 4 = 1 + INT Mod + 3;
*Linguistics: 0 = 0 + INT Mod + 0;
+Perception: 8 = 1 + WIS Mod + 3+ +1 Trait
+Prof. Magistrat 7 = 1 + WIS Mod + 3
Ride: 1 = 0 + DEX Mod + 0 -ACP;
*Sense Motive: 7 = 1 + INT Mod + 3;
Sleight of H.: NA = 0 + DEX Mod + 0 -ACP;
*Spell Craft: 0 = 0 + INT Mod + 0;
Stealth: 1 = 0 + DEX Mod + 0 -ACP;
Survival: 3 = 0 + WIS Mod + 0;
Swim: -1 = 0 + STR Mod + 0 -ACP;
Use Magical D.: 2 = 0 + CHA Mod + 0;


Spells:

DC = 10 + 3 + Level
Orisons:
Enhanced Diplomacy, Guidance, Detect Magic
Level-1: 1 + 1(Wis)+1Domain
Level-1:
Longstrider (D), Blessing of the watch, Divine Favor

Equipment:

Weapons: 51
Light X-bow 35
alchemistical silver Battle Aspergillum 14
20 Bolts
--Weight:16
Armour: 30gp
Parade Armor 25gp
Buckler 5gp
--Weight:0

Misc:
Adventure Gear:(55gp)
Kit, Cleric
Price 25 gp; Weight 5 lbs.
Backpack
Chalk
Notebook
Pen and ink
--Weight:20

Special Substances and items:
Clothes: (free gp)
Outfit, Traveler’s *1 (free lb each)

Weight Total:20.5 + 8(Clothes)
Light: 76, Med: 153, Heavy: 230

--Weight: 58

Cash:
0 Platinum
9 Gold
1 Silver
3 Copper

Appearance:


Backstory:

WORK IN PROGRESS

THE PLEDGE:

I will not PvP!
I will keep player and character knowledge seperate!
I will post at least 3 times between Monday and Friday and 1 time during the weekends. (If I cannot make this, I must let us know)
I will respect the GM's and each other's time and the fact that we all have real lives too.
Addition:
I know that this is a game and the idea of a game is to have fun