Othlo

Bjelich Dalibor's page

383 posts. Alias of KoKyu.


Race

The Most Reverend 5th Level Cleric of Erastil - AC:19 | T:13 FF:16 | HP 41/41 | Strain: 00 | F:+4 R:+4 W:+7 | Per:+8* Init:+3* | BAB +3 | Bow +9 | Morning Star +4

Classes/Levels

Skills:
Bluff +2 | Diplomacy +6 | Fly +7 | Heal +7 | Knowledge: History +7, Local +3, Religion +7, Nature +7, Nobles +7 | Sense Motive +9 | SpellCraft +10

Alignment

Neutral Good

About Bjelich Dalibor

5th level Cleric of Erastil and Archbishop of Silvania

Attacks

Base Attack +3 .... CMB +3
Melee +3
. . Dagger +3 (1d4+1/19-20/x2)
. . Master Work Morningstar +4 (1d8+1/x2)
. . Gauntlet (from Armor) +3 (1d3+1/x2)
. . Light Shield Bash 0 (1d3+1/x2
Ranged +7
. . Darkwood Masterwork Composite longbow +1 (Str +1) +8 (1d8+1/x3)
. . Dagger +7 (1d4+1/19-20/x2)

Defense

CMD 16/14Fl
AC 19, touch 13, flat-footed 16 Base 10 +3 Dex +5 Armor +1 Mwk Buckler

Hit Points (5d8) 41 / 41 - MAX at all levels, +1 HP at fifth level.

Special Abilities:

Spontaneous Casting - The Cleric can convert stored spells into Cure or Inflict spells.
Hero Points 0
Aura (Ex)
Cleric Channel Positive Energy 3d6 (5/day) (DC 14) (Su)
Cleric Domain (Feather) Associated Domain: Animal
Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Replacement Power: The following granted power replaces the speak with animals power of the Animal domain.
..Animal Companion (Ex) Gain an animal companion.
..Animal Companion Link (Ex)Handle or push Animal Companion faster, +4 to checks vs. them.
..Share Spells with Companion (Ex): Can cast spells with a target of "you" on animal companion, as touch spells.
..Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
Replacement Domain Spells: 2nd—feather fall, 3rd—fly, 6th—fly (mass)*.
Cleric Domain (Archon - 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. 5/day
..Bravery/Valor Variant Channeling *plus Allies can make an additional save vs. fear/AC bonus, receive +2 sacred bonus to AC & charging attack or standard channel (Su) 3d6 (5/day) DC 14
..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.
Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

Campaign Bonus Feat: ..Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Human Bonus Feat: ..Scribe Scroll - can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
1st Level Feat: ..Selective Channeling - Exclude targets from the area of your Channel Energy.
3rd Level Feat: ..Point-Blank Shot: +1 to attack and damage rolls with ranged weapons at up to 30 feet.
5th Level Feat: ..Precise Shot You don't get -4 to hit when shooting or throwing into melee.
..Proficient Medium Armor, Shield Proficiency, Simple Weapon Proficiency
Traits
Friend to Animals (Ride), Pioneer (Ride)

Spells Prepared:

Caster Level 5 DC 13 + spell level
Channel Positive Energy
5/day (3d6) Remaining 5/5
-------------------------------------
0 Level DC 13 x4
At Will...Guidance, Light, Resistance, Stabilize
Spell Options:
Detect Magic, Detect Poison, Enhanced Diplomacy, Guidance, Light, Mending, Purify Food and Drink, Resistance, Stablize, Virtue
-------------------------------------
Domain Spells: Divine Favor, Align Weapon (good), Fly
-------------------------------------

1st Level DC 14(4+1*/day)
Remaining...,, Magic Weapon, Entangle* ,Shield of Faith, Bless
Used...
-------------------------------------
2nd Level DC 15 (3+1*/day)
Remaining... Feather Fall*, Summon Monster II, Spiritual WeaponReturning Weapon
Used...
3rd Level DC 16 (2+1*/day)
Remaining... Lightning Lash, Stone Shape, Fly*
Used...

-------------------------------------
*Indicates Domain Spell
Spell Options:
Detect Magic, Detect Poison, Enhanced Diplomacy, Guidance, Light, Mending, Purify Food and Drink, Resistance, Stablize, Virtue Bestow Curse [/smaller]

Stat Block:

Speed 30/20 ft.........Init +3 /+5* Eyes of the Hawk; Feather Domain If acting in surprise round

Ability Scores
Str 11 (+0) ............. Int 14 (+2)
Dex 16 (+3) ............. Wis 16(+3)
Con 11(0) .............. Cha 14(+2)

Saving Throws
Fort +4 (+5 vs. hot/cold environments /resist dmg from suffocation)....Ref +4....Will +7

Languages Common, Draconic, Sylvan
Skills
25 Rank Skill Points
Acrobatics 0 (-4 jump) (0 Ranks, +3 Dex, -3 ACP)
Appraise +2 (0 Ranks, {3}Class, +2 Int)
Bluff +3 (0 ranks, +2 Charisma)
Climb -2 (0 ranks, +0 Strenght)
Diplomacy +6 (1 ranks, 3 Class, +2 Charisma)
Escape Artist -1 (0 ranks, +3 Dex)
Fly +8 (2 Ranks, 3 Class, +2 Dex, -3 ACP)
Handle Animal +7 (1 Ranks, +3 Cha, +1 Trait)
Heal +7 (1 Ranks, +3 Class, +3 Wis)
Knowledge (History) +7 (2 Ranks, +3 Class, +2 Int)
Knowledge (Religion) +7 (2 Ranks, +3 Class, +2 Int)
Knowledge (Nature) +7(2 Ranks, +3 Class, +2 Int)
Knowledge (Nobles) +7(2 Ranks, +3 Class, +2 Int)
Perception +9 (4 Ranks, +3 Wis, +2 Eyes of the Hawk)
Ride +6 (2 Ranks, +3 Class +2 Dex, -3 ACP, +2 Saddle)
Sense Motive +8 (2 Ranks, +3 Class, +3 Wis)
Spell Craft +10 (5 Ranks, +3 Class, +2 Int)
Stealth -1
Swim +2 (0 Ranks, +0 Str, -3 ACP, +5 Ring of Swimming)
Survival +3 (+5 to avoid becoming lost when using this +7 to resist nonlethal damage from exhaustion)(0 Ranks, +3 Wis)
Languages Sylvan, Common, Draconic

Equipment:

Magic Items
+1 Chain shirt 1,250gp, Masterwork buckler 155gp
+1 Animal Bane (3) 498gp, Arrows (19) 1gp, Master work Darkwood Composite longbow +1 (Str +1) 2,430gp, Master work Cold Iron Morningstar 316gp, Wooden Holy Symbol of Erastil
Tree Token, a one time use item that summons a full sized tree wherever the token is activated - 400gp value
A band of Blue Steel embossed with a wavey line, Ring of swimming - inset with a piece of jade shaped like a crashing wave, 2500gp
Ring of Feather Fall 2,200gp

Scroll: Sanctuary 25gp
Scroll: Shield of Faith 25gp
Scroll: Resist Energy x5 150gp ea
Scroll: Summon Monster II x3 150gp ea
Potion of Lesser Restoration 50gp
Potion of CMW x2 300gp ea
Helm, Stag's Helm - Currently used by Finwik

Aura faint divination; CL 5th
Slot head; Price 3,500 gp; Weight 3 lbs.

DESCRIPTION
This striking helmet is crafted to resemble the skull of a mighty stag. Although made from bone, the antlers and helm are as strong as metal.When worn, the helm greatly enhances eyesight and hearing, granting a +2 competence bonus on Perception checks. In addition, once per day the helm may be called upon to enhance any ranged attack made by the wearer to make an insightful shot. Activating this ability is a free action, and once activated, your next ranged attack against a target within 30 feet is made as if that target were flat-footed against you—this allows a rogue to gain the benefit of sneak attack with this shot. If you don’t make a ranged attack within 1 round of activating this power, the insight fades and is wasted for that day.
A worshiper of the associated deity who wears this helm may utilize the insightful shot ability up to 3 times per day.

Combat Gear
Acid 10gp x3, Dagger 2gp, Thunderstone 30gp x1, Antitoxin x1* 50gp -This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour) Alchemical Power Component Like antiplague, this substance can augment certain healing spells. Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.

Other Gear
Belt pouch (4x1gp @ 3 lbs), Cold Weather Outfit 8gp, Grappling hook 1gp, Silk rope 10gp, Compass 10gp - (+2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost)

Wealth
Coinage: 60 PP 380 GP 104 SP
Gear Value: 11,735gp
Character Wealth: 12,713gp 4sp

Akiros' +1 longsword

Encumbrance: MED. 71.9lbs Limits 50/100/150 lbs

LootBag:

Pointy:

Acutis (Ah-ku-tis) CR – Megaloceros (Pathfinder RPG Bestiary 2 187) N Medium animal
Init +3; Senses low-light vision, scent; Perception +6
--------------------
Defense: AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 30 (3d8+6) Fort +5, Ref +6, Will +3
--------------------
Offense: Speed 50 ft. Melee: gore +3 (1d8+1)
--------------------
Statistics: Str 12, Dex 17, Con 14, Int 2, Wis 15, Cha 5
Base Atk: +2; CMB +5; CMD 16 (20 vs. trip)
Skills: Acrobatics +3 (+11 to jump), Perception +6, Stealth +7, Swim +5
SQ defend, exclusive, fighting, flank, heel
--------------------
Special Abilities:
Feats:
Agile Maneuvers: Use DEX instead of STR for CMB
Low-Light Vision: See twice as far as a human in dim light, distinguishing color and detail.
Scent: (Ex) Detect opponents within 15+ ft. by sense of smell.
Spell Sponge: Double duration when master targets you with a harmless spell with a target of "you".
Tricks:
Attack:
Defend: The animal will defend you.
Down:
Exclusive: Takes orders only from its trainer.
Fighting: The animal has been trained to fight.
Flank: Attempts to attack and flank indicated enemy.
Heel: The animal will follow you.
Stay:
7th-Level Adv.: Size Large; AC +2 natural armor; Attack gore (2d6), 2 hooves (1d4); Ability Scores Str +8, Dex –2, Con +4; Special Qualities: powerful charge (2d6)

Knut:

CR – Male dog (Pathfinder RPG Bestiary 87) N Small animal
Init +1; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 10 (1d8+2)
Fort +4, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike +2 (1d2+1 nonlethal) or
bite +2 (1d4+1)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Feats Skill Focus (Perception)
Tricks Attack, Defend, Down, Fetch, Guard, Guarding, Track
Skills Acrobatics +1 (+9 to jump), Perception +8, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ fetch, guarding, track
Other Gear animal harness[APG]
--------------------
Special Abilities
--------------------
Fetch [Trick] The animal will get a specific object.
Guarding [Trick] The animal has been trained for guard duty.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Track [Trick] The animal will track a scent.
--------------------
A loyal and quiet dog, Knut is protective of Bjelich; watching his master's lead very closely. Any sign of nervousness from Bjelich will put Knut on high alert, growling at any stranger who approaches. Bjelich will often have to remind Knut to behave, particularly when meeting new people. However, Knut's temperament turns friendly around those he knows; usually trying to start up a game of fetch.

When lazing about, Knut's favorite thing to do is chase his own tail; circling madly for minutes at a time. He has also been know to greet friends with a good sniff to their groins and licking his balls obsessively.

Mokos:

Init +2; Senses low-light vision, scent; Perception +6

DEFENSE
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1

OFFENSE
Speed 50 ft.
Melee 2 hooves –2 (1d4+1)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Skills Perception +6

Feats:
Endurance:
Run: Benefit: Move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.

SPECIAL ABILITIES
Docile (Ex) Unless specifically trained for combat (see the Handle Animal skill, a horse's hooves are treated as secondary attacks.
Horses stand 5 to 6 feet tall at the shoulder and weigh between 1,000 and 1,500 pounds.

Gear
Alchemist's fire* 20gp x1 ... (3lbs)
Bit and bridle 2gp...(1lb)
Blanket, Winter Blanket 4sp... (3lbs)
Cooking Kit 1gp... (2lbs)
Cheese 3sp x3.... (.5lbs)
Feed (per Day) 2sp, 5cp x5 ... (50lbs)
Firewood 3cp x3 ...(60lbs)
Good Meal 1gp x2 ... (4lbs)
Grappling Hook 1gp... (4lbs)
Healer's Kit 50gp...(1lbs)
Manacles 15gp...(2lbs)
Mapmaker's Kit ... (2lbs)
Meat 9sp x3 ...(1.5lbs)
Military Saddle 20gp ... (30lbs)
Oil 3sp x3 ...(3lbs)
Poncho 5sp... (2lbs)
Rope, Silk 10gp... (5lbs)
Rope 1gp ... (10lbs)
Saddle Bags 4gp... (8lbs)
Sack 1sp x4... (2lbs)
Tanglefoot bag 50gp x2 ... (4lbs)
Tent, Med 15gp.... (30lbs)
Trail Rations 2gp, 5sp x5 ... (5lbs)
Waterskin 1gp ... (4lbs)

Gear Value: 286gp 5sp
Total Weight:... Approx. 447.5 lbs
Carrying Capacity
A light load for a light horse is up to 150 pounds; a medium load, 151-300 pounds; and a heavy load, 301-450 pounds

eMP:

Male Horse, Heavy... N Large animal... *Heavy horse obtained from either Mabeth for the expedition or liberated from the bandits
Init +4; Senses low-light vision, scent; Perception +8
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Defense
--------------------
AC 14, touch 12, flat-footed 11 (+3 Dex, -1 size, +2 natural)
hp 26 (2d8+10)
Fort +8 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +7, Will +3
--------------------
Offense
--------------------
Speed 35 ft.
Melee bite +5 (1d4+5) and
2 hooves +0 (1d6+2) and

Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats:
Endurance, Run, Tricks Come, Heel, Riding, Stay
Skills: Perception +8

Carrying:

Blanket, Winter Blanket x4... (12 lbs)
bedroll 4sp x4 ...(5lbs)
bit and bridle 2gp...(1lb)
canvas (1sq.yd.) 1sp... (1lbs)
climber's kit 80gp... (5lbs)
crowbar 2gp... (5lbs)
feed (per day) 2gpx40... (400lbs)
flint and steel 1gp... (0lbs)
hammer 5sp ... (2lbs)
pack saddle 5gp... (15lbs)
rope x2 2gp... (20lbs)
shovel 2gp... (8lbs)
string or twine 2cpx2... (1lbs)
tent (large) 30gp... (40lbs)
trail rations 5gpx10 ... (10lbs)

Gear Value: 210gp 5sp
Total Weight: Approx. 525 lbs
Limits: 399/798/1200lbs
--------------------
Special Abilities
--------------------
Endurance: +4 to a variety of fort saves, skill and ability checks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick]: The animal has been trained to bear a rider.
Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

This creature appears as a stocky and powerfully built humanoid about 9 or 10 feet tall composed of rock and stone. Its head has no discernable features.

Elemental Construct:

Earth CR 1 XP 400 Small earth elemental (Pathfinder RPG Bestiary 122) N Small outsider (earth, elemental, extraplanar)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (-1 Dex, +7 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref -1, Will +3
Immune elemental traits
--------------------
Offense
--------------------
Speed 20 ft., burrow 20 ft.; earth glide
Melee slam +6 (1d6+4)
Special Attacks earth mastery
--------------------
Statistics
--------------------
Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4 (+6 bull rush); CMD 13 (15 vs. bull rush)
Feats Improved Bull Rush, Power Attack
Skills Acrobatics -1 (-5 to jump), Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
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Ecology
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Environment plane of earth
Organization solitary
Treasure none
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Special Abilities
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Burrow (20 feet) You have a Burrow speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Earth Glide Burrow through any earth or stone (except metal) as a fish through water.
Earth Mastery (Ex) +1 to hit, dam, bull rush, and overrun if both self and foe are on ground, -4 if either waterborne or airborne.
Elemental Traits Elementals have many immunities.
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Tremorsense (60 feet) Sense creatures and objects in contact with ground or water.

Erastil Holidays:

Archer's Day
Archer's Day or Archerfeast is a holiday of Erastil held on the 3rd of Erastus. Despite the holiday's origins in the worship of Erastil, common countryfolk from the Lands of the Linnorm Kings to Taldor celebrate the height of summer with a day set aside for establishing new relationships, enjoying current camaraderie, and celebrating the gifts of the gods. The day is a series of competitions, in which the men of the village test their skill in bow through progressively harder trials. The exact form of competitions is different for every village. The winner is awarded a rack of elk horns and a quiver of blessed arrows. He is also given the title of Protector, which he holds until the next year.
While the festival's traditions emphasize contests of marksmanship, most have expanded to exhibit talents of all types, from baking and storytelling to racing and mock combat. Aside from encouraging a fair-like atmosphere, many of the displays and competitions serve one of two secondary purposes: either as a way for merchants to show off their superior livestock and wares, or—more popularly—as a way for eligible men and women to show off to each other.
While the day's events at most Archerfeast fairs are filled with games, food, and crafts, the night brings dancing, drinking, pranks, and the crowning of the princes and princesses of spring and summer for the two single youths and two single adults who faired best in the day's events. The festivities continue late into the evening, but end promptly at midnight, so that—in true Erastilian fashion—the next day's responsibilities are not overly impeded. For those not of Erastil's flock, however, private parties, drinking, and trysting carry on long into the next morning.

Harvest Feast
The celebration known as Harvest Feast, is a partly religious holiday in which common folk enjoy the fruits of their labours and feast with one another. Followers of Erastil are especially fond of this time, and hold it during the Autumnal Equinox.
For the followers of Pharasma, it is held on the second Moonday of Lamashan, but the holiday is better known for the weeks preceding it. The ritual known as the Procession of Unforgotten Souls occurs for several weeks, at night, prior to autumn feast. The faithful beseech Pharasma not to take them yet, and stand in silence. They then enter a fountain (although river, lake or other body of water is equally common) carrying candles. When the priests emerge, the candles miraculously relight and the thin garments worn by the clerics become transparent after being saturated in the water. The festival colours beneath the garments are then clearly visible. Although the procession is typically silent, it has become something of a tradition for the celebration to coincide with the migration of local birdlife, creating melodic birdsong that seems to accompany the celebration.


Archbishop a.k.a High Priest:

The High Priest tends to the kingdom’s religious needs and guides its growth. If the kingdom has an official religion, the High Priest may also be the highest ranking member of that religion in the kingdom, and has similar responsibilities over the lesser priests of that faith to those the Grand Diplomat has over the kingdom’s ambassadors and diplomats. If the kingdom has no official religion, the High Priest may be a representative of the most popular religion in the kingdom or a neutral party representing the interests of all religions allowed by the kingdom.
Archbishop: An archbishop is not a specific 'rank' in the clergy and archbishops are not the bosses of other bishops. Archbishops are merely the diocesan bishop of a larger diocese - an archdiocese, which will usually be in a city area. In the Anglican Communion, archbishops are styled "The Most Reverend" and addressed as "Your Grace", while bishops are styled "The Right Reverend" and addressed as "My Lord" or "Your Lordship". (In some countries, this usage is followed also by the Roman Catholic Church, but in others no distinction is made and "The Most Reverend" and "Your Excellency" are used for archbishops and bishops alike.)

Description:

Description
Bjelich is, at first glance, a typical looking farmhand. A bald 6 foot human, his dark farmer's tan stands out from beneath his clothes. Most who meet him notice his predominant grey eyes first then his warm smile and deep voice. Well groomed, Bjelich lives with Dead Eye's simplicity, choosing to shave his head bald (to keep the difficulties of hair care from interfering with his priestly duties). His clothes look old. Earthen stains cover every inch of his clothing and seem to have been dragged through various shades of mud, which is partially true. Convinced that the mud stains on his clothes brings him closer to Erastil, Bjelich lets the stains set rather than wash the mud from his clothes.
Bjelich is a hard worker who loves nature and getting his hands dirty. The fact that he can be found outdoors most of the time is evident by the dark farmer's tan covering his head and arms. He enjoys tending to gardens, mending fences or getting involved with the latest barn raising alongside his mentor.
Bjelich has a laid back approach to all things. Bjelich's ideal motto to describe his way of life would be Simple is best. He enjoys the company of just about anyone he meets, as long as they are willing to accept his peculiar sense of humour. Bjelich frowns on those who thrive on violence and the senseless destruction of nature. He would prefer people collect wealth for the betterment of the community, not for their own personal gain. However he understands human nature well enough to know that not all people are capable of doing this, no matter how good their intentions may be. Those with truly evil intents however, need to be 'taught' the error of their ways.

Education

Bjelich has learned about Erastil's ways from Demonthin Oleksandr. Bjelich has been Demonthin's apprentice for fourteen years. For the last 8 years Bjelich has traveled the Rostland Plains in and around Mabeth with Demonthin; assisting with Planting Week and Harvest Feast ceremonies, blessing crops and building or repairing the community. When Bjelich was old enough to take part in Archerfeast, Demonthin showed Bjelich the proper way to handle a long bow. With Demonthin's tutelage, Bjelich has not only done well in the Archery contests, but has also proved useful on hunting expeditions.
When Bjelich was eight years old, he fell ill and was confined to the inn over the winter months. Bored, Bjelich spent a lot of time in the common room where the guests ate and socialized. There he met Maksim Tjadavik. An eccentric old gnome, Maksim was a traveling entertainer. He'd come to Restov to earn some money singing and telling stories. Maksim befriended Bjelich, spending most of his day in the common room where he would tell Bjelich fantastic stories of mythical heroes and super villains bent on conquering the world. Maksim' stories were not very original; however Maksim was an expert linguist so the characters in his stories sounded very authentic. What his stories lacked in depth, he made up for with incredible voices and sound effects. One particular story involved a hero who'd been captured by the king of the fey. Smiten with the magical nature of the fey, Bjelich spent the remainder of the winter pestering Maksim to teach him how to speak to the king of the fey.
When at last spring returned to Restov, Bjelich was ready to resume his studies. It was not long before Demonthin discovered Bjelich's new 'talent'. Demonthin was not impressed. He scolded Bjelich for wasting his time learning such a foolish language and forbade Bjelich from using it in his presence. Then, in order to correct the imbalance (the Boggard language had filled Bjelich's head with too much foolishness), Demonthin made sure Bjelich learned a more noble language, the language of Dragons; Draconic. Much harder than Boggard, Bjelich struggled at first, however after one year he had mastered the basics. Satisfied with his pupil's accomplishment, Demonthin permitted Bjelich to once again make burping, croaking and farting noises provided Bjelich's Draconic continued to improve. As each winter returned, so did Maksim. With his help, Bjelich's Draconic rivaled Demonthin's.

Relatives & Influential People
Mother: Milena Dalibar
Aunt & Uncle: Vasily and Barlaam Vukotic of the popular inn, in Restov, The Pot and Kettle.
Cousins: Pawla and Daeyna Vukotic
Mentor:Demonthin Oleksandr
Language Professor: Maksim Tjadavik

Down time in Silvania:

At last! Freedom from the dangers of securing the kingdom has finally allowed Silvania's High Priest some time to really get back to the more mundane. The young cleric picks up his duties as High Priest enthusiastically. Although it has been quite some time since the group discovered the statue of Erastil, Bjelich still feels shame for his shortcoming. His memory of the old bear at the temple now serves as a reminder to keep his faith strong. And so setting an example for the others to follow, Bjelich is careful to observe Erastil's traditions and sacred days. He recants Erastil's fables where appropriate, and in some cases, sighting the past adventurers of the Silver Guardian's as examples to reinforce Erastil’s teachings.
Bjelich also does his best to connect with its growing population. Getting to know and be known by the people of Silvania, Bjelich is rarely seen at the castle. Busy mingling with its residents, Bjelich is usually willing to share an ale or two with newcomers or anyone in need. He has a patient ear and a vested interest in learning about the people of Silvania: What are their hopes and dreams in Silvania? What do they have to offer to the community to help it grow? He encourages the worship of any good denomination and offers his assistance to those settling in. But talk is cheap and flapping gums make idle hands. Unburdened with fields of his own to tend or animals to watch over, Bjelich lends his divine talents by blessing crops, taking care of sick animals and is always on hand to help with a good barn raising or the construction of other buildings. Working with his hands to improve the community brings joy to the cleric’s heart. From the moment the group settles into their lives at Castle Silverguard, Bjelich spends his time pouring himself into the building of Silverguard. Exchanging his weapons for tools, the cleric actively has a hand in the construction of as many new buildings in Silvania as humanly possible.
While swinging a hammer is all well and good Bjelich hasn’t forgotten that these lands are still very much untamed. Remembering his shortcomings with bow, the young cleric establishes an archery club - inviting anyone with interest in using a bow to join. Bjelich procures a new bow and asks Akiros and Kressle to mentor. The club spends a few hours on the weekends shooting at targets of varying size and distances. To allow as many of the residents as possible a chance to show off their skills, and for fun, the club practices shooting in different locations. Finding different terrain to practice on also lends to improve their technique. All this practice culminates in an annual bowhunt in the fall which is held to supplement Silverguard's supplies for the coming winter.
Sometime in the month of Erastus, a gnome by the name of Hewitt Mekkamead arrives in Silverguard. In search of a new home to settle down, Hewitt has come to Silvania to make a fresh start. The gnome shares Bjelich's love for ale and the two become fast friends. The young cleric is amazed to learn Hewitt hails from a long line of master brewers and has a talent for brewing. The gnome confides his ambitions to follow in his family's tradition by starting his own brewery in Silverguard. Hewitt backs up his claims with a few home brews for the cleric to sample. Bjelich discovers Hewitt's ales to be full of flavour, attacking not just his taste buds but also Bjelich's sense of smell, touch and sight. Hewitt's ale processes almost magical qualities. Determined to see the gnome's ambitions to fruition, Bjelich petitions Lord Kyras to commission a brewery in Silverguard. As the two await the Lord of Silvania's decision, the young cleric does what he can to smooth the way, reminding Lord Kyras that the imported ale from neighboring Brevoy is more expensive and a brewery in Silvania brings with it added economic benefits, not to mention a boost to the morale of its hard working population.
Finally, on the first day of Rova the Beor'n Mash Brewing Company opens its doors for business. It is a grand affair with Bjelich sponsoring free samples of Hewitt’s ale for everyone! 1/2 mug per person@ 2cp each. Approximately 2000 samples handed out = 40gp deducted Word of the Beor’n Mash soon travels throughout Silvania and it is not long before Hewitt is busy delivering his elixir throughout the land. Eager to help his friend, Bjelich volunteers some of his time assisting the master brewer. In return, Hewitt gladly teaches the cleric a thing or two about brewing good ale.


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