About Bjelich Dalibor5th level Cleric of Erastil and Archbishop of Silvania Attacks Base Attack +3 .... CMB +3
Defense CMD 16/14Fl
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.
Campaign Bonus Feat: ..Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
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)
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Stat Block:
Speed 30/20 ft.........Init +3 /+5* Eyes of the Hawk; Feather Domain If acting in surprise round Ability Scores
Saving Throws
Languages Common, Draconic, Sylvan
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
Combat Gear
Other Gear
Wealth
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
OFFENSE
STATISTICS
Feats:
SPECIAL ABILITIES
Gear
Gear Value: 286gp 5sp
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 -------------------- 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.
Carrying: Blanket, Winter Blanket x4... (12 lbs)
Gear Value: 210gp 5sp
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 -------------------- Ecology -------------------- Environment plane of earth Organization solitary Treasure none -------------------- Special Abilities -------------------- 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
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.
Relatives & Influential People
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. -------------------- |