Hazic Kel-Kalaar

Boga's page

301 posts. Alias of Licitus.

Full Name

Bohumil "Boga" Horacek




Cleric 6 / Monk 1 | HP 74/77 | AC.T.FF 15.15.15 | F.R.W 9.4.12 | CMD 19 | Init 0 | P 17, SM 17








Christian God (Bohemian Reformation)

Strength 8
Dexterity 10
Constitution 14
Intelligence 16
Wisdom 21
Charisma 17

About Boga

Primary Info:

Male Aasimar Cleric 6 (Ecclesitheurge) (FC) / Monk 1 (Master of Many Styles / Kata Master)
CG Medium Humanoid (Native Outsider / Human)
Init: +0; Perception: +16; Sense Motive: +16

Languages: German, English, Latin, Italian, Celestial, Infernal, Abyssal, Aklo, Lips

BAB +4


AC 15, touch 15, ff 15
CMD 19, ff 19
HP 77 (7*8 + 7*2 + 7)
Fort +9, Ref +4, Will +12


Speed 40 ft.
Melee +3
Ranged +4
CMB +3


Panache 3

Improved Unarmed Strike 1d6 x2 B/P
Cold Iron Dagger 1d4 19-20/x2 P/S
Silvered Dagger 1d4-1 19-20/x2 P/S



Adventuring -- 43 ranks (6*2 Cleric + 1*4 Monk + 7*2 Int + 7*1 Headband + 6 FC)
(1) Acrobatics +4 --
(1) Climb +3 -- 1.-1.3.0
(4) Diplomacy +12 --
(3) Heal +11 --
(7) Kn (Religion) +13 --
(7) Kn (Planes) +13 --
(7) Perception +17 --
(7) Sense Motive +17 --
(5) Spellcraft +11 --
(1) Swim +3 -- 1.-1.3.0

Background -- 14 ranks (7*2)
(2) Lore (Bohemian Reformation) +9 --
(5) Perform (Sing) +12 --
(5) Linguistics +11 --


Healing Wine: [x][][][][][] (CSW 3d8+10)

Channel Energy: [x][x][x][][][]

Rod of Reach: [][][]

Corruption Resistance: []

Bonded Spell: []

Orisons (4/day)
Read Magic

1st (5+1/day)
[ ]
[ ] Bless
[ ] Command
[ ] Protection from Evil
[ ] Shield of Faith
[ ] Shield of Faith

2nd (4+1/day)
[ ]
[ ] Protection from Evil, Communal
[ ] Shield Other
[ ] Shield Other
[ ] Bless Weapon

3rd (3+1/day)
[ ]
[ ] Align Weapon, Communal
[ ] Invisibility Purge
[ ] Fly



Carrying Capacity:
Light 0-26 lb. Medium 27-53 lb. Heavy 54-80 lb.

Current Load Carried 23.5 lb.

Dagger, Cold Iron (4:1)
Dagger, Silvered (24:1)


Holy Symbol:
Jan Hus Hand (-:1)

Magical Equipment:
Handy Haversack (2000:5)
Indigo Headband (+2 Int, +2 Wis, +2 Cha, Kn (Planes), Aklo )
Metamagic Rod, Reach (3000:5)

Mundane Equipment:
Bag, waterproof <in backpack> (0.5:0.5)
Blanket <in backpack> (0.5:3)
Box, scroll <in backpack> (5:1) x 2 --> (10:2)
Case, scroll <on belt> (1:0.5)
Chalk <in waterproof bag> (0.01:-) x 2 --> (0.02:-)
Compass <in waterproof bag> (10:0.5)
Crossbow, light <attached to backpack> (35:4)
Flint and steel <in pouch> (1:-)
Gear Maintenance Kit <in backpack> (5:2)
Goggles, smoked <in backpack> (10:-)
Grooming Kit <in backpack> (1:2)
MW tool (Spellcraft) <in backpack> (50:1)
Mess Kit <in backpack> (0.2:1)
Outfit, Traveler's (free, 5)
Pouch, belt (1:0.5) x 2 --> (2:1)
Pouch, spell components (5:2)
Sack <in backpack> (0.1:0.5)
Smelling Salts <in pouch> (25:-)
Twine (50 ft) <in backpack> (0.01:0.5)
Vial <in pouch> (1:-) x 2 --> (2:-)
Waterskin (full) <in backpack> (1:4)
Whetstone <in backpack> (0.02:1)

Bolts, crossbow (10) (1:1)
Bolts, crossbow (cold iron) (10) (2:1) x 2 --> (4:2)
Candle <in backpack> (0.01:-) x 10 --> (0.1:-)
Healer's Kit (10 uses) <on belt> (50:1)
Holy Water <in backpack> (25:1) x 4 --> (100:4)
Rations, Trail <in backpack> (0.5:1) x 5 --> (2.5:5)
Scribing Supplies <in backpack> (12.5:-)
Scroll of Comprehend Languages <in left backpack pocket> (25:-)
Scroll of Cure Light Wounds <in left backpack pocket> (25:-)
Scroll of Delay Poison <in left backpack pocket> (75:-)
x Scroll of Detect Undead <in left backpack pocket> (25:-)
Scroll of Detect Undead <in left backpack pocket> (25:-)
Scroll of Hide from Undead <in left backpack pocket> (25:-)
Scroll of Hide from Undead <in left backpack pocket> (25:-)
Scroll of Protection from Evil <in left backpack pocket> (25:-)
Scroll of Protection from Evil <in left backpack pocket> (25:-)
Scroll of Remove Sickness <in left backpack pocket> (25:-)
Scroll of Remove Fear <in left backpack pocket> (25:-)
Scroll of Remove Fear <in left backpack pocket> (25:-)
Scroll of Restoration, Lesser <in left backpack pocket> (75:-)
Scroll of Restoration, Lesser <in left backpack pocket> (75:-)
Scroll of Sanctuary <in left backpack pocket> (25:-)
Scroll of Sanctuary <in left backpack pocket> (25:-)
x Tanglefoot bag <in backpack> (50:4)
Tindertwig <in waterproof bag> (1:-) x 2 --> (2:-)

Material Components / Foci
Rings, Platinum (50:-)
Rings, Platinum (1 Large size) (50:-)

Equipment - Stored:

Consumables - Stored:

Money 7 GP; 12 SP; 25 CP

Special Abilities:

Circumstantial Abilities
+2 on all saves vs death effects -- Deathless Spirit
+2 on all saves vs energy drain -- Deathless Spirit
+2 on all saves vs negative energy -- Deathless Spirit
+2 on all saves vs spells or SLA of necromancy school -- Deathless Spirit
+2 Diplomacy vs Christians -- Halo
-2 Diplomacy vs enemies of Christ -- Halo
+2 on all saves vs blinded or dazzled -- Halo
When use Corruption Resistance on self, duration is 1 hour/level-- Incorruptible

Activated Abilities
Cast any known spell (1/day) -- Bonded Holy Symbol
Spontaneously cast Dispel Magic -- Preferred Spell
Blessing of the Faithful -- Class Feature
Channel Energy (2d6, 6/day, DC 15) -- Class Feature
Silver-Tongued Haggler (+3, 8/day) -- Trade Subdomain
Touch of Glory (+6, 8/day) -- Glory Domain
Cast Corruption Resistance vs evil (1/day) -- Incorruptible
Create halo centered on head (at will) -- Halo
Use Sense Motive as AC or touch AC as immediate action -- Snake Style
Piercing damage on unarmed strikes -- Snake Style
Deeds (Derring-Do, Dodging Panache) -- Kata Master

Standing Abilities
+2 racial bonus on Diplomacy -- Racial Trait (Skilled)
+2 racial bonus on Perception -- Racial Trait (Skilled)
Can pass as human without using disguise -- Scion of Humanity
Count as both outsider (native) and human -- Scion of Humanity
5 Resistance vs negative energy -- Deathless Spirit
Do not lose HP when gain negative level -- Deathless Spirit
Caster level is character level -- Magical Knack
Domain Mastery -- Class Feature
Bonded Holy Symbol -- Class Feature
+10 ft. base speed -- Trade Subdomain
AC Bonus -- Class Feature (Monk)
Panache -- Class Feature (Monk (Kata Master))
+2 Sense Motive -- Snake Style


Toughness -- 1st Level
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Scribe Scroll -- 3rd Level
Prerequisite: Caster level 1st.

Benefit: You 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.

Heighten Spell -- 5th Level
Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level.

Level Increase: The heightened spell is as difficult to prepare and cast as a spell of its effective level.

Preferred Spell (Dispel Magic) -- 7th Level
Prerequisites: Spellcraft 5 ranks, Heighten Spell.

Benefit: Choose one spell which you have the ability to cast. You can cast that spell spontaneously by sacrificing a prepared spell or spell slot of equal or higher level. You can apply any metamagic feats you possess to this spell when you cast it. This increases the minimum level of the prepared spell or spell slot you must sacrifice in order to cast it but does not affect the casting time.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell.

Improved Unarmed Strike -- from Monk
Benefit: You are considered to be armed even when unarmed -- you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Snake Style -- from Monk
Prerequisite: Improved Unarmed Strike, Acrobatics 1 rank, Sense Motive 3 ranks.

Benefit: You gain a +2 bonus on Sense Motive checks, and you can deal piercing damage with your unarmed strikes. While using the Snake Style feat, when an opponent targets you with a melee or ranged attack, you can spend an immediate action to make a Sense Motive check. You can use the result as your AC or touch AC against that attack. You must be aware of the attack and not flat-footed.

Class Features:

Weapon and Armor Proficiency
An ecclesitheurge is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. This replaces the cleric's weapon and armor proficiencies.

Ecclesitheurge's Vow
At 1st level, an ecclesitheurge makes a vow to his deity to be protected solely by his faith, not by armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use his blessing of the faithful ability, use cleric domain powers, or cast cleric spells.

Blessing of the Faithful (Su)
As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge's next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.

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 a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
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.

A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

Domain Mastery
At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain's spell list.
Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity to gain access to that domain's spell list instead of his secondary domain spell list. He does not lose access to his actual secondary domain's granted powers or gain access to the other domain's granted powers. For example, an ecclesitheurge with Glory as his primary domain and Good as his secondary domain can choose to gain access to the Healing domain; until the next time he prepares spells, he uses the Healing domain spell list as his secondary domain spell list instead of the Good domain spell list, but still keeps the granted powers of the Good domain and does not gain the granted powers of the Healing domain.
This ability alters the normal domain ability.

Heroism Subdomain -- Secondary

Touch of Glory (Sp): -- You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Trade Subdomain -- Primary
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.

Silver-Tongued Haggler (Su) -- Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Bonded Holy Symbol (Su)
At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, which functions identically to a wizard's bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item. As with a wizard's bonded item, an ecclesitheurge can add additional magic abilities to his bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat's level prerequisites. For example, an ecclesitheurge with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to his bonded holy symbol must be at least 3rd level to do so. The magic properties of a bonded holy symbol, including any magic abilities the ecclesitheurge added to the object, function for only the ecclesitheurge. If a bonded holy symbol's owner dies or the item is replaced, the object loses all enhancements the ecclesitheurge added using this ability.
This ability replaces the increase to channel energy gained at 3rd level.

AC Bonus (Ex)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would.

Panache (Ex)
At 1st level, a kata master gains the swashbuckler's panache class ability. At the start of each day, a kata master gains a number of panache points equal to her Charisma bonus (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than his Charisma bonus (minimum 1). A kata master gains the swashbuckler's derring-do and dodging panache deeds. A kata master can use an unarmed strike or monk special weapon in place of a light or one-handed piercing melee weapon for granted swashbuckler class features and deeds.

Derring-Do (Ex)
At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex)
At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Character Traits:


Enlightened Warrior (Aasimar) -- You may take levels in monk even while maintaining a neutral or neutral good alignment.

Magical Knack (Cleric) -- Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Racial Traits

Skilled -- Aasimar have a +2 racial bonus on Diplomacy and Perception checks.

Alternate Racial Traits

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. This racial trait replaces celestial resistance.

Incorruptible -- Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the spell-like ability racial trait.

Scion of Humanity -- Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Homebrew Alternate Racial Traits

Halo -- Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Diplomacy checks against Christians, a -2 circumstance bonus on Diplomacy checks against enemies of Christ, and a +2 on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision standard racial trait.


Boga could not remove his eyes from the fire. Terrible as it was, he could not believe that a man was being consumed within the flames. Initially, it looked as if God had intervened, preventing the fire from even catching; but then the old hag approached, throwing just a small bundle of twigs on the pile, and the fire suddenly roared to life engulfing Jan Hus. Boga knew then, and never forgot, that God's enemies are real. They are nothing to be ignored and must be actively sought out, contained, destroyed.

Once the flames grew large and hot, Boga's parents pulled him from the crowd. They took him by the hand and headed towards home. Boga, however, was rattled. He could not bear to simply return home, so he eventually pulled away to return to the burning. It was some time before he got back, and when he did, it was over, only a few embers remained. The crowd had dispersed. Just a few individuals were supervising and cleaning up the remains of the conflagration. They pretty much ignored the little boy as he wandered around and poked through the ashes.

Young Boga squatted down and peered through the ashes, spying what he believed to be a finger, or at least a fingernail. He pushed the ashes around revealing not just a finger, but an entire hand. The macabre sight did not put him off, however. Glancing around, he quickly picked up the hand, almost screaming out in pain at the intense heat, and immediately dropped it. He hurriedly took his pouch, turned it inside out, grabbed the hand, and hid it by turning the pouch right side out once more. He looked around to see if anyone had noticed. No one said anything or approached him, so he quickly stood and began moseying back the way he came. Once out of sight, he broke into a run. The hand of Jan Hus! Clearly a sign from God that Jan's work was right, just, and should be continued! He would not be a boy forever. When he was grown, he would further his work. This hand had survived fire! It was a relic! Jan Hus was a saint! And he, Boga, was a disciple! This had to mean something, and Boga was determined to learn what.

Appearance and Personality:

Age: 20
Height: 5' 8"
Weight: 140
Hair: thick, short, mostly straight, light brown
Eyes: black
Skin: tan

Boga is shortish and leanish, but very healthy and durable. His hair is short and thick, framing a handsome face and intense eyes.

Boga loves to perform and bring people together. He views it as a proxy to uniting everyone beneath the Love of God. He knows God's power is terrible and wants to encourage all to develop their own relationship with Him.


  • Has relic (hand of Jan Hus)
  • Believes is his calling to continue the teaching of Jan Hus
  • Sings
  • Not physically gifted, but tough and observant
  • Inspires others