Bygone PBP's page

102 posts. Alias of miteke.

Full Name



| Percep +10 | Climb+8, Heal+10, KnPln+4, SnMot+9, SlghtHd+4, Stealth+6, Surv+5


| Channels 3/3 | Copycat 7/7 | Active Conditions: Inspired +2/+2, Blessed +1 to hit


Male C/N Vanara Cleric (Herald Caller)/6 | HP: 51/51| Init: +3 | AC: 18, 15 FF, 13Tch | CMB: +4, CMD: 17 | F:8, R:6, W:11 | Speed 30ft


Common, Vanaran, Tian

Strength 10
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 20
Charisma 10

About Bygone PBP

Submission for Legacy of fire

Bygone, a Vanaran (Monkey-man), has lived in the Valashmai jungle of the Tian Xia for most of his life. As most of his tribe he worships the Monkey King. More than most of the other monkey-men, however, Bygone took great delight in practical jokes and tricks, and to such an extent that he eventually became odious to the people of his tribe. His last memories of his tribe were the choruses of "bye", or "glad he's gone". His sense of humor undaunted, he took these epithets as a name, figuring the irony would keep him in good humor for at least a year. Thinking that being a thief would be great fun he went to the city to practice his new trade. Unfortunately he quickly found out that he just didn't have the talent, though being able to climb helped him escape the typical punishment reserved for failed feats.

Lost in purpose he wandered again until he wandered into a monastery of monks. Thinking he had found a new calling when he observed them practicing the monkey style, he decided to give this whole monk thing a try. Not only did he fail, but he failed quickly and spectacularly involving an idol, a discarded banana peel, and a number of wine stained scrolls. Thinking they could play their own practical joke, they sent him to a temple of clerics that worshiped The Monkey King over in the Mwangi Expanse, about as far away as they could manage.

In the temple he finally succeeded in finding a home. They cared for animals (and him), loved a good party, and enjoyed a good competitive series of practical jokes and one-upmanship. They taught him how to be a cleric and also that some folks can take a joke and some can't. But all good things come to an end. But Sun Wukong is also a god of travel. So he set off to bring good cheer
wherever he went and ended up in Kopesh, with the hopes of setting up a temple in honor of the Monkey King.

Main Stats:

C/N Medium Vanara (human vanara subtype) Cleric(Herald Caller)/1
Str 12, +1 (10[race] +2[2 points spent])
Dex 14, +2 (12[race] +2[2 points spent])
Con 12, +1 (10[race] +2[2 points spent])
Int 10, +0 (10[race] +0[0 points spent])
Wis 17, +3 (12[race] +5[7 points spent])
Cha 12, +1 (8[race] +2[2 points spent])

HP 10 (+8[1d8] +1[con] +1[favored class])
Init +2 (+2[dex])
Senses Low light vision
Perception +4
Speed 30 ft.; 30' climb
Base Attack +0
Languages Common, Vanaran, Tian


CMD xx (10 +0[BAB] +1[str] +2[dex])
AC normal 18, touch 12, flat-footed 16 (10 +2[dex] +4[chain shirt] +2[shield])
Fort +2 (+0[con] +2[cleric])
Ref +2 (+2[dex] +0[cleric])
Will +5 (+3[wis] +2[cleric])


CMB +1 (+0[BAB] +1[str])

Normal Attacks

  • +1/1d6+1 Shortspear [crit 20/x2; P] (+0[BAB] +1[str]/1d6 +1[str])


  • +2/1d8 Light Crossbow [rng: 80 ft;crit 19-20/x2; P] (+0[BAB] +2[dex]/1d8)

  • Resource Tracking:

    Loot Held:
    Level 1 Spell uses:


  • Concentration +4 (+1[cleric] +3[stat])
  • Call Heralds(Su):
  • - May lose prepared spell to cast Summon Monster
  • - +1 on concentration check to case Summon Monster
  • Divine Heralds(su):
  • - A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity.
  • - May use entropic template
  • - Shares language with summoned creatures
  • - Channel positive helps summoned creatures even if out of range

    Spells Available per day:

  • Level 0: 3
  • Level 1: 3 [ooc](1 +1[stat] +1[domain])

    Orisons DC 13

  • Detect Magic: Detects all spells and magic items within 60 ft. 1 min/lvl
  • Guidance: +1 bonus to attack, saving throw, or skill roll. 1 min
  • Read Magic: 1 page per minute. 10 min/lvl

    Level 1 DC 14
    *D* Disguise Self
    Protection from Law

  • Skills:

    Skill Ranks 4 = 4[4+0[int]] * 1[cleric level]

    Acrobatics -2 (+0[ranks] +2[dex] -4[ACP])
    Appraise +0 (+0[ranks] +0[int] +3[cleric])
    Bluff +6 (+1[ranks] +1[cha] +4[trait])
    Climb +5 (+0[ranks] +1[str] -4[ACP] +8[racial])
    Craft +0 (+0[ranks] +0[int] +3[cleric])
    Diplomacy +1 (+0[ranks] +1[cha] +3[cleric])
    Disable Device N/A (+0[ranks] +2[dex] -4[ACP])
    Disguise +1 (+0[ranks] +1[cha])
    Escape Artist -2 (+0[ranks] +2[dex] -4[ACP])
    Fly -2 (+0[ranks] +2[dex] -4[ACP])
    Handle Animal N/A (+0[ranks] +1[cha])
    Heal +3 (+0[ranks] +3[wis] +3[cleric])
    Intimidate +1 (+0[ranks] +1[cha])
    - arcana N/A (+0[ranks] +0[int] +3[cleric])
    - dungeoneering N/A (+0[ranks] +0[int])
    - engineering N/A (+0[ranks] +0[int])
    - geography N/A (+0[ranks] +0[int])
    - history N/A (+0[ranks] +0[int] +3[cleric])
    - local N/A (+0[ranks] +0[int])
    - nature N/A (+0[ranks] +0[int])
    - nobility N/A (+0[ranks] +0[int] +3[cleric])
    - planes N/A (+0[ranks] +0[int] +3[cleric])
    - religion N/A (+0[ranks] +0[int] +3[cleric])
    Linguistics N/A (+0[ranks] +0[int] +3[cleric])
    Perception +8 (+1[ranks] +3[wis] +4[Valashmai Veteran])
    - XX N/A (+0[ranks] +3[wis] +3[cleric])
    Ride -2 (+0[ranks] +2[dex] -4[ACP])
    Sense Motive +3 (+0[ranks] +3[wis] +3[cleric])
    Sleight of Hand -1 (+1[ranks] +2[dex] -4[ACP])
    Spellcraft N/A (+0[ranks] +0[int] +3[cleric])
    Stealth -1 (+1[ranks] +2[dex] -4[ACP])
    Survival +0 (+0[ranks] +3[wis] (+1)[Valashmai Veteran-jungle])
    Swim -3 (+0[ranks] +1[str] -4[ACP])
    Use Magic Device N/A (+0[ranks] +1[cha])


    240 total gp -
    Chain shirt (100 gp)
    Heavy steel shield (25 gp)
    Shortspear(1 gp)
    Light Crossbow (35 gp)
    Quiver of 20 cold iron bolts (4 gp)
    75 gp worth of travel gear such as tent, mess kit, food, and spending money.

    Racial Traits, Traits, Class Abilities, and Feats:

    Vanara Specials
  • +2 Dexterity, +2 Wisdom, -2 Charisma Vanaras are agile and insightful, but are also rather mischievous.
  • Vanara Vanaras are humanoids with the vanara subtype.
  • Medium Vanaras are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed Vanaras have a base speed of 30 feet and a Climb speed of 30 feet.
  • Low-Light Vision A vanara can see twice as far as a human in dim light.
  • Nimble Vanaras have a +2 racial bonus on Acrobatics and Stealth checks.
  • Prehensile Tail A vanara has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action.
  • Languages Vanaras begin play speaking Common and Vanaran. Vanaras with high Intelligence scores can choose from the following: Aklo, Celestial, Elven, Gnome, Goblin, and Sylvan.
  • Change Size (Su) One vanara in every 500 is gifted with limited shapeshifting ability. Such a creature can adjust her size at will. She gains the change shape ability and the shapeshifter subtype. Instead of changing appearance, she can use change shape to reduce her size category to Small. Her ability scores don't change, only her size (and thus her weapon damage); normal size penalties and bonuses to AC and CMD and on attack and skill rolls apply. Changing size or returning to her true size is a full-round action. This racial trait alters the vanara's type and replaces nimble.
  • Risky Troublemaker Vanara families who seek to emulate the Monkey King teach their members that unexpected opportunities are worth taking great risks. These vanaras can choose to roll twice on Use Magic Device checks. If they do, they take the higher result unless either die roll is a natural 1, in which case the check automatically fails. This racial trait replaces prehensile tail.

    Starting Traits

  • Missionary You gain a +1 trait bonus on bluff and bluff is considered a class skill for you.
  • Valashmai Veteran (Valashmai Jungle) You gain a +1 trait bonus on perception and survival in the jungle and perception is considered a class skill for you.

    Class Abilities

  • Aura
  • Domain: Trickery
  • - Copycat (Sp) You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Channel Energy 1d6, 30' radius, 4/day (3 + 1[cha]), DC 11 (10 +0[1/2 level] +1[cha)

    Herald Caller Abilities

  • Skill Ranks per Level 4 + Int modifier. This alters the cleric's class skills.
  • 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, 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.
  • Mighty Heralds (Su) At 4th level, a herald caller receives Augment Summoning as a bonus feat, and is considered to have Spell Focus (conjuration) for the purposes of prerequisites for feats that have Augment Summoning as a prerequisite (such as Evolved Summoned Monster). At 8th level, she gains Superior Summoning as a bonus feat.


  • Selective Chanelling

    [spoiler=Default Tag Lines]
    RACE: | Perc+XYZ, skill1 +XYZ, skill2 +XYZ
    CLASS/LEVELS: | Active Conditions: None
    GENDER: gender alignment race (racesubtype) class (Archetype)/level | HP:XYZ/XYZ | AC Norm/Tch/FF: XYZ/XYZ/XYZ | CMB/CMD: +XYZ/XYZ | F/R/W: +xx/+xx/+xx | Init: +XYZ | Speed 30 ft