Zadim

Bylo Afir's page

183 posts. Alias of AGM Lemming.


Race

Appraise +12, Diplomacy +19, Heal +19, Know-Arcana+10, Planes+11, Religion+13, Linguistics +14, Perception +22, Sense Motive +20, | Channel 5d6 8/8 per day, Touch of Glory: 8/8 per day, Aura of Heroism: 11/11 rounds/day

Classes/Levels

Blinding Flash: 8/8 per day, Nimbus of Light: 11/11 rounds/day| Fire Resistance 10 | MP: 5/5, LP: 4/4 |

Gender

Male Human Anglefire Apostle Evangelist Hierophant | HP: 95/95 | AC: 21 T:15, FF:16 | Init: +6 | Fort +12, Ref +8, Will +12 | CMB +8; CMD 21 |

About Bylo Afir

Basic Details:

Character Name: Bylo Afir
Character Race: Human
Alignment: Neutral Good
Deity: Sarenrae

Current Moderator: GM Foxy
Adventure: Legacy of Fire
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Gender: Male
Age: 32
Height: 5' 9"
Weight: 175 lbs
Eyes: Brown
Hair: Brown
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Character Level: 12/1: Anglefire Apostle 5/Evangelist 7/Hierophant 1

Known Languages: (Human: Common, Linguistics: 11, Evangelist lvl 4: 1)
Common, Osiriani, Celestial, Elven, Aklo, Aquan, Auran, Draconic, Ignan, Terran, Sylvan, Abyssal, Infernal

Stats & HP:

STR: 12 (Belt +2)
DEX: 16 (5 points, Belt +2)
CON: 16 (5 points, Belt +2)
INT: 10
WIS: 21 (5 points, Race +2, Level 4 +1, Level 8 +1, Level 12 +1, Headband +2)
CHA: 16 (5 points, Headband +2)
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Hit Points: 95 (d8+3/level)(+4 Mythic)

Appearance:

I'm an average size human man in a mithral chain shirt with my silver holy symbol of Sarenrae prominently worn.

Defense & Saves:

Armor Class: 21 (Base: 10, Dex +3, Armor +6, Protective Grace +2)
Flatfooted Armor Class : 16
Touch Armor Class: 15

+2 Mithral Chain Shirt

Special Armor Class Notes: None
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Save vs. Fortitude: +12 (Cleric: +4, Evangelist: +2, Con: +3, Feat +2, Cloak +1)
Save vs. Reflex: +9 (Cleric: +1, Evangelist: +4, Dex:+3, Cloak +1)
Save vs. Will: +12 (Cleric: +4, Evangelist: +2, Wis: +5, Cloak +1)

Special Save Notes: Fire Resistance 10

Offensive data:

Initiative Modifier: +6 (Dex +3, Trait +2, Ioun Stone +1)
Base Attack Bonus: +8/+3 (Cleric+3, Evangelist+5)
Melee Attack Bonus: +3 (Finesse Weapons)
Ranged Attack Bonus: +3

Special Combat Notes:
- Dervish Dance: Add Dex to Damage instead of strength with scimitar.
- Vital Strike: Whenever taking a single attack for a round roll the weapon die twice.
- Mythic Legendary Weapon: Can use 1 LP to add d8 to roll to hit or CMB
- Divine Fighting Technique (Combat): Sarenrae's Mercy:
- - No penalty for attacking to deal non-lethal damage. Can also alter spells with fire, good, or light to deal non-lethal damage.
- - Once per round if you deal non-lethal damage to an enemy you regain 1d6 hit points. Increase to 2d6 if using a scimitar.

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Weapons:
+1 Keen Scimitar/Legendary Weapon(Mythic): 1d6 | 15-20 x2 | S
Light Crossbow: 1d8 | 19-20 x2 | 80'
10 Crossbow Bolts (Durable)

Skills:

Total skill points earned: 20+48 / 22 (Cleric(2)/Evangelist(6) + Int(0) + Human(1) + FCB(1)) +2 Background Skills

Cleric class skills: Appraise(Int), Craft(Int), Diplomacy(Cha), Heal(Wis), Knowledge(arcana)(history)(nobility)(planes)(religion)(Int),
Linguistics(Int), Profession(Wis), Sense Motive(Wis), Spellcraft(Int)
Gained from Evangelist: Perception(Wis)

Multitude of Talents(Ex): From Evangelist: +4 to non-trained skill rolls. Only applies to skills that can be used without training.

Acrobatics: = +7 (Dex 3) Sacred Bonus +4
Bluff: = +7 (Cha 3) Sacred Bonus +4
Climb: = +5 (Str 1) Sacred Bonus +4
Diplomacy: = +19 (Cha 3) 12 Ranks +3 [Class Skill] Trait+1
Disguise: = +7 (Cha 3) Sacred Bonus +4
Escape Artist: = +7 (Dex 3) Sacred Bonus +4
Fly: = +7 (Dex 3) Sacred Bonus +4
Heal: = +19 (Wis 5) 11 Ranks +3 [Class Skill]
Intimidate: = +7 (Cha 3) Sacred Bonus +4
Knowledge (arcana): = +10 (Int 0) 7 Ranks +3 [Class Skill]
Knowledge (planes): = +11 (Int 0) 8 Ranks +3 [Class Skill]
Knowledge (religion): = +13 (Int 0) 10 Ranks +3 [Class Skill]
Perception: = +22 (Wis 5) 12 Ranks +3 [Class Skill] Obedience+2
Ride: = +7 (Dex 3) Sacred Bonus +4
Sense Motive: = +20 (Wis 5) 12 Ranks +3 [Class Skill]
Spellcraft: = +7 (Int 0) 4 Ranks +3 [Class Skill]
Stealth: = +7 (Dex 3) Sacred Bonus +4
Survival: = +9 (Wis 5) Sacred Bonus +4
Swim: = +5 (Str 1) Sacred Bonus +4

Background Skills
Appraise: = +12 (Int 0) 9 Ranks +3 [Class Skill]
Artistry: = +4 (Int 0) Sacred Bonus +4
Craft: = +4 (Int 0) Sacred Bonus +4
Knowledge (history): = +4 (Int 0) 1 Ranks +3 [Class Skill]
Knowledge (nobility): = +4 (Int 0) 1 Ranks +3 [Class Skill]
Linguistics: = +14 (Int 0) 11 Ranks +3 [Class Skill]
Perform(Dance): = +5 (Cha 3) 2 Ranks

Feats & Traits:

1st level Feat: Great Fortitude
Human Bonus 1st Level: Weapon Finesse
Angelfire Apostle 1st Level: Extra Channel
3rd Level Feat: Dervish Dance
5th Level Feat: Deific Obedience
7th Level Feat: Divine Fighting Technique: Sarenrae's Mercy
9th Level Feat: Vital Strike
11th Level Feat: Divine Interference

Traits:
Campaign: Missionary: +1 Diplomacy
Combat: Reactionary: +2 Initiative

Race:

Human:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class:

Cleric
Channel Positive Energy(SU): 5d6 8/day (3 + CHA(3) +2/day for Extra Channel feat) Will Save DC 10 + 1/2 level + CHA(3)

Angelfire Apostle
Diminished Spellcasting: An angelfire apostle is less concerned with the traditional divine magic that many religious adherents receive. The angelfire apostle receives one fewer spell slot at each spell level. When an angelfire apostle gets no spells per day at a spell level, he can cast domain spells of that level normally, but can only cast nondomain spells of that level if he gets them as bonus spells.

Extra Channel: At 1st level, the angelfire apostle gains Extra Channel as a bonus feat.

Channel Angelfire (Su): An angelfire apostle must be of good or neutral alignment and must choose to channel positive energy, even if his deity is neutral or if he is not devoted to a particular deity. When an angelfire apostle channels positive energy, affected nongood creatures are dazzled for 1 round, with no saving throw for this effect, in addition to experiencing the normal effects of channel energy.

Versatile Healing Channel (Sp): At 5th level, the angelfire apostle can spend two uses of his channel energy ability to cast remove blindness/deafness or lesser restoration as a spell-like ability. At 7th level, he can choose remove disease or remove paralysis. At 9th level, he can choose neutralize poison. At 11th level, he can choose breath of life. At 13th level, he can choose heal. At 15th level, he can choose regenerate. At 17th level, he can choose restoration but cannot affect permanent negative levels. At 19th level, he can choose resurrection but can affect only a target that has been dead no more than 1 round per his cleric level.

Cleansing Flames (Su): At 9th level, the angelfire apostle becomes a direct conduit for the righteous power of his deity. Whenever the angelfire apostle casts a spell that belongs to the healing subschool that is a lower spell level than the highest spell he can cast, he can unleash a blast of flames as a swift action by expending one use of his channel energy ability. The flames last for 1 round and fill a contiguous area equal to one 10-foot cube per level of the healing spell cast (at least one side of the cube must be adjacent to the angelfire apostle’s space). The flames deal 1d4 points of damage per spell level. Half of the damage is fire damage, and half is raw divine power not subject to fire resistance or immunity. Any creature in the area can halve the damage with a successful Reflex saving throw against the spell’s DC. The angelfire apostle can use this ability a number of times per day equal to his Charisma modifier.

Domains:
Glory/Heroism:
- Save DC for undead vs channel +2
- 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.
- Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. (+2 morale bonus on attack rolls, saves, and skill checks) These rounds do not need to be consecutive.
- Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—heroism, 4th—holy smite, 5th—righteous might, 6th—heroism (greater), 7th—holy sword, 8th—holy aura, 9th—gate

Sun/Light:
- Blinding Flash (Su): As a standard action, you can emit a flash of light from your holy symbol or divine focus. The most powerful light emanates out 20 feet from you. Creatures with fewer Hit Dice than your cleric level within this area are blinded for 1d4 rounds unless they succeed at a Fortitude save. All creatures in this area are dazzled for a number of rounds 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.
- Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.
- Domain Spells: 1st—faerie fire, 2nd—heat metal, 3rd—daylight, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

Evangelist
Obedience (Ex): In order to maintain the abilities granted by this prestige class, including all abilities gained from aligned class (see below), an evangelist must perform a daily obedience to her chosen deity (see the deity's page for more information).
- The Dawnflower values the redemptive powers of compassion and patience, and extends them to all who might be capable of good. Offer to heal a stranger of his wounds, either by using the powers granted to you by Sarenrae or with a potion, scroll, or other item you possess. Tell the stranger it is by the will of Sarenrae that you share your healing gifts. You may also use your Heal skill to perform this act of healing service. If you can’t find a stranger who will accept your offer, stand beneath the open sky during the daylight hours. Blindfold yourself with a red-and-gold scarf and try to locate the sun in the sky through the layers of fabric. Gain a +2 sacred bonus on Perception checks.

- Skilled: Gain 2 skills as class skills. Fly & Survival

- Aligned Class (Ex): At 2nd level continue gaining class abilites as Cleric.

- Protective Grace(SU): The evangelist’s chosen deity rewards her with heightened awareness and reaction skills, making her more difficult to strike in combat. At 2nd level, the evangelist gains a +1 dodge bonus to AC. This bonus increases to +2 at 7th level. The evangelist loses this bonus when she is denied her Dexterity bonus to AC.

- Divine Boon:
- - 3rd Level: Healing Spirit (Sp) cure light wounds 3/day, aid 2/day, or remove curse 1/day
- - 6th Level: Fiery Spirit (Su) You have spent so much time in the sun, reveling in Sarenrae’s power and meditating on her glory, that its fiery rays have soaked into your very soul. You gain fire resistance 10.
- - 9th Level: Holy Brand of the Sun (Su): 1 + 1/4 total levels rounds/day add flaming burst to weapon. Only usable by you.

- Gift of Tongues: At 4th and 8th level gain a new language.

- Multitude of Talents (Ex): The evangelist finds herself in many strange situations requiring a variety of skills. Starting at 5th level, the evangelist gains a +4 sacred or profane bonus on any skill check attempted with a skill in which the character has no ranks. This bonus applies only to skill checks that can be made untrained.

Equipment & Gear:

Armor:
+2 Mithril Chain Shirt: 4,000 + 1,000, + 100 GP, 12.5 lbs
- Max Dex: +6, ACP: 0

Weapons:
+1 Keen Scimitar: 8,000 GP + 315 GP, 4 lbs
Light Crossbow: 35 GP, 4 lbs
10 Crossbow Bolts (Durable): 10 GP, 1 lbs

Belt of Physical Perfection +2: 16,000 GP, 1 lb
Headband of Mental Prowess +2 Wisdom and Charisma: 10,000 GP, 1 lb
Cloak of Resistance +1: 1,000 GP, 1 lbs
Ring of Featherfalling: 2,200 GP

Wayfinder, Shining: 2,000 GP, 1 lb
- Additional to Wayfinder normal, Detect Evil within 60' & 1/day cast Protection from Evil on bearer
Ioun Stone Dusty Rose Prism (Cracked): 500 GP
- +1 Initiative

Ioun Torch: 75 GP

Handy Haversack: 2,000 GP, 5 lbs
Waterskin 1 GP, 4 lbs
Rations, 2 days: 1 GP, 2 lbs
Wands: 750 GP, 1 lb each
- CLW: 30 charges
- Divine Favor: 50 charges
- Shield of Faith, +2 Deflection Bonus to AC for 1 minute: 50 charges
2 Wrist Sheaths, Spring Loaded: 10 GP, 2 lbs
Planar Travel Tuning Forks: 7 x 25 GP
- Prime
- Elemental Planes: Air, Earth, Fire, water
- Ethereal & Astral

Adventurer's sash: 20 GP, 3 lbs / Total:
Flint and steel 1 GP
1 Alchemist's Fire(flask): 20 GP, 1 lb
1 Acid Flask: 10 GP, 1 lb

Spell Component Pouch: 5 GP, 2 lbs
Silver Holy Symbol: 25 GP, 1 lb

Total weight carried: 40.5
Weapons: 9 lbs
Armor: 12.5 lbs
Equipment: 19 lbs

Carrying capacity : Light -> 43 lbs, Medium -> 86 lbs, Heavy -> 130 lbs

Starting Gold: 50,000 gp
Weapons: 8,360 GP
Armor: 5,100 GP
Equipment: 36,293 GP

Remaining Gold: 2 Platinum, 27 GP
Gemstones: Onyx 4 x 5 GP, Garnet: 6 x 10 GP, Jade: 3 x 5 GP, Amber: 3 x 5 GP

Movement: 30'

Magic:

Remove Curse 1/day from Evangelist class.

Spells:
Level 0: 4: Detect Magic, Guidance, Mending, Stabilize

Level 1: 5 +1 (4 + WIS(2) -Angelfire Apostle(1) + Domain(1))
- Divine Favor
- Divine Favor
- Fallback Strategy
- Sun Metal
- Liberating Command
D- Faerie Fire

Level 2: 4 +1 (4 + WIS(1) -Angelfire Apostle(1) + Domain(1))
- Ironskin
- Weapon of Awe
- Resist Energy
- Spiritual Weapon
D- Bless Weapon

Level 3: 4 +1 (4 + WIS(1) -Angelfire Apostle(1) + Domain(1))
- Create Food and Water
- Prayer
- Prayer
- Stone Shape
D- Heroism

Level 4: 3 +1 (3 + WIS(1) -Angelfire Apostle(1) + Domain(1))
- Blessing of Fervor
- Magic Weapon, Greater
- Bit of Luck
D- Holy Smite

Level 5: 2 +1 (2 + WIS(1) -Angelfire Apostle(1) + Domain(1))
- Air Walk, Communal
- Sanctify Weapons
D- Righteous Might

Level 6: 0 +1 (1 + WIS(0) -Angelfire Apostle(1) + Domain(1))
-
D- Heroism, Greater

Save DC= 10 + Spell Level + WIS(5)

Character History:

I sometimes wonder about the power of fate, or the will of the Gods. If I hadn't been 'donated' to the Temple of Sarenrae in Sothis, what would my life have been like? Would I have learned of the Grace of my Deity? and the Power that She grants to me? It was Her Grace that allowed me to live, and learn Her ways. The clergy and lay members of the church raised me and taught me all that I would need for life, and then let me expand my horizons as far as Sarenrae would let me go.

So, my life could possibly have ended 32 years ago when I was found on the steps of the temple of Sarenrae in Sothis. I consider this as somebody, possibly a parent, possibly not, donated me to the temple. I could just as likely been dumped in a back street where I could have been food for whatever stray dogs happened by. Or I could have been found by one of the shadier organizations in the city? I've found that all cities have them. Some try to appear more respectable than others. But they all live by their own rules as much as possible. And most aren't exactly charitable to stray children that don't have immediate uses. Hmm.... Uses. Interesting word.

Anyway, 25 years later I had completed my training and was accepted as a ready priest of Sarenrae, specially trained as an Angelfire Apostle. We received word of an event in Wati. They were opening the Necropolis for exploration and documenting. I gathered my gear and caught a ship down the river. I arrived just two days before the start of the event and was pleasantly surprised at the greeting that I received from the staff at the Temple of Pharasma. I had heard that they didn't always greet outsiders kindly. Well, later I found that there was truth to that, but it seemed to be a personal thing with the military branch of the temple.... Anyway, I looked around for groups that might be wanting additional manpower. There were several, but most seemed to be treasure hunters with no scruples. It took to the opening day for me to find a like-minded group to explore and document our assigned sites.

My time in Wati and the surrounding area to resolve our assignment, and the follow on work took a couple of years and taught me to not expect my values to be reflected in others. That lesson was particularly hard to accept when we dealt with clergy of another, non-evil deity. I also gained in my ability to access divine power from my Deity and a number of skills. I learned that I have an affinity for languages as well as an interest in learning them. I studied the planes and learned how to travel to and from some of them. Again I learned that non-evil didn't mean not dangerous as other planes aren't generally friendly to human life! But that's a whole different story.

Another Story:

I arrived, a little off course. Not uncommon from my experience, but this time I really had no idea where I was. I tucked the small fork into my component pouch and looked around. A brass boat in a river of lava? Well, that probably meant that my Plane Shift did work, but somehow I'd missed the City of Brass. I could hardly fault the merchant then!

This trip wasn't under pay for anyone, just experience for myself. I'd had reason for my earlier trips, and had proper forks for the ethereal, astral, and other elemental planes. I remembered the trip to the plane of air. I had thought that one to be a failure too as we arrived floating rather than standing on any surface.... But we were close enough to our target and the mage had prepared for us to all have flight capability. That had been truly enjoyable and I wanted to be able to fly again someday!

So I was likely on the right plane, maybe this boat was headed to the City of Brass? Obviously I couldn't step out, but I seemed to be safe for now. I decided to wait and enjoy the show. How often does a human get to safely watch a lava fall? at very close range!

I felt a wave of powerful magic pass through me as I waited. I wasn't sure what it was, but I felt invigorated by it so I spent some time holding up my holy symbol and praising Sarenrae.

Mythic Hierophant:

HP: 4
Mythic Power: 5 points
Surge: 1d6

Inspired Spell (Su): As a standard action, you can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. The spell must be on one of your divine class spell lists (or your domain or mystery spell list), must be of a level that you can cast with that divine spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level divine spell you can cast from that spellcasting class.

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Feat: Mythic Paragon
Benefit: Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn’t grant you access to mythic abilities or greater versions of mythic spells at a lower tier than you would normally need to be to get them, nor does it grant you additional uses of mythic power or adjust the dice you roll for your surge.

Path Ability: Universal: Legendary Item (Weapon) LP: 4
Weapons: Attack rolls and combat maneuver checks made while using the weapon
Surge: d8
- Powerful: An item with this ability has two additional uses of legendary power per day. This ability can be taken up to three times. The item must be a minor or major artifact to take this a second time, and a major artifact to take this a third time. This is a persistent ability.
- Unyielding: A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
- Upgradable: This ability grants the bonded creature the ability to more easily increase the non-mythic magical power of the legendary item. If the base magic item has a version with a higher bonus or greater version (such as a +1 longsword, a +2 light steel shield, a cloak of protection +3, an amulet of might fists +4, or a minor ring of inner fortitude), the bonded creature can improve it by performing a special ritual. She must spend a number of gold pieces equal to half the difference between the cost of the legendary item's current, non-mythic base item and the greater version she wishes to upgrade the item into. For example, she would pay 3,000 gp to upgrade a +1 longsword into a +2 longsword.
This ritual takes 8 hours. When it's completed, the bonded creature transmutes the item's base version into the desired version. When upgraded in this fashion, the legendary item retains all legendary item abilities it had before the transmutation.

Treasures:

https://paizo.com/campaigns/v5748p75ivl3y/gameplay&page=105#5208
necklace of rare lava pearls - 2500 GP
+2 shocking burst short sword