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About Bylo AfirBasic Details:
Character Name: Bylo Afir Character Race: Human Alignment: Neutral Good Deity: Sarenrae Current Moderator: GM Foxy
Known Languages: (Human: Common, Linguistics: 11, Evangelist lvl 4: 1)
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) ---------------------- 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
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:
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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),
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
Background Skills
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:
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
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:
Sun/Light:
Evangelist
- 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:
- 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:
Belt of Physical Perfection +2: 16,000 GP, 1 lb
Wayfinder, Shining: 2,000 GP, 1 lb
Ioun Torch: 75 GP Handy Haversack: 2,000 GP, 5 lbs
Adventurer's sash: 20 GP, 3 lbs / Total:
Spell Component Pouch: 5 GP, 2 lbs
Total weight carried: 40.5
Carrying capacity : Light -> 43 lbs, Medium -> 86 lbs, Heavy -> 130 lbs Starting Gold: 50,000 gp
Remaining Gold: 2 Platinum, 27 GP
Movement: 30'
Magic:
Remove Curse 1/day from Evangelist class. Spells:
Level 1: 5 +1 (4 + WIS(2) -Angelfire Apostle(1) + Domain(1))
Level 2: 4 +1 (4 + WIS(1) -Angelfire Apostle(1) + Domain(1))
Level 3: 4 +1 (4 + WIS(1) -Angelfire Apostle(1) + Domain(1))
Level 4: 3 +1 (3 + WIS(1) -Angelfire Apostle(1) + Domain(1))
Level 5: 2 +1 (2 + WIS(1) -Angelfire Apostle(1) + Domain(1))
Level 6: 0 +1 (1 + WIS(0) -Angelfire Apostle(1) + Domain(1))
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
Path Ability: Universal: Legendary Item (Weapon) LP: 4
Treasures:
https://paizo.com/campaigns/v5748p75ivl3y/gameplay&page=105#5208 necklace of rare lava pearls - 2500 GP +2 shocking burst short sword |