Valeros

Caleb Zephorn Caliean's page

54 posts. Alias of TheWaskally.


Full Name

Caleb Zephorn Cailean

Race

Human (taldane)| HP: 17/19 | DR 6/- | AC: 17 (12 Tch, 16 Fl) | CMB: +9, CMD: 21 | F: +8, R: +4, W: +2 | Init: +4 | Perc: +6, SM: +6

Classes/Levels

Gestalt Mighty Godling/Eldritch (divine) Godling/1st| Speed 90ft | Str Pool: 5/7 | Active conditions: None.

Gender

Male

Size

Medium

Age

20

Special Abilities

see tab

Alignment

Chaotic Good

Deity

Cayden Cailean

Location

Cayden's Halll, Absalom

Languages

Common (taldane), Celestial, Kelish, Osirini, Draconic, Dwarven

Occupation

Former full-time Bartender, now Hero

Strength 18
Dexterity 12
Constitution 16
Intelligence 14
Wisdom 12
Charisma 14

About Caleb Zephorn Caliean

Fighting 13
Wealth 13
Godling (mighty)
Godling (eldritch)
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Initiative: +4
Senses: Perception +6
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AC 17 (12 Touch, 16 FF)(+2 Dex, +3 Fighting, +2 Shield)
Hp 19/19 (1d12(max) + 6 Con +1 Fast Learner)
Fort +8, Ref +4, Will +2
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Speed 90 ft (30 ft Base)
Melee MW rapier +12 (1d6 + 8, 18-20/x2), longsword +11 (1d8 + 8, 19-20/x2), Unarmed Strike +11 (1d3 + 8, x2)
Ranged
Special Attacks
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Spells per day 1st 4/5
Spells Known
0-level spells (DC 18) Create Water, Light, Mending, Stabilize
1st-level spells (DC 19) Enhance Water, Cure Light Wounds
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BAB +1, CMB +9, CMD 21
Feats Throw Anything, Fast Learner, Unarmed Combatant
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Skills 6/Level, +1/Skilled, +1/Fast Learner, +2/Background
Acrobatics +6 (1 Rank, 3 Class, 2 Dex)
Appraise +4 (0 Rank, 0 Class, 4 Int)
Climb +8 (0 Rank, 0 Class, 8 Str)
Craft (carpentry) +8 (1 Rank, 3 Class, 4 Int)
Diplomacy +8 (1 Rank, 3 Class, 4 Cha)
Fly +2 (0 Rank, 0 Class, 2 Dex)
Handle Animal +4 (0 Rank, 0 Class, 4 Cha)
Intimidate +8 (1 Rank, 3 Class, 4 Cha)
Knowledge (arcana) +4 (0 Rank, 0 Class, 4 Int)
Knowledge (history) +4 (0 Rank, 0 Class, 4 Int)
Knowledge (local) +8 (1 Rank, 3 Class, 4 Int)
Knowledge (planes) +4 (0 Rank, 0 Class, 4 Int)
Knowledge (religion) +8 (1 Rank, 3 Class, 4 Int)
Linguistics +8 (1 Rank, 3 Class, 4 Int)
Perception +6 (1 Rank, 3 Class, 2 Wis)
Profession (bartender) +6 (1 Rank, 3 Class, 2 Wis)
Ride +2 (0 Rank, 0 Class, 2 Dex)
Sense Motive +6 (1 Rank, 3 Class, 2 Wis)
Spellcraft +4 (0 Rank, 0 Class, 4 Int)
Stealth +2 (0 Rank, 0 Class, 2 Dex)
Survival +2 (0 Rank, 0 Class, 2 Wis)
Swim +8 (0 Rank, 0 Class, 8 Str)

SQ:

Weapon and Armor Proficiency: A mighty godling is proficient with all simple and martial weapons; with light, medium, and heavy armor; and with all shields (other than tower shields). Eldritch godlings are proficient with simple weapons, but no armor or shields.
Lineage Domain Travel
As a result of their divine bloodline, mighty godlings gain access to the powers (though not spells) of a cleric domain. The mighty godling selects his first lineage domain at 1st level, and gains additional lineage domains at 8th and 16th level. Once these domains are selected they cannot be changed. (While the player selects these domains, the mighty godling character gains these as inherent powers with no choice or effort required). Lineage domains need not be the ones the godling’s divine parent grants to clerics—not all godlings have powers related to their parent’s realm of authority. The godling uses his class level for his effective cleric level. A mighty godling uses his Wisdom modifier to determine save DCs and uses/day of all his lineage domain powers.
A multiclass cleric/godling who has the same domain from both classes adds the two classes together when determining what granted powers the character has and their effectiveness, but uses only the character’s cleric level to determine what domain spells are gained.
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Agile Feet (Su) As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
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Spells
The spells of an eldritch godling are an expression of her raw will and inherent mystic power. Because of this, her spell ability works slightly differently than most spellcasting classes. The details of an eldritch godling’s spell ability are detailed below.
Spell List Selection An eldritch godling casts spells drawn from a spell list selected when the character is created. Eldritch godlings may choose the list of any class that is a dedicated spellcasting class (one that both has access to 1st level spells at level 1, and that eventually receives 9th level spells). The godling is considered an arcane spellcaster if an arcane spell list is selected, and a divine caster if a divine list is selected. The selected list becomes the class spell list for that particular godling character.
Spellcasting Attribute An eldritch godling must select an ability score to fuel her spells when she takes her first level of eldritch godling. This is referred to as her spellcasting attribute. She may select any ability score to act as her spellcasting attribute, but once this choice is made it can never be changed. Strength
To learn or cast a spell, an eldritch godling must have a spellcasting attribute score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an eldritch godling’s spell is 10 + the spell level + the eldritch godling’s spellcasting attribute modifier.
Spells Known/Spells Per Day The eldritch godling can cast any spell she knows without preparing it ahead of time. Like other spellcasters, a godling can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Eldritch Godling Spells Known. In addition, she receives bonus spells per day if she has a high spellcasting attribute score. The eldritch godling’s selection of spells is extremely limited. An eldritch godling begins play knowing four 0 level spells and two 1st level spells of the godling’s choice from her spell list. At each new eldritch godling level, she gains one or more new spells, as indicated on Table: Eldritch Godling Spells Known. (Unlike spells per day, the number of spells an eldritch godling knows is not affected by her spellcasting attribute score. The numbers on Table: Eldritch Godling Spells Known are fixed.)
Eldritch godlings can periodically change their spells known. An eldritch godling does so at 4th level, and every even-numbered level after that (6th, 8th, and so on). At these levels, the godling can choose to learn a new spell in place of one she already knows. In effect, the godling “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level spell the godling can cast from her spell list. A godling may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
An eldritch godling need not prepare her spells in advance. She can cast any spell he knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
Dispel Resistance Because the spells of eldritch godlings are powered by internal immortal might, rather than drawn from a pool of magic accessed by some mortal heritage or tapped through skill and training, the spells are much harder to dispel or suppress. The godling is considered to have special spell resistance (equal to 10 + godling level) that applies only against dispel and anitmagic effects. This special SR applies to antimagic and dispel affects that ignore normal SR.
When spells cast by a godling first interact with an antimagic field (or any similar area), there is a chance the field fails to suppress the godling’s innate spell power. A caster level check must be made for each spell when it first encounters the antimagic field. This SR also applies to any similar effect that does not work against gods and artifacts.
Concentration As acts of will, the spells cast by eldritch godlings do not require focused attention to cast. Thus an eldritch godling does not need to make concentration checks to cast her spells, even if she suffers damage, distraction, violent motion, or is grappled. An eldritch godling does still need a free hand to cast spells with somatic components, so a pinned godling may not be able to cast such spells because her hands are also pinned.
Arcane Spell Failure As long as an eldritch godling feels secure and confident, she can make very simple gestures to satisfy the somatic componets of her spells. As a result, godlings do not suffer arcane spell failure in armor with which they are proficient. This is true even for eldritch godlings that select a spell list from a class that does suffer arcane spell failure.
Ascendancy
As expressions of the godling’s innate mystic power, her spells are subject to her desires, and can be altered through pure acts of will. This power is known as the godling’s ascendancy and is divined into minor and major powers. An eldritch godling has one minor and one major ascendancy at 1st level. Eldritch godlings receive additional minor ascendancies at 5th and 9th level, and major ascendancies at 13th and 17th level. Once an ascendancy has been selected, it cannot be changed. An eldritch godling may always select a minor ascendancy instead of a major, if she prefers.
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Good Ascendancy (Su) Only godlings with a good alignment may select this ascendancy. The godling cannot cast spells with the evil descriptor. The godling may cast any spell that does not include her as a target and is from her godling spell list as a good spell. Such spells gain the [good] descriptor. Evil creatures suffer a –1 penalty to saving throws against spells the godling casts with the good descriptor.
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Strength Pool
Caleb possesses a Strength pool similar to a monk's ki pool. It contains a number of points equal to 1/2 your level (min 1) plus your constitution modifier. Beginning at level 1, you have the following abilities:
-You may spend 1 point as an immediate action when hit by an attack or forced to make a saving throw. Doing so allows you to add your Strength modifier to your DR/- against that attack or the saving throw result. The DR gained stacks with DR gained from all other sources. If you use it to succeed at a save where a success halves the damage, you take none instead.
-You may spend 1 point to gain a bonus on all strength based skill checks or ability rolls as well as CMD and CMB equal to your character level for one minute.
-As long as you have at least 1 point in your pool, you are treated as having the Groundbreaker rage power and may make use of it as often as you'd like even when not raging. You ignore the difficult terrain created using this ability. The DC to save against this ability is 10+1/2 your level+your strength modifier. For every 5 points of damage above the hardness of the ground you deal, you can choose to affect 5 feet further out than normal.

Racial Traits +2 to Two Ability Score (Str & Con), Medium, Normal Speed, Bonus Feat, Skilled, Languages
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Traits Charming and Divine Power
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Items MW backpack, bandolier, canteen, bedroll, cheap holy text (Placard of Wisdom), mess kit, belt pouch, tankard, iron holy symbol of Cayden Cailean, explorer's outfit, soap, small steel mirror, and a tabard with Cayden Cailean's holy symbol emblazed upon it.
Combat Gear Breastplate, heavy wooden shield with Cayden Cailean's symbol painted on it, longsword, MW rapier.

Wealth (489 gp, 7sp, 8 cp)
Carrying Capacity
Light (8,448 lbs or less); Medium (8449-16896 lbs.); Heavy (16897-25600 lbs.)
Current Load: 68
Height 6'6", Weight 220 lbs., Eyes Blue, Hair Brown
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Description:
Caleb is a very tall, powerfully-built human male with taldane features. The absalomian wears his brown hair short, and his face shaven. He wears a custom-built breastplate large enough for 3 halfing children to hide in. Caleb wields a longsword (a gift from The First Guard), a masterwork rapier (a gift from his adopted father), and a heavy wooden shield (a gift from his adopted mother).

Personality:
Caleb is every bit as fun-loving and jovial as his exalted father. The warrior is quick with a joke, even in the most dire of times. Yet, when the chips are down and lives are on the line, Caleb rushes headlong into danger to stop a great evil or save lives. At first the godling tried to hide his abilities, but soon that became near impossible, and now fully accepts his heritage and destiny. Despite his new status, Caleb tries to make himself approachable, well, as a approachable as a 6'6" tall warrior can be. Caleb also likes to flirt with lovely ladies, garnishing himself a reputation as a ladies man.

The Legend of Caleb Cailean. Chapter one - You Gotta Start Somewhere..:

Caleb Zephorn Cailean, "Cayden's Boy", "The Prince of Drunkards", was born in parts unknown, being delivered to the married clerics of Cayden Cailean, Dexion and Barbana Zephorn, in Cayden's Hall in Absolom, in the arms of a lillend one cold evening. Being told of the baby's true parentage, the lillend tasked the Zephorns to raise Caleb as their own, until he was of adventuring age. The boy was raised in the rowdy environment of Cayden's Hall, Absolom's largest tavern dedicated to Cayden Cailean, but with all the love Dexion and Barbana could give. Caleb often helped cleaning and serving drinks to the temple's patrons, and doing repairs to barstools and serving tables. Caleb grew up taller, faster, and stronger than other children. When Caleb was about 13, Dexion and Barbana set Caleb down to tell him the truth of his origins, after the temple had closed. As if to emphasis the point, Cayden Cailean himself unlocked the bar door, and joined the two clerics who helped raise his son. Cayden tasked his son to go forth into Golarion and make his own legends, to be a hero the world needs, but for now, wait in Absalom for he will know when his destiny will begin. The older Caleb became, the harder it was to hide his divine gifts, until one afternoon, Caleb was seen by dozens of people throwing a runaway burning carriage into the harbor 3 city blocks away. Soon Cayden's Hall was flooded with people eager to see the local 'wonder boy' who saved several children from being trampled by the burning carriage. The ruckus became such a nuisance that Caleb was brought before The Grand Council to explain himself. The godling told the Council all he knew, and at the end of the session, it was decided that Caleb could continue to stay within the city of Absalom, only if he aided the First Guard when needed. 'When needed' soon became 'all the time', and Caleb quickly became a town celebrity. Even clerics of Cayden Cailean came as far away as Brevoy to meet the divine son. Despite his new responsibilities, Caleb works as much as he can at Cayden's Hall, which doubled in size during reconstruction after the last one burned down. Two weeks ago, Caleb went to Abadar's temple in Absalom to legally change his name from Caleb Zephorn to Caleb Zephon Caliean.

Finding a Strange Map:
A tall warrior wakes to the sound of his mother's knocking on the door to his room.
"Caleb. Caleb! Wake up! Time for morning chores and breakfast," cooed the voice of Barbana Zephorn, one of the higher-ranking clerics in Cayden's Hall in Absalom.
Caleb responds half-asleep, "Hu-..Okay, Ma! Coming down!"
As her footsteps lead down toward the main hall, Caleb Zephorn Cailean stirs in his bed, in which he was alone. Thinking back over the previous night, Caleb remembers trying to chat up a beautiful Kyonin ambassador in the common room, but to no avail. Sweeping his feet from the bed to the floor, Caleb hears a strange whoosh hit the floor as well, like someone dropped a piece of parchment. Looking down, the godling finds that indeed a piece of parchment fell from his bed. It's nothing he's seen before. Caleb picks it up to read it, finding a near-white piece of parchment with a small picture of Cayden's Hall in the off-center of the parchment. As his eyes adjust, Caleb notices streets near Cayden's Hall come into starker detail, with a red 'X' elsewhere on the map. As he gets dressed for the day, Caleb continues to ponder the strange map. Finally, as Caleb walks downstairs to join his mother, the godling calls out, "Ma. Ma! Should you look at this."

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