Banba

Cantion's page

153 posts. Alias of TheWaskally.


Full Name

Cantion

Race

Fawn| HP: 33/33 | AC: 17 (14 Tch, 13 Fl) | CMB: +3, CMD: 16 | F: +4, R: +1, W: +7 | Init: +3 | Perc: +4, SM: +8

Classes/Levels

Cleric/3rd MR/1st| Speed 40ft (40ft) | Active conditions: None.

Gender

Male

Size

Medium

Age

21

Special Abilities

Aura (Ex), Channel Energy (Su) 2d6, Domains, Spontaneous Casting

Alignment

Chaotic Good

Deity

Bacchus

Languages

Common, Sylvan, Celestial, Elven

Strength 11
Dexterity 16
Constitution 13
Intelligence 15
Wisdom 18
Charisma 18

About Cantion

Initiative: +3
Senses: Low-light Vision, Perception +4
Special Attacks Channel Energy 2d6 9x/day, Touch of Chaos (Sp) 7x/day, Dazzling Touch (Sp) 7x/day.
-------
AC 17 (14 Touch, 13 FF)(+3 Dex, +4 Armor)
Hp 33/33 (1d18(max) + 1 Con, then 1d8 + 1 Con, the +4 per mythic rank)
Fort +4, Ref +1, Will +7
-------
Speed 40 ft (40 ft Base)
Melee Quarterstaff +2 (1d6/1d6+0, x2)
-------
Spells
0-level spells Create Water, Light, Stabilize, Detect magic
1st-level spells Protection from law, Shield of Faith, Magic Weapon, Bless
2nd-level Hideous Laughter, Restoration, Lesser; Bull's Strength
-------
BAB +2, CMB +3, CMD 16
Feats Selective Channeling, Extra Channel
Mythic Feats Selective Channeling (mythic)
-------
Skills 4/Level +1/Background
Appraise +2 (0 Rank, 0 Class, 2 Int)
Craft +2 (0 Rank, 0 Class, 2 Int)
Diplomacy +10 (3 Rank, 3 Class, 4 Cha)
Heal +12 (3 Rank, 3 Class, 4 Wis, 2 Healer's Kit)
Knowledge (arcana) +6 (1 Rank, 3 Class, 2 Int)
Knowledge (history) +6 (1 Rank, 3 Class, 2 Int)
Knowledge (nobility) +2 (0 Rank, 0 Class, 2 Int)
Knowledge (planes) +6 (1 Rank, 3 Class, 2 Int)
Knowledge (religion) +7 (2 Rank, 3 Class, 2 Int)
Linguistics +2 (0 Rank, 0 Class, 2 Int)
Perform (wind instruments) +11 (1 Rank, 3 Class, 4 Cha, 1 Performer, 2 MW instrument)
Perform (dance) +10 (2 Rank, 3 Class, 4 Cha, 1 Performer)
Profession +4 (0 Rank, 0 Class, 4 Wis)
Sense Motive +8 (1 Rank, 3 Class, 4 Wis)
Spellcraft +2 (0 Rank, 0 Class, 2 Int)

SQ:

Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
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.
Domains Charm and Revelry
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.
Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).
Bonus Languages
A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Mythic Path - Hierophant:

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 Power (Su)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su) +1d6
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Divine Surge - Inspired Spell (Su)
You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don't need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.
1st-Tier Hierophant Path Ability - Faith's Reach (Su)
Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack.

Racial Traits +2 Dex, +2 Wis; Medium, Fey, Fast Movement, Fearless, Performer, Object of Desire, Low-light Vision, Goat Affinity.
-------
Traits (Social) Charming, (Faith) Inspired. Drawback Hedonistic.
-------
Items Hot weather outfit, MW backpack, ioun torch, soap, small steel mirror, 4 gallons of wine, healer's kit, MW bronze dual flutes, silver holy symbol of Bacchus, bag of caltrops, belt pouch, 5 trail rations, 3 potions of cure light wounds.
Combat Gear Bronze chain shirt, quarterstaff.
Wealth (436 gp, 1 sp, 7 cp)
Carrying Capacity
Light (50 lbs or less); Medium (51-100 lbs.); Heavy (101-150 lbs.)
Current Load: 48
Height 6'2", Weight 200 lbs, Hair Brown, Eyes Deep Blue
==============================================

Description:
Cantion is a male fawn of average height for his race. The upper half of his hairy, but not too hairy, body is that on a human, with the exception of two curling horns, cresting from his wavy hairline. The bottom half of his body ends with two hairy goat legs with hooves. As male fawns go, Cantion is very handsome, and his face often wears a roguish grin, above his short chin beard. Cantion likes to wear loose clothing and accents his frame. The fawn carries a quarterstaff and wears a bronze chain shirt. Cantion also carries a large jug of ale and his beautifully crafted pan flute wherever he goes. Cantion reclining.

Personality:
Cantion is handsome, and he knows it. The fawn relies on his good looks in most social settings. The old saying "Fathers, lock up your daughters" was probably referring to Cantion. If she's beautiful, or at least alluring, unmarried and of age, Cantion will try to bed her. When he's not to trying to sleep with all the maidens in a village, he drinks a lot, preaching the teachings of Bacchus until his words are no longer discernable. Cantion also seeks pleasure in hallucinogenic drugs whenever they can be found.
Despite Cantion many, many faults, one of them is not bloodthirt. Cantion believes most conflicts can be resolved with both sides drinking copious amounts of alcohol, which is why the fawn is so sparcely equipped for battle. The fawn also is quick with a joke, sometimes at his expense, sometimes at a nearby fool.
Cantion's greatest wish, besides finding a magic device that will neutralize poison at will, is to join Lord Bacchus in endless revelry in the afterlife as one of his retainers. The fawn believes everyone should choose this path, instead of maybe, getting a chance, to enter the Elysian Fields, if you're lucky. Many fawns are embarassed by Cantion's antics, seeing the young fawn as a throwback to his satyr heritage, but Cantion does not care. Cantion is happy with his life so far, living it day by day, the Bacchusian way!