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Cerpidy Fuirst's page

2 posts. Organized Play character for Veniir.


About Cerpidy Fuirst

STR 8, DEX 10, CON 12, INT 12, WIS 22, CHA 16

Male Human
Medium Size
CG Cleric of Calistria (Evangelist) 6
Mythic Hero Tier 1 (Hierophant)
BaB +4
Init +0; Senses: Perception +14, Sense Motive +14
CMB +10 (4BaB +6 Wis) (when using whip)
CMD 14 (4BaB)
Favored Class Cleric (+6 skill points)

Defense
AC 10, touch 10 flat-footed 10 (+1 Dex)
HP 31 (8 + 4 + 5 + 4 + 4 + 6 (6*1Con))
Fort +8 (+5 base +1 Con +2 Resistance)
Ref +4 (+2 base +2 Resistance)
Will +12 (+5 base +5 Wis +2 Resistance)

Offense
Speed 30 ft
Melee Whip +10 (1d3-1/20x2)
Ranged Crossbow +4 (1d8/19-20x2)
Space 5 ft, Reach 5 ft (15 ft with whip)

Divine magic
CL 6
Concentration (CL + Wis): +12

SLA: Expeditious retreat 1/day

DC: 16+spell level
DC for Enchantment spells: 17+spell level

Prepared (slots):
Orisons (4): Detect Magic, Guidance, Light, Read Magic
1 (5+1): Cure Light Wounds, Command (Mythic), Moment of Greatness, Obscuring Mist, Unbreakable heart + Disguise self
2 (4+1): Burst of Radiance, Cure Moderate Wounds, Communal Protection from Evil, Lesser Restoration + Invisibility
3 (3+1): Bestow Curse, Cure Serious Wounds, Dispel Magic + Nondetection

Spontaneous casting:
An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the spells listed in Table: Evangelist Spontaneous Spells by sacrificing a prepared spell of the noted level or above.
Spell Level Spontaneous Spell
1st command
2nd enthrall
3rd tongues
4th suggestion
5th greater command
6th geas/quest
7th mass suggestion
8th sympathy
9th demand

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.
Master’s Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.

Mythic:
Tier: 1
Path: Hierophant

Mythic feats:
Mythic spell lore (Command)

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):
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: Recalled Blessing (Su):
You can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today; if you’re a spontaneous caster, this spell must be one of your spells known. You can’t apply metamagic feats to this spell. If the spell requires a saving throw, non-mythic creatures roll twice and take the lower result. If the spell heals damage or requires you to attempt a caster level check to cure an affliction or remove a condition, roll twice and take the higher result.
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.

Other features:
Channel Energy 2d6
Aura: Chaotic

Sermonic Performance (17 rounds/day):
An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the evangelist’s performance skill. However, an evangelist gains only the following types of bardic performance: countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level.

Sermonic performance replaces the 1st-, 9th-, and 15th-level channel energy abilities. This caps the cleric’s channel energy damage at 7d6 points.

Public Speaker:
An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (minimum 0).

Traits:
Touched by Divinity (Calistria - Azata)
Chip on the Shoulder

Feats:
Lvl 1 - Spell Focus (Enchantment)
Human - Persuasive
Lvl 3 - Channel Smite
Lvl 5 - Guided Hand

Skills:
Diplomacy +14 (6 Ranks +3 Cha +3 CS +2 Feat)
Intimidate +14 (6 Ranks +3 Cha +3 CS +2 Feat) (add 2 trait bonus when opponent has failed Intim vs me)
Heal +14 (5 Rankis +6 Wis +3 CS)
Knowledge (religion) +5 (1 Ranks +1 Int +3 CS)
Perception +15 (6 Rankis +6 Wis +3 CS)

Background skills:
Perform (oratory) +12 (6 Ranks +3 Cha +3 CS)
Profession (preacher) +15 (6 Rankis +6 Wis +3 CS)

Languages: Common, Abyssal

Equipment:
Wealth: 1672gp 9sp
Common items
Dagger x2, Bedroll, Winter blanket, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin
Alchemical items
Acid flask x2, Alchemist's fire x2, Antitoxin x2, Everburning torch, Smokestick, Thunderstone
Magic items
Bag of holding type I
Cloak of Resistance +2
Pearl of power (1st)
Headband of inspired Wisdom +2
Ring of sustenance

Background:

Cerpidy Fuirst was born in a simple life. His father, a Mendevian farmer, taught him the value of community and his mother taught him freedom. The boy thought he'd inherit his father's farm and become a farmer himself. Still in his early years, however, he learned the pleasures of the flesh, and became somewhat infamous in his town. Still, he was a hardworking boy and, although he lacked the physical strength, he certainly knew his way around the farm, how to sell the excess produce and help the animals when they were hurt.

Everything changed one day. Cerpidy never forgot the way the cultists invaded his house. They destroyed everything, killed his family and violated his mother before killing her. By the time Iomedae's order came, the cultists were trying to convince the young boy to join their cause, that his pain would fuel his power. He was taken to a temple to be taken care of and was told to pray to Iomedae to show gratitude for his life. However, he did not feel grateful. Not only did Deskari's cultists rob him of his family, they robbed him of his peaceful life. He could never go back now. He took the cultists' words to heart. He would use his hatred of Deskari and its cultists as fuel.

Knowing he was powerless to fight cultists, he decided to indeed turn to religion and let his time come. He wanted to honor his village. Although Erastil was the logical choice, he heard Calistria's call louder and louder. By the time he was 20 years old, he knew how to pray to Calistria, how to honor the godess and was capable of invoking her power. It would be 10 more years until Deskari himself plunged into Kenabres leading an attack that would leave Mendev in the open, with only a new crusade between the Abyss and Golarion. He used his position in the church to approach the queen. Then, he would be in a position to get his revenge.