Ramoska Arkminos

Chuugit the Redeemed's page

1 post. Alias of sarpadian.


Full Name

Chuugit the Redeemed

Race

Orc

Classes/Levels

Cleric (divine strategist) 3-Wizard (transmuter) 3/archmage 1

Gender

Male

Size

Medium

Alignment

Neutral Good

Deity

Sarenrae

Languages

Celestial, Common, Draconic, Orc

Strength 18
Dexterity 13
Constitution 12
Intelligence 14
Wisdom 13
Charisma 8

About Chuugit the Redeemed

Init +6; Senses darkvision 60 ft.; Perception +4

DEFENSE
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 30 (3d8+6);
Fort +5; Ref +3; Will +5;
Defensive Abilities ferocity;

OFFENSE
Speed 30 ft.
Melee mwk falchion +7 (2d4+6/18-20)

SLAs:
Arcane School Spell-Like Abilities (CL 3rd; concentration +5)
5/day—telekinetic fist

Domain Spell-Like Abilities (CL 3rd; concentration +4)
4/day—fire bolt

Spells:
Cleric Spells Prepared (CL 3rd; concentration +4)
2nd—blood blaze (Fort DC 13), produce flameD, spiritual weapon
1st—bless, burning hands (DC 12)D, enhance water, shield of faith
0—create water, detect magic, guidance, read magic
Domain Fire

Transmuter Spells Prepared (CL 3rd; concentration +5)
2nd—boiling blood (Fort DC 14), scorching ray (2)
1st—color spray (Will DC 13), enlarge person, grease (Reflex DC 13), magic weapon
0—acid splash, ghost sound (DC 12), prestidigitation, sift
Opposition Schools Enchantment, Necromancy

STATISTICS
Base Atk +2; CMB +6; CMD 15
Feats Arcane Armor Training, Improved Initiative, Mythic Arcane Armor Training, Scribe ScrollB
Traits Beacon of Faith, Transmuter
Skills Knowledge (arcana) +8, Knowledge (religion) +8, Perception +4, Spellcraft +8
Languages Celestial, Common, Draconic, Orc
SQ arcane bond (falchion), arcane endurance, aura, caster support, dayrunner, hard to kill, mage strike, master tactician, mythic power 5/day, physical enhancement (included in STR above), spontaneous casting, surge +1d6, weapon familiarity

Gear:
Combat Gear potion of cure moderate wounds, scrolls of ant haul (2), scrolls of lesser restoration (2), scroll of protection from evil, scroll of remove fear, scroll of remove sickness, scroll of resist energy, scroll of weapons against evil; Other Gear mwk backpack, cloak of resistance +1, mwk falchion (arcane bond object), pearl of power (1st), mwk scale mail, spellbook [all non-enchantment/necromancy cantrips and spells prepared, plus ant haul, burning disarm, silent image, unseen servant], 34 gp.

SPECIAL ABILITIES:

Arcane Bond (Ex or Sp)
At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Arcane Endurance (Ex)
Treat your caster level as 4 higher when determining the duration of spells you cast.
This doesn't alter any other variable effects of the spell.
Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment.
Beacon of Faith
Once per day as a free action, you may treat your caster level as if it were 2 levels higher when using one of the granted powers of your domain or inquisition, or when casting one of your domain spells.
Caster Support (Su)
A divine strategist can use the aid another action to assist another divine spellcaster, granting a +2 circumstance bonus on caster level checks and concentration checks until the beginning of the divine strategist’s next turn. This bonus increases by +1 at 4th level and every four levels thereafter (to a maximum of +7 at 20th level). The allied caster must remain adjacent to the divine strategist to gain this benefit. Caster support can be used to assist arcane spellcasters or characters using magical items, but they gain only half the normal bonus.
Dayrunner
Orcs refuse to yield to any foe, including the sun. Some spend hour upon hour glaring at the sun until their ruined eyes acclimatize to bright light. Orcs with this racial trait take a –2 penalty on all ranged attack rolls. This racial trait replaces light sensitivity.
Ferocity (Ex)
Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Fire Bolt (Sp)
As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
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.
Mage Strike (Su)
As a swift action, you can expend one use of mythic power to make one melee attack. This is in addition to any other attacks you make this round. If you expend one arcane spell that you've prepared or arcane spell slot that you have available, you gain a bonus on the attack roll equal to double the spell's or slot's level, and the attack deals an additional 2d6 points of energy damage (your choice of acid, cold, electricity, or fire) per level of the spell or slot expended. The normal damage from this attack bypasses all damage reduction, but the energy damage is still affected by resistances and immunities.
Master Tactician (Ex)
A divine strategist can always act in a surprise round even if she fails to make a Perception check to notice enemies, though she is considered flat-footed until she acts. In addition, the divine strategist gains a bonus on initiative checks equal to 1/2 her cleric level. At 20th level, a divine strategist’s initiative roll is automatically a natural 20. Allies able to see and hear the divine strategist gain a bonus on initiative checks equal to 1/4 the divine strategist’s level. This is a language-dependent ability.
This ability replaces channel energy.
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.
Physical Enhancement (Su)
You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.
Transmuter
Whenever you cast a spell from the transmutation school, its effects manifest at +1 caster level. Additionally, select one of the following transmutation spells: bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, or owl's wisdom. Once per day when you cast that spell, its duration is doubled. A spell affected by this trait cannot be modified further by the Extend Spell metamagic feat or similar abilities.
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).
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.
Telekinetic Fist (Sp)
As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Weapon Familiariy
Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.

Background:
Chuugit was once an orc shaman who reveled in burning and pillaging with his clan. As far as he was concerned, life was one big party, and if he ran out of material with which to party, he'd simply take them from someone else. One day, the clan was raiding a human village to procure goods for a festival which was to occur that evening. Unbeknownst to them, they had chosen the wrong village to raid, for the cleric at Sarenrae's shrine in the village was more powerful than Chuugit, and more disciplined to boot. The cleric paralyzed Chuugiit with a spell, and he had to watch as his clansmen were massacred by fire attacks from the cleric supported by normal attacks from the village's militia. The town took Chuugit captive and eventually sentenced him to death. The cleric intervened, however, and convinced the townspeople that Chuugit should be remanded into the cleric's custody so that he could learn the light of the Dawnflower. It was not an easy process, and Chuugit still has to fight his inner demons, but he has now devoted his life to fighting those who are like what he once was. The only real holdover from his previous lifestyle is that he always asks Sarenrae for the power to turn water into strong drink. If his comrades need healing, he will give it up, but otherwise at the end of the day, he turns water into strong drink and shares it with his comrades as a thanksgiving to Sarenrae for allowing him to serve her another day. Translation: He always prepares enchance water. It's the first spell he sacrifices when he needs to cast a healing spell spontaneously. If he still has it in the evening, he casts it and shares with the party.