About Corliss BlackbootsCorliss Blackboots
Special Attacks channel positive energy 3/day (4d6+1; DC 15); storm burst 6/day (1d6+3 nonlethal plus -2 on attack rolls for 1 round)
Domain Granted Powers: Copycat 6/day, Storm Burst 6/day:
Copycat (Sp) [Trickery]: 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. Storm Burst (Sp) [Weather]: As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. _____________________________________________ STATISTICS _____________________________________________ Str 12, Dex 14, Con 12, Int 12, Wis 16, Cha 14 Base Atk +4; CMB +5; CMD 18 Feats Dodge, Epic Caster, Fast Learner, Greater Spellcasting, Improved Initiative, Restoration, Selective Channeling, Shield Focus, Weapon Focus (rapier) Greater Spellcasting Feat:
Greater Spell Casting (Epic) You can cast an additional 3rd level spell. Prerequisite: Bard, Cleric, Druid, Sorcerer, or Wizard level 6th. Benefit: Add an additional 3rd level spell per day to your spell allotment. The slot gained in this way by a Bard does not enable them to acquire additional slots due to a high Charisma. A Bard or Sorcerer also gains a 3rd level spell known. A Cleric or Druid with Wisdom 14, or higher or Wizard with Intelligence 14 or higher, may use this daily spell slot as if it were 4th level for purposes of using metamagic feats, or as if it were subject to Heighten Spellif no metamagic feat is being used on it (even if the caster
Special: A Bard with Charisma 16 or higher may take this feat one additional time for each bonus 3rd level spell they would qualify for based on their Charisma. All incidences of Greater Spell Casting and Epic Caster may only provide a total of two 3rd level spells known. A Cleric or Druid with Wisdom 18 or higher or a Wizard with intelligence 18 or higher may take this feat one additional time for each bonus 4th level spell they would qualify for based on their ability. Additionally, a Cleric, a Druid with a domain, or a non-universalist Wizard may also take this feat an additional time with the granted spell per day being restricted to that domain or school. A Sorcerer may take this feat one additional time, but does not receive an additional 3rd level spell per day or spell known. Instead they receive an additional 2nd level spell per day, and an additional 1st level and 2nd level spell known.
Epic Caster Feat:
Epic Caster (Epic) You are considered a 7th level caster for purposes of spell effectiveness and item creation feats. Prerequisite: Greater Spell Casting Benefit: You are considered caster level 7th for purposes of spell effectiveness (e.g. range, damage, etc…) and item creation feats (e.g. caster level requirements and the Forge Ring prerequisite). This effective level does not apply in any other situation, including class features or other feats and feat prerequisites (such as the Extra Spell Casting Feat and Improved Familiar feat). A Bard with this feat also receives an additional 1st level spell known per day. If they have only taken Greater Spell Casting once they also gain an additional 3rd level spell known. A Cleric with this feat also receives an additional first level spell per day and their channel energy increases to 4d6. A Druid or Wizard with this feat also receives an additional first level spell per day. A Sorcerer with this feat also gains their bloodlines spell known for 7th level (or their choice of another 3rd level spell known if the bloodline spell is already known).
Restoration Feat:
Restoration (Epic, Ritual) Ritually restore levels, ability score drains, and fatigue. Prerequisites: Cleric level 6th, Wisdom 14, Healing 6 ranks Benefit: You can use Restoration, as the spell, with a casting time of one hour. Requires expenditure of a Lesser Restoration spell and three additional levels of conjuration spells. Traits Able Seaman (campaign; chose Swim (+1 and becomes a class skill)), Blessed Touch (faith) ____________________________________________ SKILLS (5/level; 2 + 1 human/skilled, +1 Fast Learner, +1 Int) (2 points per “+1” level—1 + 1 FL) (40 total) ____________________________________________ CLERIC CLASS SKILLS (Swim Skill via trait; Bluff, Disguise, Stealth via Trickery domain; Knowledge skills via GM Decree; ACP -2) [dice=Corliss Blackboots Appraise Check]1d20+5[/dice] – (+1 rank, +3 class, +1 Int) [BG] [dice=Corliss Blackboots Artistry () Check]1d20+1[/dice] – (+1 Int) [BG] [dice=Corliss Blackboots Bluff Check]1d20+7[/dice] – (+2 ranks, +3 class, +2 Cha) [dice=Corliss Blackboots Craft () Check]1d20+1[/dice] – (+1 Int) [BG] [dice=Corliss Blackboots Diplomacy Check]1d20+8[/dice] – (+3 ranks, +3 class, +2 Cha) [dice=Corliss Blackboots Disguise Check]1d20+2[/dice] – (+2 Cha) [dice=Corliss Blackboots Heal Check]1d20+12[/dice] – (+6 ranks, +3 class, +3 Wis) [dice=Corliss Blackboots Knowledge (arcana) Check]1d20+6[/dice] – (+2 ranks, +3 class, +1 Int) [dice=Corliss Blackboots Knowledge (dungeoneering) Check]1d20+6[/dice] – (+2 ranks, +3 class, +1 Int) [dice=Corliss Blackboots Knowledge (engineering) Check]1d20+1[/dice] – (+1 Int; up to DC 10 only without library) [BG] [dice=Corliss Blackboots Knowledge (geography) Check]1d20+5[/dice] – (+1 rank, +3 class, +1 Int) [BG] [dice=Corliss Blackboots Knowledge (history) Check]1d20+5[/dice] – (+1 rank, +3 class, +1 Int) [BG] [dice=Corliss Blackboots Knowledge (local) Check]1d20+7[/dice] – (+3 ranks, +3 class, +1 Int) [dice=Corliss Blackboots Knowledge (nature) Check]1d20+5[/dice] – (+1 rank, +3 class, +1 Int) [dice=Corliss Blackboots Knowledge (nobility) Check]1d20+5[/dice] – (+1 rank, +3 class, +1 Int) [BG] [dice=Corliss Blackboots Knowledge (planes) Check]1d20+5[/dice] – (+1 rank, +3 class, +1 Int) [dice=Corliss Blackboots Knowledge (religion) Check]1d20+6[/dice] – (+2 ranks, +3 class, +1 Int) [dice=Corliss Blackboots Linguistics Check]1d20+1[/dice] – (+1 Int; cannot be used untrained except to read archaic/strange forms of known languages or to detect a forgery) [BG] [dice=Corliss Blackboots Profession (sailor) Check]1d20+8[/dice] – (+2 ranks, +3 class, +3 Wis) [BG] [dice=Corliss Blackboots Sense Motive Check]1d20+9[/dice] – (+3 ranks, +3 class, +3 Wis) [dice=Corliss Blackboots Spellcraft Check]1d20+6[/dice] – (+2 ranks, +3 class, +1 Int) [dice=Corliss Blackboots Stealth Check]1d20+12[/dice] – (+4 ranks, +3 class, +2 Dex, -2 ACP, +5 competence) [dice=Corliss Blackboots Swim Check]1d20+6[/dice] – (+3 ranks, +3 class, +1 Str, +1 trait, -2 ACP) UNTRAINED SKILLS [dice=Corliss Blackboots Acrobatics Check]1d20+0[/dice] – (+2 Dex, -2 ACP) [dice=Corliss Blackboots Climb Check]1d20-1[/dice] – (+1 Str, -2 ACP) [dice=Corliss Blackboots Disable Device Check]1d20+[/dice] – (+2 Dex, -2 ACP; cannot be used untrained) [dice=Corliss Blackboots Escape Artist Check]1d20+0[/dice] – (+2 Dex, -2 ACP) [dice=Corliss Blackboots Fly Check]1d20+0[/dice] – (+2 Dex, -2 ACP) [dice=Corliss Blackboots Handle Animal Check]1d20+2[/dice] – (+2 Cha; untrained can handle and push domestic animals only) [BG] [dice=Corliss Blackboots Intimidate Check]1d20+2[/dice] – (+2 Cha) [dice=Corliss Blackboots Lore () Check]1d20+[/dice] – (+1 Int; cannot be used untrained) [BG] [dice=Corliss Blackboots Perception Check]1d20+3[/dice] – (+3 Wis) [dice=Corliss Blackboots Perform (dance) Check]1d20+2[/dice] – (+2 Cha) [BG] [dice=Corliss Blackboots Ride Check]1d20+0[/dice] – (+2 Dex, -2 ACP) [dice=Corliss Blackboots Sleight of Hand Check]1d20+0[/dice] – (+2 Dex, -2 ACP; up to DC 10 only untrained, except to hide items on one’s body) [BG] [dice=Corliss Blackboots Survival Check]1d20+3[/dice] – (+3 Wis) [dice=Corliss Blackboots Use Magic Device Check]1d20+[/dice] – (+2 Cha; cannot use untrained) Languages Common, Polyglot
Carrying Capacity (Str 13): Light: 50 lbs. or less; Medium: 51–100 lbs.; Heavy: 101–150 lbs.
Appearance Corliss has wavy black hair and a matching goatee. He is usually pleasant and smiling, but occasionally his facial features turn despondent when he tries to think of his past. He has a bump on his skull from a sailing accident. Personality Usually pleasant and outgoing, Corliss becomes thoughtful when trying to recall his past. His personal tribulations have taught him to be more patient. Backstory: Corliss was once a happy-go-lucky pirate on the high seas…or so he believes. An accident (a heavy boom fell on his head) nearly killed the man, and he woke up over a week later in an inn in Freeport. The poor man had no memories of his life before the accident, and though a few crewmates stopped by to check on him and try to raise his spirits, he didn’t recognize a one of them. His ship left port, but his captain and crew left the innkeeper with enough coin to support their fallen mate for several months. Indeed, Corliss remained bedridden for almost another month, and it took two more months beyond that before he felt like his mobility and thought processes were indeed fully restored. Corliss looked into serving aboard another pirate ship but discovered that he disliked many of the scoundrels who would be his crewmates. He never felt that Besmara had abandoned him (nor he her), but something seemed off…changed with him. In the end, he opted to try to become an honest sailor and healer aboard a merchant vessel. Using up most of his remaining coin, he booked passage aboard The Jenivere, bound for Eleder in Sargava. He had to promise to work as a part-time member of the crew to pay off the portion of passage he couldn’t afford. Alas, the ship ran aground on the notorious isle of Smugglers’ Shiv. Corliss and a handful of other passengers survived myriad threats (cannibals, giant crabs, the machinations of a madwoman and her charmed paramour, and more) and relit the lamp of an abandoned lighthouse on the isle’s western shore. Rescue came—sort of—in the form of the pirate ship Barnacled Bunyip, captained by Marklan Vagland, an undercaptain in service to the pirate lord Simeon the Vain of Blackblood Cay on Shark Island. For five years Corliss served admirably as ship’s healer, but his good fortune on the high seas recently ran out. The Bunyip’s mainmast was struck by lightning as she sailed along Shark Island’s southern coast. Capt. Vagland put in at the ruins of Moak Harbor for repairs, but the ship and its ashore party were both overrun by sahuagin raiders. Corliss was originally spared when the sea devils saw that he wielded healing magic, which they forced him to use on the wounded sahuagin warriors after the battles were over. Now Corliss sits locked inside a small cage a few feet from a second holding pen containing the fat ever-scheming fellow, Virgil. He sincerely hopes the crafty man is concocting some brilliant plan for getting the pair out of the sea devils’ clutches. Trickery Domain
Weather Domain
Curing Insanity:
Source: GameMastery Guide pg. 250 All insanities have a DC that represents the insanity’s strength. An insanity’s DC indicates the Will save you need to roll in order to resist contracting the insanity when you are initially exposed to it, but also the DC you need to make to recover. Recovering from an insanity naturally is a lengthy process—once per week, you make a Will save against the insanity’s current DC. If you succeed on this save, the insanity’s DC is reduced by a number of points equal to your Charisma bonus (minimum of 1). You continue to suffer the full effects of the insanity until its DC is reduced to 0, at which point you are cured and the insanity vanishes completely. Lesser restoration has no effect on insanity, but restoration reduces the current DC of one insanity currently affecting a target by an amount equal to the caster’s level. Greater restoration, heal, limited wish, miracle, or wish immediately cures a target of all insanity.
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