Jhofre Vascari

Corliss Blackboots's page

1,024 posts. Alias of Profession Smith 6 ranks.


Full Name

Corliss Blackboots

Race

Male Human Cleric 6+5 of Besmara | hp -41- 54/55 | AC 23, t 13, ff 20 | Fort +6, Ref +4, Will +8 | Init +6 | Perc +3 | Channel 1/3 | Storm Burst (Sp) 6/6 | Copycat (Sp) 3/6 | Insanity 3 (DC 10 Will) | Conditions:

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

About Corliss Blackboots

Corliss Blackboots
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Race Human
Gender Male
Age 27
Class Cleric (of Besmara) Level 6 (+5)
Init +6; Senses Perception +3
AL Chaotic Neutral (formerly N)
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DEFENSE
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AC 23, touch 13, flat-footed 20 (+7 armor, +2 Dex, +1 dodge, +3 shield)
hp 55 hp Roll History: 8/5/6/4/8/7||1/1/1/1/1
Fort +6, Ref +4, Will +8
[dice=Corliss Blackboots Fortitude Save]1d20+6[/dice]
[dice=Corliss Blackboots Reflex Save]1d20+4[/dice]
[dice=Corliss Blackboots Will Save]1d20+8[/dice]
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OFFENSE
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Speed 30 ft.
Melee +1 rapier +7 (1d6+2 piercing/18-20) or
cold iron dagger +5 (1d4+1 piercing, slashing, cold iron/19-20) or
silver light mace +5 (1d6+1 bludgeoning, silver)
[dice=Corliss Blackboots +1 rapier]1d20+7[/dice] for [dice=magic, piercing damage]1d6+2[/dice]
[dice=Corliss Blackboots cold iron dagger]1d20+5[/dice] for [dice=cold iron, piercing, slashing damage]1d4+1[/dice]
[dice=Corliss Blackboots silver light mace]1d20+5[/dice] for [dice=bludgeoning, silver damage]1d6+1[/dice]
Ranged sling +6 (1d4+1 bludgeoning)
[dice=Corliss Blackboots sling]1d20+6[/dice] for [dice=bludgeoning damage]1d4+1[/dice]
[dice=Corliss Blackboots storm burst touch]1d20+6[/dice] for [dice=nonlethal damage]1d6+3[/dice] (plus -2 on attack rolls for 1 round)

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)
[dice=Corliss Blackboots channel positive energy #? of 3]4d6+1[/dice]
Cleric Spells Prepared (CL 6th or 7th; concentration +9): (4/4+1/4+1/4+1)
3rd—call lightningD, prayer, searing light, summon monster III, water breathing
2nd—align weapon, invisibilityD, lesser restoration, protection from evil, communal, spiritual weapon
1st—disguise selfD, endure elements x4
0 (at will)—create water, detect magic, guidance, light
pearl of water breathing and spell storing (up to 3rd)—dispel magic
Domains: Trickery, Weather

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.

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STATISTICS
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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
does not possess Heighten Spell).

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)
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SKILLS (5/level; 2 + 1 human/skilled, +1 Fast Learner, +1 Int) (2 points per “+1” level—1 + 1 FL) (40 total)
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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
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SPECIAL QUALITIES
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SQ aura (chaos), Copycat (Sp): 6/day, Storm Burst (Sp): 6/day
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EQUIPMENT AND GOLD
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Gear +1 rapier (2,320/2), cold iron dagger (4/1), silver light mace (25/4), sling (-/-) with 10 bullets (.1/5), +1 shadow elven chain (mithral chainmail) (8,900/20), mithral shirt (1,100/12.5), +1 reliquary buckler (1405/5), 2 wooden holy symbols (Besmara) (2/-), mwk backpack (50/4), belt pouch (2/.5), spell component pouch (5/2), waterskin (1/4), explorer’s outfit (free/8), pearl of water breathing and spell storing (1 spell up to L3)

Carrying Capacity (Str 13): Light: 50 lbs. or less; Medium: 51–100 lbs.; Heavy: 101–150 lbs.
Current Encumbrance: 48 lbs.
Gold 75.9 gp (-10 gp 3/2/22)
Silver 1,000 (3/3/22, from 1/11/20)
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APPEARANCE
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Height 5’11”
Weight 173 lbs.
Eye Color Blue
Hair Color Black
Region of Origin The Shackles?
Parents Regions of Origin ?
Deity Besmara

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
Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills. 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. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. This ability otherwise functions like the spell veil. The rounds do not need to be consecutive.
Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd— nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop.

Weather Domain
Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Storm Burst (Sp): 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.
Lightning Lord (Sp): At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.
Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance.

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.