Alain

Cristo Galdana's page

88 posts. Alias of TheWaskally.


Full Name

Father Cristo Galdana

Race

Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18

Classes/Levels

Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

Gender

Male

Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage

Size

Medium

Age

21

Special Abilities

See Class Features

Alignment

Was LN, now NG

Deity

Pharasma

Location

Amaans, Ustalav

Languages

Common (Taldane), Varisian, Skald, Celestial, Abyssal, Infernal, Necril, Sylvan

Occupation

Healer

Homepage URL

Portrait

Strength 19
Dexterity 15
Constitution 21
Intelligence 21
Wisdom 19
Charisma 25

About Cristo Galdana

Race Sublime Human (Ustalav )
Class Cleric of Pharasma/3rd
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Initiative: +4
Senses: Perception +6
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AC 20 (12 Touch, 18 FF)(+4 Armor, +2 Dex, +2 Shield, +2 Natural)
Hp 67/67 (1d8(max) + 5 Con + 7 Cha + 1 Favored + 1 Fast Learner, +3 Toughness/1st level, then 1d8 + 5 Con + 7 Cha + 1 Favored + 1 Fast Learner + 1 Toughness after 3rd level/level) Fast Healing 7
Fort +8, Ref +3, Will +7
Immune Magic Aging, Disease, and Positive Energy Damage
Resist Negative Energy, Cold, and Electricity 10
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Ability Scores
Mod | Final | (Starting, Race, Template, magic items, age)
+4 | Str 19 | (17, +0, +2, +0, +0)
+2 | Dex 15 | (13, +2, +2, +0, +0)
+5 | Con 21 | (13, +2, +8, +0, +0)
+5 | Int 21 | (17, +0, +4, +0, +0)
+4 | Wis 19 | (17, +2, +0, +0, +0)
+7 | Cha 25 | (17, +0, +8, +0, +0)
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Speed 40 ft (30 ft Base)
Melee MW Dagger +7 (1d4 + 4, 19-20/x2), MW Morningstar +7 (1d8 + 4 + 1d6 acid, x2)
Ranged MW Dagger +5 (1d4 + 4, 19-20/x2)
Special Attacks Channel Energy 2d6 (Will 18 DC for half), 10/10x/day
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Spells

0-level Spells create water, guidance, detect magic, stabilize
1st-level Spells [cure light wounds], bless, preserve, funeral weapon
2nd-level Spells [cure moderate wounds], early judgement, necrostasis
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BAB +2, CMB +6, CMD 18
Feats (Human) Fast Learner, Skill Focus Knowledge (religion), Toughness, Alertness
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Adventuring Skills 9/Level
Diplomacy +14 (3 Rank, 3 Class, 7 Cha, 1 Ustalavic Noble)
Heal +12 (3 Rank, 3 Class, 4 Wis, 2 Healer's Kit)(10/10 uses)
Knowledge (arcana) +11 (3 Rank, 3 Class, 5 Int)
Knowledge (planes) +11 (3 Rank, 3 Class, 5 Int)
Knowledge (religion) +14 (3 Rank, 3 Class, 5 Int, 3 Skill Bonus)
Perception +6 (4 Wis, 2 Alertness)
Sense Motive +12 (3 Rank, 3 Class, 4 Wis, 2 Alertness)
Spellcraft +11 (3 Rank, 3 Class, 5 Int)
Stealth +7 (2 Dex, 5 Cloak of Elvenkind)

Background Skills 2/Level
Appraise +11 (3 Rank, 3 Class, 5 Int)
Craft +5 (0 Rank, 0 Class, 5 Int)
Knowledge (history) +11 (3 Rank, 3 Class, 5 Int)
Knowledge (nobility) +12 (3 Rank, 3 Class, 5 Int, 1 Ustalavic Noble)
Linguistics +11 (3 Rank, 3 Class, 5 Int)
Profession +4 (0 Rank, 0 Class, 4 Wis)

Special Abilities/Class Features:
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).
Orisons
Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
Channel Energy (Su) 2d6
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
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.


Racial Traits +2 to any One Ability Score, Medium, Normal Speed, Focused Study (replaces Bonus Feat), Skilled, Ageless, Channel Positive Energy, Positive Energy Affinity, Strong Life-Force, Languages.
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Traits (Campaign) Chance Savior, (Regional) Ustalavic Noble
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Items A cleric's kit (includes a backpack, a bedroll, a belt pouch, candles (10), 2 copies of The Bones Land in a Spiral, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin.), a handy haversack, 2 gold holy symbols of Pharasma, a grooming kit, 2 healer's kit (10/10 uses each), an elixir of truth, a cloak of elvenkind, a pair of spectacles of understanding, an ioun torch.
Combat Gear A mithril shirt worn under his clerical clothes, a mithril heavy shield with Pharasma's holy symbol exblazed on it, a MW dagger, and a MW morningstar with a lesser crystal of energy assault (acid) attached.
Wealth (104 gp)
Carrying Capacity
Light (116 lbs or less); Medium (117-232 lbs.); Heavy (233-348 lbs.)
Current Load: 56
Height 6'2", Weight 250 lbs., Eyes Blue, Hair Brown
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Themed Affinity: Undead Scourge:

At 1st level, can cast [i]disrupt undead
as an orison.

At 3rd level, can cast detect undead 1/day a spell-like ability.

At 5th level, gains Alignment Channel feat.

At 7th level, gains the ability, Smite Undead. This functions as the paladin ability of the same name, but does not deal 2 points of damage per level on the first successful attack against evil dragons and evil outsiders. She does deal 2 points of damage per level on all smite attacks made against evil undead creatures.

At 9th level, gains the ability, Spirit Touch (Su). As a swift action, you can give your natural weapons or any weapons you wield the ghost touch weapon special ability. You can use this power a number of rounds per day equal to your cleric level. These rounds need not be consecutive.

At 11th level, gains Aura of Life (Su). Emits a 10-foot aura of life around her that weakens undead creatures. Undead in this aura take a –4 penalty on Will saves made to resist positive energy. In addition, undead in this aura do not regain hit points from channeled negative energy.

At 13th level, can expend one use of her channel energy ability to attempt to force a possessing creature from its host body. Must make a melee touch attack against the possessed creature; if successful, deals damage to the possessing creature as if it were targeted by channel energy ability (regardless of the possessing creature’s creature type), and the possession effect ceases as the possessing creature is ejected from the host body. A successful Will save (DC = channel energy DC) halves the damage taken and negates the expulsion.

At 15th level, upon interacting with a rejuvenating undead (such as a ghost) or haunt for the first time (such as by attacking the ghost or channeling energy to damage the haunt), can attempt a Sense Motive check as a free action to determine the specific course of action required to permanently neutralize the spirit of haunt (DC = 20 + the target’s CR).

At 17h level, gains the ability, Ward Against Death (Su). Can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive.

At 19th level, gains the ability, Undead Annihilation (Su). Can expend one use of his smite undead ability as a standard action and make a single melee attack against an undead creature. If this attack hits, the undead creature must make a Will save or be destroyed. The save DC is equal to 10 + 1/2 level + Charisma modifier. Undead with twice as many Hit Dice as the undead scourge are unaffected by this ability. If the attack misses, the smite evil is wasted without effect.

Backstory:
Cristo Galdana was born to Lady Corinda and Lord Ladimir Galdana, first son and second child. Cristo has an sister Calia, who's two years his senior. Living the the rugged county of Amaans, Cristo and Calia played together, growing very strong and agile, often outpacing the children of his uncle's servant in racing over rocky hill and dale. As he and his sister were often raised by nannies and teachers, Cristo grew more reserved and intellectual than her more social older sister. To the delight of his parents, Cristo excelled in mathematics and the sciences. Eager to break free of Willowmourn, Cristo asked his parents if he could study with The Pharasmans in Kavapesta. While his mother had reservations, Lord Ladimir used his family connection to set Cristo up to study at Cryptgate Cathedral in Kavapesta.

At first, young Cristo had to deal with some hazing from senior acolytes and some senior clerics who did not like a noble's child in their presence. Yet, with hard work, and a great deal of humility, Cristo quick became known as a diligent student and zealous follower. After several years, Cristo let his parents know he wished to take the vows of a Pharasman. Both parents were pleased, as that eased the way for Calia to move up the family ranks.

One fateful cloudy day, newly-raised cleric Cristo Galadana was assisting several inquisitors at a possible archaeological site near Gracye in Caliphas. The senior inquisitor was going off recently found journals from a paladin during The Shining Crusade that was ambushed near Gracye. The excavation tolled for weeks, but eventually found a strange golden sphere glowing under several large slabs. The chief inquisitor commanded Cristo to carefully carry the sphere into the nearby tent, as a storm was rapidly approaching. Just before entering the secure tent, a lightning bolt from the storm struck near the overly- careful cleric holding the artifact. This caused Cristo to fall backward, still holding the golden sphere were he fell. Upon hitting the ground, the golden sphere shattered on Cristo's chest, where the cleric was knocked unconscious.

Cristo finally awoke several weeks later, surrounded by his family. Calin was shocked as his family called out for the other Pharasmans to come. The young cleric was in his bed in Kavapesta where the Pharasmans took Cristo back to. The young cleric was questioned about his experience, the senior inquisitor still upset over the loss of the artifact. Despite being unresponsive for weeks, Cristo was not malnourished, but looked more hale and healthy than even back in his days in Amaans. What the Pharasmans were able to piece from the broken shards of the golden sphere was that the artifact was a powerful celestial weapon that was to be used to destroy a large portion of The Whispering Tyrants force's in Gracye, but was foiled from its implementation. The symbols on the golden shards seemed to indicate that the golden sphere was possibly created on The Positive Energy Plane.

Once it was clear Cristo was going to make a full recovery, The Galadans left to return to Willowmourn. Those who worked and lived with Cristo noticed a deep change in the normally quiet, soft-spoken cleric. Cristo was full of life and energy it seemed, cracking jokes, smiling to the annoyance of others, and being found in questionable situations with female acolytes, keen on this 'new' charismatic noble's son. Despite the many small scandals, Cristo found a new zeal for healing the sick. Soon, other clerics came to Cristo to consult with difficult illnesses and patients.

One day, almost a year later, Cristo was ordered on patrol of the roads near Vische in Barstoi. The cleric and his fellow Pharasmans came across several ghouls close to swarming a sealed carriage. The Pharasmans used their combined might and knowledge of undead to end the savage attack. Within the battered carriage was Professor Lorrimor and some of his experts, battered and close to death. Cristo, along with his fellow Pharasmans, healed the injured and helped escort all the survivors to Vische to recover. Professor Lorrimor was overjoyed and impressed with the young cleric's skill with healing and battling undead. A correspondence and friendship between the cleric and the professor began that day.

Sadly, Cristo was absent from the events told in The Pathfinder Novel, The Prince of Wolves. When the Pharasman cleric returned to Willowmourn, his uncle Lord Lucinean Galdana was able to tell his nephew the grim fate of Cristo's sister. On the positive side, Lord Lucinean has noticed his nephew's alignment change and welcomes it. For the first time, Lord Lucinean and Cristo have become closer, now sharing many interests between them.

Major Flaw:
Impregnation Fetishism
Due to the positive energy constantly generating through his body and the loss of his family members over time, Cristo has a compulsion to impregnate his life force into women, making the next generation of Galdanas.