Ezren

Cynehelm of Orlov's page

625 posts. Alias of Tarondor.


Full Name

Cynehelm of Orlov

Race

Human

Classes/Levels

Cleric (Sarenrae) 13 / Sorcerer 1 - HP 49/95 - AC 25/T: 13/FF:24 - Perception +16 - F: +12*/ R: +8*/ W: +15* - CMB: +9 - CMD: 21, Speed: 30, Init. +1

Gender

Male

Age

28

Special Abilities

Immune to Fire

Alignment

Neutral Good

Deity

Sarenrae

Location

Common (Taldane), Ignan, Iobarian, Sylvan, 1 other

Strength 10
Dexterity 12
Constitution 13
Intelligence 16
Wisdom 18
Charisma 14

About Cynehelm of Orlov

Cynehelm
Male human (Iobarian) cleric (theologian) of Sarenrae 13/sorcerer (crossblooded, tattooed sorcerer, wildblooded) 1 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Ultimate Magic 32, 69, 70)
NG Medium humanoid (human)
Init +1; Senses Perception +16
--------------------
Defense
--------------------
AC 25, touch 12, flat-footed 24 (+7 armor, +1 deflection, +1 Dex, +2 natural, +4 shield)
hp 95 (14 HD; 1d6+13d8+24)
Fort +12, Ref +8, Will +15; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters.
Immune fire
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +9/+4 (1d4/19-20) or
. . rimeblade +10/+5 (1d6+1/18-20 plus 1d6 cold)
Special Attacks channel positive energy 5/day (DC 18, 7d6)
Spell-Like Abilities (CL 14th; concentration +16)
. . 3/day—dancing lights
Domain Spell-Like Abilities (CL 13th; concentration +17)
. . 7/day—fire bolt (1d6+7 fire)
Sorcerer (Crossblooded, Tattooed Sorcerer, Wildblooded) Spells Known (CL 1st; concentration +3)
. . 1st (4/day)—true strike
. . 0 (at will)—light, mage hand, prestidigitation
. . Bloodline Draconic, Primal
Cleric (Theologian) Spells Prepared (CL 13th; concentration +17)
7th - Archon’s Trumpet, Destruction
6th - Blade Barrier, Chains of Light, Heal
5th - Communal Air Walk, Breath of Life, Greater Command, Slay Living
4th - Death Ward, Dimensional Anchor, Divination, Freedom of Movement, Communal Protetion from Energy.
. . 3rd—dispel magic, empowered fireball[D] (DC 18), empowered fireball (2, DC 18), protection from energy (2)
. . 2nd—admonishing ray (2), burning hands[D] (DC 16), greater detect magic[UI], silence (DC 15), spiritual weapon
. . 1st—burning hands[D] (DC 16), intensified burning hands (3, DC 16), obscuring mist, protection from evil
. . 0 (at will)—create water, detect magic, enhanced diplomacy, mending
. . D Domain spell; Domain Fire
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 13, Int 16, Wis 19, Cha 14
Base Atk +9; CMB +9; CMD 21
Feats Empower Spell, Greater Spell Specialization[UM], Quicken Spell, Selective Channeling, Spell Focus (evocation), Spell Penetration, Spell Specialization[UM], Spell Specialization[UM], Varisian Tattoo[ISWG]
Traits magical lineage, warded against witchery, wayang spell hunter
Skills Acrobatics -2 (-6 to jump), Bluff +1, Diplomacy +19, Disguise +1, Heal +8, Intimidate +6, Knowledge (arcana) +15, Knowledge (planes) +16, Knowledge (religion) +19, Linguistics +7, Perception +16, Sense Motive +18, Spellcraft +15 (+16 to identify spells cast by evil arcane spellcasters.), Stealth -3, Use Magic Device +14
Languages Common, Ignan, Iobarian, Sylvan
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), bloodline tattoos, domain secret, domain secret, familiar tattoo, focused domain, rimeblade beam form
Combat Gear mnemonic vestment[UE], scroll of baleful polymorph, banishment, breath of life, cleanse (CL 10th), commune, greater dispel magic, scroll of restoration; Other Gear +1 mithral breastplate, +2 heavy steel shield, rimeblade, dagger, amulet of natural armor +2, bottled yeti fur[UE] (2), cloak of resistance +3, headband of inspired wisdom +2, ring of protection +1, belt pouch, candle (10), flint and steel, incense and offerings for 8 castings of divination (worth 200 gp), masterwork backpack[APG], spell component pouch, wooden holy symbol of Saranrae, pony, bedroll, mess kit, riding saddle, saddlebags, soap, torch, trail rations, waterskin, 7,473 gp, 3 sp
--------------------
Tracked Resources
--------------------
Bottled yeti fur - 0/2
Cleric Channel Positive Energy 7d6 (5/day, DC 18) (Su) - 0/5
Dagger - 0/1
Dancing Lights (3/day) - 0/3
Fire Bolt 1d6+7 fire (7/day) (Sp) - 0/7
Mnemonic vestment (1/day) - 0/1
Rimeblade (1/day) - 0/1
Rimeblade Beam Form (1/day) - 0/1
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Cleric (Theologian) Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Channel Positive Energy 7d6 (5/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Domain Secret (Intensified Spell, Burning Hands) (Ex) Chosen domain spell permanently modified with metamagic.
Domain Secret (Intensified Spell, Fireball) (Ex) Chosen domain spell permanently modified with metamagic.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Fire Bolt 1d6+7 fire (7/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Focused Domain +2 to cleric level for domain powers.
Greater Spell Specialization Sacrifice a spell to cast your specialized spell
Immunity to Fire You are immune to fire damage.
Primal (Fire) +1 damage per die for [Fire] spells.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Rimeblade Beam Form (1/day) On command, touch att deals 1d8+3 cold dam and entangles for 1 rd. Beam lasts 1 min.
Selective Channeling Exclude targets from the area of your Channel Energy.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Burning Hands) Pick one spell and cast it as if you were higher level
Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.

Rimeblade:
This +1 frost scimitar has been forged from a single piece of razor-sharp, super-hardened ice. A rimeblade automatically resizes itself to match the size of its wielder, and if a rimeblade is damaged, the wielder can cause the blade to melt away and reform with full hit points as a full-round action. This ability cannot be used if the weapon is destroyed.

Once per day on command, the wielder can transform a rimeblade into a beam of ice-cold flame called rimefire. The weapon is still wielded as scimitar, and attacks with the bladelike beam are melee touch attacks that deal 1d8+3 points of cold damage (regardless of the wielder’s size). Because the beam is immaterial, the wielder’s Strength modifier doesn’t apply to damage. In addition, a creature that takes cold damage from the rimefire beam is covered in clinging frost and is entangled for 1 round. The rimefire beam lasts for 1 minute, after which the weapon returns to its normal form.

In addition, once per day as a swift action before an attack, a rimeblade’s wielder can cause the blade to glow with a pale blue radiance. On a successful attack, the rimeblade deals an additional 4d6 points of cold damage and causes the target to be staggered for 1 round. If the attack is a critical hit, the target is staggered for 1 minute instead. This effect ends after a single attack, regardless of whether the attack is successful or not.

Proposed Build:

1st lvl Character Tattooed Crossblooded Gold Dragon / Primal Sorcerer (1st lvl)
Traits: Wayang Spellhunter (Fireball), Magical Lineage (Fireball)
Feats: Spell Focus (Evocation), Spell Specialisation (Burning Hands), Bonus: Varisian Tattoo (Evocation)
Powers: Tattoo familiar (Compsognathus; +4 Initiative)
Sorcerer spells (1st: 4/day): Burning Hands (causing 4d4+8 dmg) OR Vanish?

2nd lvl Character Theologian Cleric of Sarenrae (1st lvl)
Powers: Fire Bolt (6/day; ranged touch attack causing 1d6+1 dmg)
Domain spell: Burning Hands (causing 4d4+8 dmg)
Channeling: 1d6 healing
Cleric spells (1st: 2+1 domain)

3rd lvl Character Cleric (2nd lvl)
Feats: Spell Specialisation (Admonishing Ray)
Burning Hands now causes 5d4+10 dmg
Cleric spells (1st: 3+1 domain)

4th lvl Character Cleric (3rd lvl) (Stat increase: +1 Cha)
Domain Spell: Produce Flame (causing 1d6+5 dmg, usable 4 times, but the slot will be filled with Burning Hands)
Spells: Admonishing Ray (1 ray causing 4d6+4 dmg)
Channeling: 2d6 healing
Cleric spells (1st: 3+1 domain; 2nd: 2+1 domain)

5th lvl Character Cleric (4th lvl)
Feats: Empower Spell + change Spell Specialisation from Burning Hands to Fireball
Spells: Admonishing Ray (2 rays causing 4d6+4 dmg), Burning Hands (still causing 5d4+10 dmg)
Cleric spells (1st: 4+1 domain; 2nd: 3+1 domain)

6th lvl Character Cleric (5th lvl)
Power: Domain Secret (Free Intensify Spell for Burning Hands)
Domain Spell: Fireball (which is empowered for no extra cost, causing 12d6+24 dmg)
Channeling: 3d6 healing
Spells: Burning Hands is now intensified and causes 6d4+12 dmg
Cleric spells (1st: 4+1 domain; 2nd: 3+1 domain; 3rd: 2+1 domain)

7th lvl Character Cleric (6th lvl)
Feats:Selective Channeling + change Spell Specialisation from Admonishing Ray to Burning Hands
Powers: Fire Resistance (10)
Spells: Admonishing Ray is still two rays, and he can cast a 1st level Intensified Burning Hands (causing 9d4+18 dmg), Empowered Fireball (remember it’s still a 3rd lvl spell) now causes 13d6+26 dmg
Cleric spells (1st: 4+1 domain; 2nd: 4+1 domain; 3rd: 3+1 domain)

8th lvl Character Cleric (7th lvl) (Stat increase: +1 Int)
Domain Spell: Wall of Fire (but the slot will be filled with a Dazing Fireball)
Channeling: 4d6 healing
Spells: Intensified Burning Hands (causing 10d4+20 dmg), Empowered Fireball (now causing 15d6+30 dmg),
Cleric spells (1st: 5+1 domain; 2nd: 4+1 domain; 3rd: 3+1 domain; 4th: 1+1 domain)

9th lvl Character Cleric (8th lvl)
Feats: Quicken Spell + change Spell Specialisation from Burning Hands to Admonishing Ray
Spells: Intensified Burning Hands (1st level spell; causing 9d4+18 dmg), Admonishing Ray (2nd level spell; 3 rays causing 4d6+4 dmg), Empowered Fireball (3rd level spell; causing 15d6+30 dmg),
Cleric spells (1st: 5+1 domain; 2nd: 4+1 domain; 3rd: 4+1 domain; 4th: 2+1 domain)

10th lvl Character Cleric (9th lvl)
Spells: Intensified Burning Hands (1st level spell; causing 10d4+20 dmg), Admonishing Ray (2nd level spell; 3 rays causing 4d6+4 dmg), Empowered Fireball (3rd level spell; causing 15d6+30 dmg), Quickened Fireball (5th level spell; causing 10d6+20 dmg)
Cleric spells (1st: 5+1 domain; 2nd: 4+1 domain; 3rd: 4+1 domain; 4th: 2+1 domain; 5th: 1+1 domain)

11th lvl Character Cleric (10th lvl)
Feats: Greater Spell Specialisation + change Spell Specialisation from Admonishing Ray back to Burning Hands
Power: Domain Secret (Free Intensify Spell for Fireball)
Spells: Intensified Burning Hands (1st level spell; causing 10d4+20 dmg), Admonishing Ray (2nd level spell; 3 rays causing 4d6+4 dmg), Intensified Empowered Fireball (3rd level spell; causing 19d6+38 dmg), Intensified Quickened Fireball (5th level spell; causing 13d6+26 dmg)
Cleric spells (1st: 5+1 domain; 2nd: 4+1 domain; 3rd: 4+1 domain; 4th: 2+1 domain; 5th: 2+1 domain))

Personality:
Cynehelm is passionate about life, friends, lovers, enemies, religion, exploration and knowledge. He seems never to be lukewarm on any subject. He hates things or he loves them.

As part of his fiery nature, Cynehelmdoesn’t just want to succeed. He wants to be seen succeeding. He wants to write a tale of heroism and adventure that will live on for a thousand years. He ensures that he is at the heart of any noteworthy exchange, battle or great moment. He is never going to be the one to “hold down the fort”.

Cynehelm is insatiably curious. He can never leave well enough alone. He wants to experience what is around every bend, inside every box, beyond every horizon and under every ruin.

Despite his personal desire for glory and his close connection with fire, Cynehelm is not a violent man by nature. He fully believes in compassion and redemption and would rather end a conflict by words than deeds. He knows that there will be plenty of conflicts that only death can end, but seeks to keep those to a minimum.

Cynehelm's Story