Kossrani

Jangafzaar Kargar's page

529 posts. Organized Play character for noral.


Race

DR5/bludgeoning 35/35 | HP 63/71 | AC 20 T 12 FF 18 | CMB +3, CMD 18 | F: +14, R: +9, W: +17 | Init: +2 | Perc: +19 | SM: +13 | Dipl.: +21

Classes/Levels

| Rooted Vitality 1/1 | Reroll 1/1 | Darkvision | Speed 20ft | Active conditions: resist electricity 20, defending bone.

Gender

Male NG Dwarf from Qadira | Cleric of Erastil (formerly Shelyn) 7 |

Age

Magas - Animal Companion of Jangafzaar

Occupation

Resources spent: 13 clw

About Jangafzaar Kargar

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–– Cleric (Herald Caller, Foundation of Faith) of Erastil 7 ––

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-- STATS --
Str: 7, Dex: 14, Con: 16, Int: 11, Wis: 25*, Cha: 5

* Headband of Wisdom +4, Level 4 increase

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–– SAVES ––
Fortitude: +14 (Con +3, Cleric +5, Dwarf ‘Unstoppable‘ racial trait +1, Cloak of resistance +3, lucky horseshoe & fate’s favoured trait +2 luck bonus)
Reflex: +9 (Dex +2, Cleric +2, Cloak of resistance +3, lucky horseshoe & fate’s favoured trait +2 luck bonus)
Will: +17 (Wis +7, Cleric +5, Cloak of resistance +3, lucky horseshoe & fate’s favored trait +2 luck bonus)

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–– COMBAT ––
Ranged to hit: +7 (BAB +5, Dex +2)
Melee to hit: +3 (BAB +5, Str -2)

Initiative +2: Dex +2

CMD 18 (BAB +5, Dex +2, Str -2, Con +3 ‚ Bastion (Ex)‘ from Foundation of Faith archetype)

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–– AC ––
AC 20, T 12, FF 18 (Armor +5, Shield +3, Dex +2)
Armor Check Penalty - 3: Lammelar (Leather) [-2] + MW Wooden Heavy Shield [-1] OR Medium Load [-3]

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–– SKILLS ––
Bluff -1 (Rank 0, Cha -3, 'Stoic Negotiator‘ racial trait +2)
Diplomacy +21 (Rank 7, Class +3, Wis +7 'Empathic negotiator' trait, +2 racial bonus 'Stoic Negotiator‘ racial trait, +2 untyped bonus 'Iron Citizen' racial trait)
Fly +6 (Rank 1, Class +3, Dex +2)
Handle Animal +4/+10 for own animal companion (Rank 7, Cha -3, link +4, training harness +2)
Heal +11 (Rank 1, Class +3, Wis +7)
Knowledge (religion) +4 (Rank 1, Class +3, Int +0)
Knowledge (nature) +4 (Rank 1, Class +3*, Int +0) *Animal Domain
Linguistics +4 (Rank 1, Class +3, Int +0)
Profession: Merchant +20 or +22 related to metal/stone* (Rank 7, Class +3, Wis +7, +2 racial bonus 'Stoic Negotiator‘ racial trait, trade tools +2) * Craftsman alternate racial trait
Perception +19 (Rank 7, Feather Domain ½ Level +3, Wis +7, +2 Alertness if 'Defaah' is adjacent reach)
Sense Motive +13 (Rank 1, Class +3, Wis +7, +2 untyped bonus 'Iron Citizen' racial trait)
Spellcraft +4 (Rank 1, Class +3, Int +0)

35 skill points => 7 levels with 5 Skill Points per level: 4 Cleric (Herald Caller archetype) + Int +0 Fav. Class +1

Languages:
• Racial: Common, Dwarven
• Linguistics: Kelish

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–– SPELLS PER DAY ––
• 0 level: 4
• 1st level: 6 +1 = 4 + 2 Wis + 1 Domain
• 2nd level: 5 + 1 = 3 + 2 Wis + 1 Domain
• 3rd level: 4 + 1 = 2 + 2 Wis + 1 Domain
• 4th level: 2 + 1 = 1 + 1 Wis + 1 Domain

–– MEMORIZED SPELLS ––
• 0 level: Detect Magic, Light, Enhanced Diplomacy, Read Magic
• 1st level: Air Bubble, Liberating Command, Liberating Command, Barbed Chains, Shadow Trap, Fallback Strategy, Calm animals (Domain)
• 2nd level: Silence, Restoration (Lesser), Resist Energy, Light Prison, Defending Bone, feather fall (Domain)
• 3rd level: Dispel Magic, Dispel Magic, Stone Shape, Resist Energy (Communal), fly (Domain)
• 4th level: Freedom of Movement, Hallucinogenic Smoke, summon nature's ally IV (animals only, Domain)

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–– XP / PRESTIGE POINTS / FAME ––:

TOTAL OVERVIEW:
* Currently: 18 XP / 15 PP / 34 Fame
* Spent: 19 PP

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–– PRESTIGE PURCHASES / RETRAINING ––:

• On 2nd Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 60 gp (=3 days * 2nd Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 120 gp.
• On 3rd Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 90 gp (=3 days * 3rd Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 180 gp.
• On 4th Level: Prestige Award Purchase: Master of Trade (Fame 20, 4 PP) Using faction contacts and mercantile experience, you can always get yourself the best deal when buying goods. Once per game session, you may make any single purchase you could normally make at a 10% discount. This discount is not available on spellcasting services or material components.
• On 4th Level: Retrained ‘Domains (Charm – Love)’ to ‘Domains (Animal – Feather)’ with boon ‘Traveler In An Unstable Timeline’ to retrain this class feature without paying any retraining cost.
• On 5th Level: Retrained 1 Hit Points each costing 3 days / 3 PP / 150 gp (=3 days * 5th Lvl * 10gp)

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–– HIT POINTS ––:

Lvl 1 -> 14 Hit Points: 8 Cleric + 3 Con + 3 Toughness via ‘Unstoppable‘ Dwarven racial trait
Lvl 2 to 3 -> 10 Hit Points: 5 Cleric + 3 Con + 2 Retraining
Lvl 4 -> 9 Hit Points: 5 Cleric + 3 Con + 1 Toughness
Lvl 5 -> 10 Hit Points: 5 Cleric + 3 Con + 1 Retraining + 1 Toughness
Lvl 6 to 7 -> 9 Hit Points: 5 Cleric + 3 Con + 1 Toughness

TOTAL - 71Hit Points

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–– GOLD –– :

TOTAL OVERVIEW:
* Currently: 1311 gp

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–– GEAR ––
+1 Lamellar (Leather) armor
Light crossbow
+1 Heavy Wooden Shield
Sling
Dagger
CLW wand (31 charges)
Backpack, Masterwork
Compass
Air bladder
Snorkel masterwork
Trade tools Prof. Merchant
Animal glue
Drill
5 x Alchemical Grease
Earplugs
Bell string
Whistle signal
Dwarf clan dagger
Vermin repellent
Spell component pouch
Holy symbol Erastil
Smelling Salts
Healer’s kit
Potion of Touch of Sea
Air Crystals
Antiplague
8 x Rations
5 x Acid
Cold weather outfit
Snow shoes
Headband Wisdom +4
Cloak of Resistance +3
Lucky Horseshoe
Smoked Goggled, 0 lbs.
Smelling Salts, 0 lbs.
Scroll of ‘Obscuring Mist’
Scroll of ‘Comprehend Languages’
2 x Scroll of ‘Protection from Evil’
Scroll of ‘Remove fear’
2 x Potion of ‘Unwelcome Halo’
Scroll of ‘Endure Elements’
Scroll of ‘Air bubble’
Scroll of ‘Entropic Shield’
3 x Oil of grease
3 x Potion of 'Touch of Sea' with sponge, 0 lbs.
Mirror, 0 lbs.
2 x Antiplague, 0 lbs
2 x Antitoxin, 0 lbs
Meditation tea (+2 mind-aff.), 0lb

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–– TRAITS ––
• EMPATHIC DIPLOMAT (Region: Qadira or Osirion): You have long followed the path of common sense and empathic insight when using diplomacy. You modify your Diplomacy checks using your Wisdom modifier, not your Charisma modifier.
• FATE’s FAVORED (Faith): The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

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–– FEATS ––
• Lvl 1: SUMMON GOOD MONSTER, Prerequisite: Good alignment. Benefit: When casting summon monster, you also gain access to the list of good monsters listed here. Your righteous determination grants these summoned creatures the Diehard feat. You may still summon creatures from the standard list, but without the Diehard feat.
• Lvl 3: SACRED SUMMONS: Prerequisites: Aura class feature, ability to cast summon monster. Benefit: When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting time of 1 round.
• Lvl 4 (free - Herald Caller): AUGMENTED SUMMONING: Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
• Lvl 5: BOON COMPANION: Prerequisites: Animal companion class feature or familiar class feature. Benefit: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you dismiss or lose an animal companion or familiar that has received this benefit, you can apply this feat to the replacement creature.
• Lvl 7: IMPROVED SPELL SHARING (Teamwork): Prerequisite(s): Ability to acquire an animal companion, eidolon, familiar, or special mount. Benefit: When you are adjacent to or sharing a square with your companion creature and that companion creature has this feat, you can cast a spell on yourself and divide the duration evenly between yourself and the companion creature. You can use this feat only on spells with a duration of at least 2 rounds. For example, you could cast bull’s strength on yourself, and instead of the spell lasting 1 minute per level on yourself, it lasts 5 rounds per level on yourself and 5 rounds per level on your companion. Once the spell is cast, you and the companion creature can move farther apart without ending the effect.

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–– CLASS ABILITIES ––

CLERIC - CLASS DETAILS

Foundation of Faith - ARCHETYPE DETAILS

Herald Caller - ARCHETYPE DETAILS

• Domains (Animal – Feather):

Replacement Power: Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).

Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Domain Spells: 1st—calm animals, 2nd—feather fall, 3rd— fly, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—fly (mass), 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.

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-- DWARF RACIAL TRAITS --
• Wis: +2, Con: +2, Cha: -2
• TYPE: Humanoid (Dwarf)
• SIZE: Medium
• SPEED: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
• DARK-VISION
• UNSTOPPABLE: Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.
• STOIC NEGOTIATOR: Some dwarves, especially those who hail from the town of Peddlegate in Druma, use their unwavering stubbornness to get what they want in negotiations and other business matters. They gain a +2 racial bonus on Bluff, Diplomacy, and Profession (merchant) checks. This racial trait replaces defensive training, hatred, and stonecunning.
• IRON CITIZEN: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. (PFS additional ressources: Dwarves selecting Iron Citizen must also replace the Hardy racial trait with the Craftsman alternate racial trate.)
• CRAFTSMAN: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
• WEAPON FAMILIARITY: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

• Automatic Languages: Common, Dwarven