Sir Holton

Dyson Veare's page

56 posts. Organized Play character for Alexander Draft.

Full Name

Dyson Veare




Cleric 5/Evangelist 3 | HP 51/51 | AC:21 / T:11 / FF:20 / F: +6 / R: +3 / W: +10 | CMB +7 | CMD 17 | Speed 30 | Init: +0 | Perc: +18 |












Common, Celestial, Infernal, Osiriani



Strength 14
Dexterity 10
Constitution 12
Intelligence 12
Wisdom 20
Charisma 14

About Dyson Veare

About Dyson
Dyson Veare
Male Human Cleric of Sarenrae 5/Evangelist 3
NG Medium (Human)
Init +0; Senses Perception +18 Vision Normal

AC 21, touch 11, flat-footed 20 (+7 armor, +3 shield, +1 dodge)
HP 51
Fort +6, Ref +3, Will +10;
+2 vs Charm & Compulsion (Birthmark Trait)
Fire Resistance 10

Speed 30 ft. (30 ft. in armor)
Melee Cold Iron Scimitar +8 (1d6 +2/18-20x2)[/i] or
. . Silver Cestus +7 (1d4+2/19-20)
Ranged Masterwork Sling +6 (1d4+2/x2)

Str 14, Dex 10, Con 12, Int 12, Wis 18/20, Cha 14
Base Atk +5; CMB +7; CMD 17
Feats Armor Prof Light, Armor Prof Medium, Believers Boon, Deific Obedience, Selective Channeling, Shield Proficiency, Simple Weapon Proficiency (All), War Blessing (2/Day), Worldwound Walker
Traits Armor Expert, Birthmark
Alternate Racial Traits:
Skills Acrobatics +0, Appraise +5, Bluff +2, Climb +2, Diplomacy +13, Disable Device +10, Disguise +2, Knowledge (arcana) +12, Knowledge (history) +5, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +12, Linguistics +5, Perception +18, Profession (scribe) +9, Ride +0, Sense Motive +11, Spellcraft +5, Stealth, +0, Survival +5 (+7 to avoid becoming lost), Swim +2,
Racial Modifiers
Languages Celestial, Common, Osiriani, Infernal
Special Abilities: Aura, Believers Boon (Sun), Blinding Strike (DC18 Su), Channel Positive Energy 4d6 (5/day DC15 Su), Cleric Domain (Fire) Cleric Domain (Healing), Fire Strike (Su), Healer’s Blessing (Su), Spontaneous Casting, Sun’s Blessing
Spell Like Abilities: Firebolt 1d6+3 Fire (8/day Sp), Rebuke Death (8/day Sp), Remove Curse (1/day)
Combat Gear Masterwork Cold Iron Scimitar, Masterwork Sling, Silver Cestus, Sling Bullets (20/20), +1 Mithral breastplate, +1 Darkwood heavy wooden shield, Alchemist Fire (6/6), Reach Metamagic rod (lesser 3/day), First Aid Gloves (5/10), Wayfinder (Clear Spindel) Ioun Stone, Ring of feather falling, wand of cure light wounds (2/50), wand of cure light wounds (50/50) in spring loaded wrist sheathe.
Other Gear Air Crystal x5, Antiplague x5, Antitoxen x5, backpack – masterwork, bandolier, belt pouch, blade guard x2, earplugs, elixir of hiding, elixir of swimming, feather token (swan boat), grappling arrow, grappling bolt, grappling hook, headband of inspired wisdom +2, healers kit (8/10), Holy symbol, wooden (Sarenrae) oil of align weapon, origami swarm, pearl of power (1st level 1/day), Pearl of Power (2nd level 1/day) Potion of displacement (2/2), Potion of endure elements, potion of fly, potion of pass without a trace, potion of remove blindness/deafness, potion of remove curse, potion of remove disease, potion of spider climb, scroll of disguise other, scroll of lesser restoration, scroll of spider climb, sleeves of many garments, silk rope (50ft), smoked goggles, soap, smelling salts, Thieves tools masterwork, sun rod, thunderstone, vermin repellent, waterskin, weapon cord (3/3), wrist sheath (spring loaded) 8780gp 3 sp, 11 cp
Melee Touch + 7 Ranged Touch +5
Cleric Spells Memorized (CL 7th; Concentration +12)
Lv 0 (At Will) – Create Water, Detect Magic, Light, Read Magic
Lv 1 – Bless, Burning Disarm (DC 16), Comprehend Languages, Burning Hands [D] (DC 16), Deathwatch, Endure Elements, Tap Inner Beauty
Lv 2 – Augury, produce flame [D], remove paralysis, lesser restoration, protection from evil (communal)
Lv 3 – Daylight, Fireball [D] (DC 18), Invisibility Purge, Remove Curse
Lv 4 –Air Walk, Restoration, Wall of Fire [D]

Special Abilities

Feather Fall (Constant – Ring of Feather Falling): The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round. (Equivalent to the end of a fall from a few feet), and the subject takes no damage upon landing while the spell is in effect.

Gear Information

Air crystal Each pouch provides 1 minute of breathable air. It is a standard action to put in mouth and a free action to chew each round. Any attempt to speak while chewing air crystals negates any remaining duration.
Antiplague This tonic gives a +5 alchemical bonus on fortitude saves against disease for the next hour. If already infected you may also make two saving throws (without the +5 bonus) that day and use the better result
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Smoked Goggles These spectacles have lenses made of smoked glass that help protect against creatures with gaze attacks. You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You take a -4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance).
Wayfinder (Ioun Stone – Clear Spindle) With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. Creature is sustained without food or water. Resonant Power Protection from possession and mental control (as protection from evil.

Weapon cord: weapon cords are 2-foot-long leather straps that attach your weapon to your wrist. If you drop your weapon or are disarmed, you can recover it as a move action, and it never moves any farther away from you than an adjacent square. However, you cannot switch to a different weapon without first untying the cord (a full-round action) or cutting it (a move action or an attack, hardness 0, 0 hit points). Unlike with a locked gauntlet, you can still use a hand with a weapon cord, though a dangling weapon may interfere with finer actions.


As a young boy Dyson lived a simple life as the as the son of a farming family and looking out for his younger sister Helen.

One day Dyson was observed by a cleric of Sarenrae who happened to be passing by and witnessed the untrained boy heal an injured cow with but a touch.

As he grew older he gained his parents blessing to learn from the clerics of the nearby temple of Sarenrae, and was a natural at healing.

Now after 4 years of training Dyson has been sent out into the world to learn and grow from his experiences outside the temple.

Having joined the pathfinder Society, Dyson was quickly recruited by the Silver Crusade and hopes to be able to make each town and village he visits in his missions a better place after his departure.