Berserker Cannibal

Ekadan Joshi's page

313 posts. Organized Play character for Shadow Dragon.


Full Name

Ekadan Joshi

Race

N Dwarf Barbarian 1 / Cleric 1| HP 24 / 24 | AC 16 / 12 T / 14 FF | CMD 16 | Fort + 7 Ref + 3 Will + 4 (+2 vs. charm and compulsion) (+2 to save vs. spells, poison, SLA)

Classes/Levels

Init + 2 | Perception + 6 (Darkvision 60') | Speed 40' ft. | Conditions: None | Effects: None| Rage: 10/10 | Channels: 2/2 | Spells: 1st Level (2/2)

Gender

Male

Size

4'5" 190 lbs. Black Hair, Dark Brown Eyes

Age

50

Special Abilities

Fast Movement 10', Rage, Domains, Aura, Channel Energy

Alignment

Neutral

Deity

Abadar

Location

Absalom

Languages

Common, Dwarf

Occupation

Mercenary

Strength 16
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 12
Charisma 8

About Ekadan Joshi

About Ekadan Joshi

Ekadan Joshi
Male Dwarf Barbarian 1 (Invulnerable Rager) / Cleric 1
N Medium humanoid (dwarf)
Init + 2; Senses: Perception + 6 (Darkvision 60')

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Defense

AC 16, touch 12, flat-footed 14 (+4 Armor, +2 Dexterity)
HP 24 (1d12+3+1) + (1d8+3)
Fort + 7, Reflex + 3, Will + 4
(+2 trait bonus on saves vs. charms and compulsion)
(+2 racial bonus on saving throws against poison, spells, and spell-like abilities.)

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Offense

Speed 40 ft.

Melee

MW Cold Iron Dwarven Giant-sticker (+ 5 to hit, + 4 to damage, 2d6/x3), Deals S or P damage, 10' reach, brace
Morningstar (+ 4 to hit, + 4 to damage, 1d6/x2), Deals B and P damage
Dagger (+ 4 to hit, + 3 to damage, 1d4/19-20x2), Deals P or S damage
Cold Iron Lucerne Hammer (+ 4 to hit, + 4 to damage, 1d12/x2), Deals P or B damage, 10' reach, brace
Sap (+ 4 to hit, + 3 to damage, 1d6/x2), Deals B damage, nonlethal

Ranged

Dagger (+ 4 to hit, + 3 to damage, 1d4/19-20x2), Deals P damage; Range: 10'
Shortbow (+ 3 to hit, + 0 to damage, 1d6/x3), Deals P damage; Range: 60'
Arrows (Cold Iron): 20

Space: 5 ft.; Reach: 5 ft.

Statistics
Strength 16
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 12
Charisma 8

BAB = + 1 CMB = + 4 CMD = + 16

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Skills

Acrobatics: 6 (1 rank, + 3 class skill bonus, + 2 Dex bonus)
Climb: 7 (1 rank, + 3 class skill bonus, + 3 Str bonus)
Craft (Weapons): 6 (1 rank, + 3 class skill bonus, +2 racial)
Perception: 5 (2 ranks, + 3 class skill bonus, + 1 Wis bonus)
Swim: 7 (1 rank, + 3 class skill bonus, + 3 Str bonus)

Languages: Common, Dwarven

Dwarf Racial Traits:

Standard Racial Traits

+ 2 Constitution, + 2 Wisdom, - 2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.

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.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Alternate Racial Trait
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.

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Traits:

Traits

Berserker of the Society:
Category: Basic (Combat)
Requirement(s): Barbarian, Pathfinder Society
Your time spent as a Pathfinder has taught you new truths about the origins of the your rage ability. You may use your rage ability for 3 additional rounds per day.

Birthmark:
Category: Basic (Faith)

You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Feats:

Feats

Raging Vitality (1st Level):

While raging, you are full of vigor and health.

Prerequisites: Con 15, rage class feature.

Benefit: Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of rage per day each round.

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Class Features

Barbarian Class Features:

Class Skills: The Barbarian's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Points at each Level: 4 + Int modifier.

Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a + 4 morale bonus to her Strength and Constitution, as well as a + 2 morale bonus on Will saves. In addition, she takes a – 2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Rounds per day available: 10

Cleric Class Features:

Class Skills: The Cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at each Level: 2 + Int modifier.

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 deity.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Channel Energy(Su): 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 one 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 one 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 who worships 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 casts 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 channeled 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.

Choice: Channel Positive Energy.

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.

Domains Selected: Travel and Protection (Defense subdomain)

Protection (Defense) Domain and Subdomain

Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Deflection Aura (Su): The following granted power replaces the resistant touch power of the Protection domain.

Deflection Aura (Su): Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

Domain Spells: 1st—shield(R), 2nd—barkskin(R), 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.

Travel Domain

Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.

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 cast like any other spell, but they are not expended when cast and may be used again.

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 who worships 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).

Choice: Convert to Cure spells.

Chaotic, Evil, Good, and Lawful Spells : A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

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.

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Spell List:

Orisons [3]
Create Water
Stabilize
Guidance

1st Level Spells [2]
Divine Favor
Shield of Faith

Domain Spells from Protection (Defense) and Travel

1st Level - Shield

Inventory Tracking Sheet

Item Tracking Sheet:

Lamellar (Leather)
Shortbow
Arrows, Cold Iron (20)
Masterwork Cold Iron Dwarf Giant-sticker
Durable Adamantine arrow
Cold Iron Lucerne Hammer

Magic Items:

Wand of Cure Light Wounds [50]
Potion of Cure Light Wounds
Oil of Bless Weapon

Scrolls:

Touch of the Sea
Scroll of Remove Fear
Scroll of Protection from Evil [-1]
Scroll of Magic Weapon
Scroll of Shield of Faith
Scroll of Air Bubble
Scroll of Bless
Scroll of Hide from Undead

Alchemical Gear:

Acid (flask)
Alchemist's Fire (flask)
Sunrod [2] [-1]
Holy Weapon Balm [2]
Tanglefoot Bag
Tindertwig [2]
Holy Water [2]
Antitoxin
Antiplague
Meditation Tea [-1]
Defoliant

Mundane Gear:

Explorer's Outfit
Lucerne Hammer
Morningstar
Sap
Dagger
Backpack, Common
Waterskin
Pouch, belt
Sack [5]
Bedroll
Soap [2]
Blanket
Rope, hemp (50')
Whetstone [2]
Torch [5]
Rations, trail [6]
Poncho
Flint & Steel
Candle [10]
Crowbar
Hammer
Hook, grappling, common
Piton [3]
Chalk [5]
Kit, grooming
Kit, mess
Wrist sheath
Swim fins
Masterwork snorkel
Flotation Device [2]
Dagger, Alchemical silver
Dagger, Cold iron
Artisan Tools (Common)
Bandolier [2]
Gear maintenance kit
Wrist sheath (spring loaded)
Canvas, sq. yd. [4]
Pot (common)
Earplugs [2]

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Ekadan Joshi's Boons:

Pathfinder Module: 'Heroes for Highdelve'

Blessing of Aurelliax: By helping the people of Highdelve, you have also earned the favor of its protector, Aurelliax. As a sign of her appreciation, she has provided you a small golden dragon statuette. You can check the box that precedes this boon to tap into the statuette's faint magic and gain one of the benefits below; afterward cross out all of the benefits below (except Dragon's Friend, if you selected that benefit).
Dragon's Prosperity: Before attempting a Day Job check to earn additional gold at the end of one adventure, you can use this benefit to triple the amount of gold the check grants you (maximum 300 gp).
Dragon's Luck: Before you roll any one d20 roll, you can use this benefit to roll twice and take the higher result. For 1 minute afterward, you gain a +1 luck bonus on all attack rolls, skill checks, ability checks, and saving throws.
Dragon's Scales: You gain fire resistance 5 for 24 hours.
Dragon's Friend: The statuette permanently transforms into a fairly harmless animal with supernaturally golden features, such as gold-hued fur, feathers, or scales. Once per day, the animal can either deal an additional 1d6 fire damage with one natural attack or can gain fire resistance 10 against one attack. You can select any Diminutive, Tiny, or Small animal suitable for a familiar. You can choose to adopt this creature as your familiar, spirit animal, or similar companion, replacing your current companion at no cost. Otherwise you can keep the creature as a loyal pet.

Highdelve's Hero: You were instrumental in saving Highdelve from imminent attack and preserving its Brightbloom tradition. If you played one of the pregenerated characters, you earn the benefit below associated with that character. Otherwise choose one of the benefits below; cross out the other benefits.
Benefit selected – Torgen: You have tracked down an errant shipment of expensive goods, which has earned you the favor of Brevoy's finest merchants. When purchasing a weapon or armor of masterwork quality (or made of a material that is automatically masterwork, such as mithral), you can check the box that precedes this boon to reduce that item's cost by 150 gp.

Pathfinder Society Scenario #9-22: 'Grotto of the Deluged God'

Storm Rider: Having braved the Eye of Abendego and faced the Tempest Monarch, you have gained one of the fearsome dragon’s scales, imbued with the elemental energies of the Eye. Whether you gained the scale through force or guile, it responds only to your command. You can check one of the boxes next to this boon as a standard action to cast endure elements on yourself, with a caster level equal to your character level.
Boxes Remaining: Three

Pathfinder Society Scenario #7-10: 'The Consortium Compact'

Inside Knowledge: As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization’s activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.

Lord Avid's Recommendation: Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon off your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.

Pathfinder Society Scenario #7-5: 'School of Spirits'

New Recruit (J. Dacilane): Your team of Pathfinders sponsored J. to join the Pathfinder Society. In exchange, she is eager to assist you on one of your future missions. You can direct J. to cast a spell from the spiritualist list (Pathfinder RPG Occult Adventures 76) as a standard action. The spell’s level can be up to one third of your character level (minimum 0). J.’s caster level is equal to your character level – 3 (minimum 2), and her Wisdom score is 17. J. is a noncombatant, and she is considered to be in your square for the purpose of determining the origin of her spell. When you use this boon, cross it off your Chronicle Sheet.