Chaleb Sazomal

Elris Kayne's page

206 posts. Organized Play character for Agent Eclipse.


Full Name

Elris Montagne Kayne

Race

| HP: 13/13 | AC: 18 T: 12 FF: 16 | CMB: +5, CMD: 17 | F: +3 R: +2 W: +5 | Init: +2 | Perception: +2 | Speed 20ft | Active conditions: Clear Ear +2 Perc +2 Know -2 Diplo

Classes/Levels

Resources:
| Blessing: 0/4 | Fervor: 0/3 | Warpriest Spells: (1st): 1/3 | Shield Bearer: 1/1 | Demonbane: 1/1 | Wand of CLW: 50/50 |

Gender

LG Ulfen Warpriest 2

Size

6'6" & 340lbs

Age

28

Alignment

LG

Deity

Ragathiel

Location

Mendev

Languages

Common, Celestial

Occupation

Crusader

Homepage URL

Art Inspiration

Strength 17
Dexterity 15
Constitution 11
Intelligence 10
Wisdom 14
Charisma 10

About Elris Kayne

#54329-12 Elris Kayne
Male Human (Ulfen) Warpriest (Shieldbearer) of Ragathiel 2
LG Medium Humanoid (Human)
Init: +2; Senses: Perception +2
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Defense
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AC: 18, Touch: 12, Flat-Footed: 16 (+5 Armor, +2 Dex, +1 Shield)
HP: 13 (2d8)
Fort: +3, Ref: +2, Will: +5
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Offense
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Speed: 30 ft. (20 ft. in armor)
Melee:
• Light Shield Bash +3 (1d6+5)
• Masterwork Cold Iron Bastard Sword +4 (1d10+4/19-20)
Warpriest (Shieldbearer) Spells Prepared: (CL 2nd; Concentration +4)
• (0) Enhanced Diplomacy
• (0) Guidance
• (0) Spark (DC 12)
• (0) Stabilize
• (1) Bless
• (1) Know The Enemy
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Statistics
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Str: 17, Dex: 15, Con: 11, Int: 10, Wis: 14, Cha: 10
Base Atk: +1; CMB: +5; CMD: 17
Skills: Acrobatics -2 (-6 to jump), Diplomacy +4, Knowledge (Planes) +1 (+2 Permanent, +3 Identify), Knowledge (Religion) +4 (+6 Identify), Sense Motive +6, Spellcraft +4. Survival +6
Languages: Common, Skald
Weapons: Masterwork Cold Iron Bastard Sword
Armor: Scale Mail, Masterwork Light Steel Shield (Masterwork Breakaway Shield Boss)
Gear:
• Masterwork Backpack
Cold Iron Caltrops
Clear Ear (2)
Filter Scarf
Flint and Steel
Grappling Hook
Holy Water (2)
Silk Rope
Smelling Salts
Wands: CLW 49/50
Wallet: 908 gp
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Traits
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• (Race) Shield Bearer
• (Faith) Schooled Inquisitor
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Feats
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• (Human) Two-Weapon Fighting
• (Shieldbearer) Improved Shield Bash
• (1) Double Slice
• (3)
• (5)
• (7)
• (9)
• (11)
• (13)
• (15)
• (17)
• (19)
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Class (Warpriest) Abilities
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• (1) Spells and Orisons
• (1) Aura: Lawful Good
• (1) Blessings (4/day) (Su): Pool of power used to activate Blessing abilities.
• (1) Focus Weapon: Replaced by Shieldbearer (Shield Adept).
• (1) Sacred Weapon: Altered by Shieldbearer.
• (1) Spontaneous Casting
• (2) Fervor (1d6, 3/day) (Su): Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
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Blessings
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Destruction
• (1) Destructive Attacks (Minor): At 1st level, you can touch an ally and bless it with the power of destruction. For 1 minute, the ally gains a morale bonus on weapon damage rolls equal to half your level (minimum 1).
• (4)
Nobility
• (1) Inspiring Word (Minor): At 1st level, you can speak a few words to a creature within 30 feet that fill them with inspiration. You can grant that creature a +2 morale bonus on attack rolls, ability checks, skill checks, or saving throws (your choice). This effect lasts for 1 minute.
• (4)
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Archetype (Shieldbearer) Abilities
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• (1) Shield Adept (Ex):
At 1st level, a shieldbearer receives Improved Shield Bash as a bonus feat. When carrying a shield, the shieldbearer adds his shield bonus on concentration checks to cast defensively.

This ability replaces focus weapon.

• (1) Sacred Weapon (Su):
A shieldbearer treats shields as sacred weapons (instead of his god’s favored weapon), though the shieldbearer can still designate additional weapons as sacred weapons by selecting them with the Weapon Focus feat. The shieldbearer’s sacred weapon damage applies only to attacks made with shields. The shieldbearer does not gain the ability to enhance sacred weapons until 7th level. For every 3 warpriest levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level).

This ability alters sacred weapon and also replaces sacred armor.

• (1) Channel Energy (Su):
The shieldbearer can channel energy only when carrying a shield, and the ability manifests as a 30-foot-cone burst, rather than as a radius.

• (4)
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Race (Human) Abilities
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• Bonus Feat
• Skilled
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Pathfinder Society Reputations
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• Current Fame: 8
• Silver Crusade: 8

• Total Prestige: 8 (Current: 6)
• Wand of Cure Light Wounds: -2 PP
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Boons
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Season 10 Faction Card (Silver Crusade):
• Purifier (2+ Goals)
When attempting a caster level check to remove a curse, disease, or other condition, increase your effective caster level by half the number of goals you have completed (rounded down). You can also apply this benefit when others attempt caster level checks to remove such conditions from you.

Pathfinder Tales: Prince of Wolves:
• Prince of Wolves:
Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimidate DC for a lycanthrope to demoralize you is 2 higher than normal.

Pathfinder Tales: Plague of Shadows
• Master of Shadows:
You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
• Revolutionary Bluster: You gain a one-time +5 circumstance bonus on any Disguise.

Pathfinder Tales: Winter Witch
• Distrust of Witches:
Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
• Enemies of the North:
Your repeat encounters with the ice trolls and goblins of Irrisen have trained you to handle these foes efficiently in combat. You gain a one-time +4 bonus on a damage roll against an ice troll or snow goblin. When the boon is used, cross it off your Chronicle.

Pathfinder Tales: Master of Devils
• Dragon Empires Expert:
Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
• Temple Trained:
Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.

Pathfinder Tales: Song of The Serpent
• Five Kings Negotiator:
Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
• Kalistrade Appraisal:
You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.

Pathfinder Tales: Death’s Heretic
• Faithless:
Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
• Supernatural Investigator:
A history of solving mysteries and sniffing out renegades has trained you to look in all of the right places. You gain a +1 competence bonus on Knowledge, Perception, and Survival checks to find clues, locate hidden compartments, and identify tracks, lasting until the end of the scenario in which the boon is used. When this bonus is used, cross it off your Chronicle

Pathfinder Tales: Called to Darkness
• Unwitting Spelunker:
You descend into the darkest depths not by choice but by necessity, yet your grit and fortune aid your survival in situations which would otherwise demand stonecraft and scholarly training. For the duration of one scenario, you may make Knowledge (dungeoneering) checks untrained. In addition, you gain a +1 luck bonus on initiative checks and Perception, Stealth, and Survival skill checks while underground. This bonus increases to +2 for any of these 3 skills in which you have no ranks. When you use this boon, cross it off your Chronicle sheet.
• Unite the Tribes:
Not all goals can be accomplished alone, and your oratorical skill can convince even the most recalcitrant locals to aid your cause. When using Diplomacy or Perform (oratory) to impress, receive aid from, or improve the attitude of a group of five or more individuals who share your creature type, you either gain a +2 competence bonus on the skill check or reduce the DC to request dangerous aid by 5. When you use this boon, cross it off the Chronicle sheet.

Pathfinder Tales: Queen of Thorns
• Desperate Bargain: Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.

Pathfinder Tales: City of The Fallen Sky
• Fugitive from Numeria:
You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
• • Shameless Opportunist:
Years of practice with a blade, a brick, or any other weapon at hand have taught you what matters most in a fight—striking quickly and striking hard. When you hit with an attack against a flat-footed target, as a free action you may increase the damage dealt by 4. When this boon is used, cross it off your Chronicle sheet.

Pathfinder Tales: Blood of The City
• Attuned to the Citysong:
Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.
• Urban Tenacity:
Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks

Pathfinder Tales: Nightglass
• Nidalese Apostate:
Years of training in Pangolais have inured you both to Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
• Cross-Cultural Empath: Despite differences in language and culture, you are able to acquire allies and forge friendships. Choose a humanoid subtype other than your own. For the duration of the scenario, you gain a +1 bonus on Diplomacy and Sense Motive checks with creatures of that subtype, and you may make a DC 10 Intelligence, Wisdom, or Charisma check to communicate basic concepts with said creatures even if you do not share a language. When this boon is used, cross it off this Chronicle sheet.

Pathfinder Tales: The Worldwound Gambit
• Demonic Scholar:
You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.

Pathfinder Tales, Volume IV:
• Prolific Reader (King of Chaos) Demonbane
Both Kellids and crusaders have their respective tricks for dispatching demons, and you have learned from them how to strike down Abyssal foes quickly and efficiently. As a swift action you may perform a flourish, enter a stance, or recite a prayer that grants you a +2 bonus on your next attack roll against a creature with the demon subtype or on your next caster level check to overcome a demon’s spell resistance. This benefit must be applied before the end of your next turn or it is lost.

Celestial Traveler:
• [ ] Celestial Spark:
You gain a +1 bonus on saving throws against the spells and spell-like abilities of outsiders with the evil subtype. Additionally, you may check the box that precede this boon to send forth a surge of channelled energy that harms evil outsiders, as you were a cleric of your level with the Alignment Channel feat. If you already possess the Alignment channel feat for evil outsiders, you may instead check the box to increase the damage by 2d6.

The Shores of Heaven:
• [ ] [ ]Heavenly Scholar:
Your studies of sacred scripture have enhanced your knowledge about matters of faith. If you are trained in Knowledge (religion) you can check a box that precedes this boon to add 1d6 to the result of one Knowledge (religion) check after rolling but before learning the results of your roll. Alternatively, you can check a box before rolling a Knowledge (religion) check to treat that check as if you were trained in the skill. You can use both boxes on a single skill check.
• [ ] Sacred Champion (Silver Crusade):
You have been infused with a portion of Heaven's grace. You can check the box that precedes this boon to use the standard action version of lay on hands as if you were a paladin of your character level If you already have lay on hands as a class feature, you can instead check this box to add 2d6 to the amount healing you provide with one of your uses of lay on hands.

Siege of the Diamond City:
• Siege-Hardened:
You survived the Siege of Nerosyan, and you have learned some impressive tricks for fighting demons. You gain a +1 bonus on weapon damage rolls against creatures with the demon subtype. Before rolling a caster level check to overcome a demon's spell resistance, you may cross this boon off your Chronicle sheet to gain a +3 bonus on the roll.
• Defender of Nerosyan (Overwhelming Victory):
The city of Nerosyan stands in part because of your actions, and Queen Galfrey herself has taken note. While in Mendev or the Worldwound, reduce the cost of purchasing a Prestige Award while outside of a settlement of 5,000 residents or more by 4. You gain a 10% discount on any magical items that require a spell with the Good descriptor as a spell prerequisite. This discount does not stack with other discounts.

Scars of the Third Crusade:
• Light of Redemption (Silver Crusade):
You have helped to redeem a wayward priest, and in doing so you have affirmed your own beliefs and convictions. Whenever you would receive more than one WIll save to overcome an enchantment (compulsion) effect, you gain a +1 bonus on the extra Will save against the effect. You can cross this boon off your Chronicle sheet ro reduce the Prestige Point cost of an atonement spell by 2.
• Mendecian Commendation (x1):
You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3).

Shrine of the Sacred Tempest:
• [ ] Corvid Crusader (Silver Crusade):
You have pleased the avian archon Zepha and recruited the tengu oracle Mitoko to the Silver Crusade’s cause. You gain a +2 bonus on Diplomacy checks against good or neutral tengus and other good or neutral birdlike creatures. Additionally, you can check the box before this boon to channel a spark of Hei Feng’s power to add 1d6 points of electricity damage to a successful weapon attack. You can use this effect without checking a box on your first successful attack against an evil birdlike creature.
• Zepha’s Blessing:
The purification ritual that you helped perform impressed the archon Zepha, and he has given you his blessing. You can cross this boon off your Chronicle sheet to grant an ally that you can see a +2 sacred bonus on any d20 roll before she rolls it.
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Completed Scenarios
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#9-06 The Shores of Heaven
Special: Siege of The Diamond City
#5-22 Scars of The Third Crusade
#9-12 Shrine of The Sacred Tempest
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Description
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Background
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