Erond Niroden's page

168 posts. Alias of Grandlounge.


AC:17 T:13 F:14 | HP24/24 | CMD:16 | F:+4 R:+4 W:+6 | Init:+5 | Perc: +8

About Erond Niroden

Male human (varisian) cleric of Erastil (evangelist) 3
NG Medium humanoid (human)
Init +5, +7 surprise; Senses Perception +8
Aura aura of good, aura of law

AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 24 (3d8+6)
Fort +4, Ref +4, Will +6

Speed 40 ft.

Ranged longbow +6 (1d8+1/x3)
Melee dagger, punching +3  (1d4+1/x3)
Melee cestus +3  (1d4+1/19-20)

Special Attacks fascinate

Cleric Spells Prepared (CL 2nd, concentration +5, save 13 + spell level):

2nd (2+1)-burst of radiance, align weapon
1st- (3+1)bless x2, magic weapon,
0 (at will)—detect magic, guidance, read magic, stabilize

D Domain spell; Eagle
1st—aspect of the falcon, 2nd—eagle’s Splendor

Str 12, Dex 16, Con 12, Int 12, Wis 16, Cha 10
Base Atk +2; CMB +3; CMD 16

Feats: Light Armor Proficiency, Precise Shot, Rapid Shot, Deadly Aim, Scribe Scroll

Skills Acrobatics +1 , Acrobatics (Jump) +5 , Climb -1 , Knowledge (Arcana), Knowledge (Geography) +7, Knowldege (History) +7, Knowledge (Planes) +7, Knowledge (Religion) +7, Perception +8, Ride +1, Spellcraft +7, Stealth +1, Swim -1

Traits: Monster Hunter, Reactionary

Languages Azlanti, Common, Thassilonian, Varisian
SQ aura, aura of good, aura of law, bardic performance, bonus feat, countersong, eyes of the hawk, inspire courage, orisons, public speaker, sermonic performance, single-minded, skilled, spontaneous casting

Combat Gear: Masterwork Composite Longbow (+1); Masterwork Chain Shirt; punching dagger CI, cestus silver, outfit (pickpocket's), spell component pouch, , holy symbol (wooden) (2), backpack, familiar satchel x2, common, holy text (cheap), rope (hemp/50 ft.), outfit (scholar's), chalk (1 piece), inkpen, folding pole, flint and steel, durable arrow, ration 7, rope (silk), journal

Scroll of Make Whole (Divine); Scroll (Remove Paralysis/Cleric/3rd); Scroll (Remove Sickness/Cleric/1st); Scroll of Silence; Wrist Sheath, Spring Loaded; Scroll of Lesser Restoration; Scroll Case, Spring Loaded; Scroll of Endure Elements (Divine); Scroll of Calm Emotions; Scroll of Cure Moderate Wounds; Scroll of Magic Weapon (Divine); Scroll of Bull's Strength (Divine); Scroll of Align Weapon; Scroll of Find Traps; Scroll of Obscuring Mist (Divine); Scroll of Protection from Evil (Divine); Scroll of Remove Fear; Scroll of Resist Energy (Divine); 3 Scrolls of bless.
Silver Weapon Blanch; Weapon Blanch (Ghost salt); Silk Rope (50 ft.);


trip arrow
arrows durable (50)
arrows durable (blunt/20)
arrows durable (60/cold iron),
arrows durable (20/silver),
arrows durable(10/ghost salt),
splintercloud arrow (8),
arrows durable (10/admantine)
grappling arrow


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).

Aura of Good (Ex) You project a moderate good aura.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired.

Bonus Feat Humans select one extra feat at 1st level.

Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Domain: Animal Feather

Familiar: You gain a hawk familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.

Hawkeye (Su): As a swift action, you may add a bonus equal to half your druid level (minimum +1) on one ranged attack or on one Perception check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fascinate (Su) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 13) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Public Speaker An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by 4.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Sermonic Performance An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the evangelist's performance skill. However, an evangelist gains only the following types of bardic performance: countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level. Sermonic performance replaces the 1st-, 9th-, and 15th-level channel energy abilities. This caps the cleric's channel energy damage at 7d6 points.

Single-Minded An evangelist focuses her skills and learning on proclamation rather than the fine details of the church's deeper mysteries or martial training. Thus, she may select only one domain and does not gain medium armor proficiency or shield proficiency.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast command (1st), enthrall (2nd), tongues (3rd), suggestion (4th), greater command (5th), geas/quest (6th), mass suggestion (7th), sympathy (8th) and demand (9th) as a spell of listed level by sacrificing a prepared spell of the same level or higher.


Within the Mierani Forest, Erond was raised by a druid's circle of which his mother the head. It was the region’s eldest druidic circle which works to overcome the malady that afflicts the heart of that wilderness. His father, a local militiaman, and lived in town. Child care and druidic education was the responsibility of the whole circle, so Erond had, by default, a large family. He did, however, spend half his time in the small barracks that housed the town’s militia. Bored most of the time, do to the lack of other children and teens Erond to took to training with bow and like some of the other more wiry men in the barracks often under the supervision of Sheriff Belor Hemlock. An average fighter for his age he made his mark as a team player whenever he worked in a team on exercises, his group usually coming out victorious. At the Circle with his druidic family, he studied nature and magic.

So was Erond’s life growing up, a week in town, a month with the circle. There was no fixed time in either place. Erond came and went. Every couple of weeks he, his mother and his father would spend the weekend together in the woods. At the end of their time together, his mother would return to her duties at the Circle and his father to his small command. As a child, the parting was hard but adjusted as he got older. As an adult, they maintain this tradition. In the rare instances when Erond and his mother are in town, they will go to the poorer areas and bring goodberries for as many people as their power will allow. It’s a small gesture they hope it helps. The only other time they all spent together was on hunts. They would range throughout Varisia tracking different creatures based on the time of year and the area most of which would be untrackable to the untrained. Along the coastal and southern lands, deadly animals, vermin, goblinoids, and the occasional undead harass Varisia’s civilized peoples and would be dispatched. The forests, hills, and plateaus beyond play home to deadlier animals, savage humanoids, and fey, while within the land’s wildest realms dwell magical beasts, fierce dragons, and tribes of savage giants (Monster Hunter). Hunting of these most dangerous beasts was beyond that of the family.

When on patrol Erond dons his leathers, calls for Amarok and they leave town. Erond searches for those forces which bring imbalance to the world. Erond has been thrust into the center of conflict recently as the factories of Palin's cover have drawn great animosity and even violence from druids, Gozreh worshipers, and even ordinary smiths and artisans, but none can deny that the quality of the goods turned out by these workhouses provides a huge boost to the Korvosan economy and an important Sandpoint trading partner. These aggressions have spread throughout Varisia, leading to many of the caravans requiring escorts to avoid attacks. Erond often meets the caravans half way and guards them for the western half of the journey. This tension has put Erond at the crossroads of some of the druids and the citizenry, having to assure the people of Sandpoint that these tensions will not directly affect them. His monster hunting experience got him assigned to a particularly gruesome case 5 years ago tracking the Chopper a case that is now simply called The Late Unpleasantness (Monster hunter trait). Though this chapter has come to an end, the town has not felt quite right since. There are very few people that understand this balance between nature and civilization. Fortunately, Niska Mvashti is a bright and often brooding seer specializes in guiding people and providing advice through visions. Like many hinterland druids, Erond visits regularly and has become friends with her Daughter Koya though her daughter is not a druid like Erond. It has been said that Erond's druidic roots run deep and that he may be related a reclusive old druid named Biston.

When not on duty, Erond serves as a deacon and guardian of the new Sandpoint Cathedral. His family have been active supporters of it since it was first proposed and strong advocates for the representation of nature through the inclusion of Gozreh, and Erastil.

N Tiny animal
Init +3; Senses low-light vision; Perception +18


AC 16, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 6
Fort +3, Ref +6, Will +5


Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +7 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.


Str 6, Dex 17, Con 11, Int 8, Wis 14, Cha 7

Base Atk +2; CMB +3; CMD 11
Feats Skill Focus intimidate.

Skills Fly +7, Perception +16; Racial Modifier +8 Perception, Intimidate +12, Religion +4


The master of a hawk familiar gains a +3 bonus on sight-based and opposed Perception checks in bright light.

Manifest Dreams (Su)
At 3rd level, a figment is shaped by its master’s dreams. Each time the master awakens from a full night’s rest, he can apply to the figment 1 evolution point’s worth of eidolon evolutions that don’t have a base form requirement. At 7th level, he can apply 2 points’ worth of eidolon evolutions; at 13th level, he can apply 3 points’ worth of eidolon evolutions.

Dazzling Intellect (Ex)
A sage’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level.

This alters the familiar’s Intelligence score and natural armor adjustment.

Sage’s Knowledge (Ex)
A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level.