Clausyre

Fra Ezekiel's page

21 posts. Alias of Helikon.


Full Name

Fra Ezekiel

Race

Aasimar

Classes/Levels

Cleric (Herald Caller) 1

Gender

male

Size

medium

Age

22

Special Abilities

Channel Positive Energy 1D6/5day

Alignment

LG

Deity

Desna

Location

Ustalav

Languages

Common

Homepage URL

Fra Ezekiel

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

About Fra Ezekiel

Data:

Name: Fra Ezekiel, born Edwen Cobblerson
Race: Human
Job: Cleric
Age: 22
Height: 5´4"
Weight: 160 lbs
Alignment: LG
Personality:
Likes: Wilderness, communities
Dislikes: Bandits, chaos.
Favorite foods: Roasted lamb with potatoes
Physical Description: A man in his best years wearing a feathered hat and green simple clothing, always with his friend the Lioness Consortio
Deity: Erastil
Languages: Common
Favorite Class: Cleric: 1x +1 HP+ 4 x Skp

Combat:

Hit Points: 26 (3d8+6+2FC)
Initiative: +0
Armor Check Penalty: 0
Speed: 30 feet (30with armor)
Armor Class: 18 (10 0 Dex +4 Armor +1 Shield)
Touch: 10
Flat-footed: 17
Saves:
Fortitude: +7 (4 +2 Con+1R)
Reflex: +3 (1 +1 Dex+1R)
Will: +7 (4 +2 Wis+1R)
Situational Bonuses:

Combat:
Base Attack Bonus: +3
Melee Attack Bonus: +6 (3 BAB+ 3 Str)
Range Attack Bonus: +4 (3 BAB+ 1 Dex)
Combat Maneuver Bonus: 6 (3 BAB 3 Str) CM DC: 17 (10+ 3 Base + 3 Str + 1 Dex)
Battle Aspergillum AlchSilver +1 +7(1d6+4/x2)
Composite Longbow (+3Str) +4 (1d8+3/x3/100ft)
Dagger +5(1d4+1/19-20x2/10ft)

Racial Traits:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Focused Study
All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait..
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Cleric(Herald Caller):

Weapon and Armor Proficiency
Clerics are proficient with all simple weapons and light armor. Clerics are also proficient with the favored weapon of their deities. Longbow
Aura (Ex) Chaotic Good
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
Channel Energy (Su) 3d6
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy 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 channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. 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 channel 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.
Spells
A cleric casts divine spells which are drawn from the cleric spell list. 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 at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare 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.
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.

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

Dedicated Summoner
A herald caller depends on summoned allies to overcome her foes, which affords her little experience with the martial pursuits typical of other clerics and a narrower spiritual focus. A herald caller can choose only one domain from her deity's list of domains, rather than the normal two domains, and she doesn't gain proficiency with medium armor or shields.

Call Heralds (Su)
A herald caller can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can lose a prepared spell in order to cast any summon monster spell of the same level or lower. She gains a +1 bonus on concentration checks to cast a summon monster spell defensively. This bonus increases to +2 at 5th level, and increases by 1 every 5 cleric levels thereafter.

Divine Heralds (Su)
A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity. This includes all creatures listed as summon monster options for priests of her deity (see Expanded Summoning for Clerics), creatures whose alignment matches at least one aspect of her deity's alignment, and creatures of an elemental subtype that matches a domain granted by the deity (if any). When summoning a creature that is normally summoned with the celestial or fiendish template, a herald caller of a chaotic deity can instead summon it with the entropic template, and a herald caller of a lawful deity can instead summon it with the resolute template. Because of these summoned monsters' strong ties to the herald caller's deity, the herald caller also gains specific benefits with creatures she summons with summon monster spells gained from her cleric spell list. The herald caller and her summoned monsters can understand each other's spoken words as if they shared a common language (though this doesn't give summoned monsters the ability to speak if they normally lack it). Whenever the herald caller uses channel energy to heal, she can include all of her summoned monsters, even if they are out of her normal channel energy radius or of a creature type that would not normally be affected. If she channels energy to deal damage, she can exclude any of her summoned monsters that would normally be affected.

Mighty Heralds
At 4th level, a herald caller receives Augment Summoning as a bonus feat, and is considered to have Spell Focus (conjuration) for the purposes of prerequisites for feats that have Augment Summoning as a prerequisite (such as Evolved Summoned Monster). At 8th level, she gains Superior Summoning as a bonus feat.

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.

Domain Feather:
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—Mass fly 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.


Feats, Traits &Skills:

Feats:
Point Blank Shot (1)
Skill Focus(Knowledge Religion)
Deific Obiance (3)

Traits:
Fate's Favored
The fates watch over you.
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Seeker
+1 Perc and class skill

Skills: Skillpoints gained/level (15) 3x (4+0(int)+1H)
*Acrobatics: -4 (0 ranks; ; +0 Dex; -4 armor)
*Appraise: +0 (0 ranks; +0 trained; +0 Int)
*Bluff: +2 (0 ranks; +0 trained; +2 Cha)
*Climb: +0 (0 ranks; 0 trained; 3 Str; -3 armor)
*Diplomacy: +8 (3 ranks; +3 trained; +2 Cha)
*Disguise: +2 (0 ranks; +0 trained; +2 Cha)
*Escape Artist: -4 (0 ranks;+0 trained ; +0 Dex; -4 armor)
Fly: -3 (0 ranks; +0 trained; +0 Dex; -3 armor)
Handle Animal 0 (0 ranks + 0 trained +0 cha)
Heal: +6 (8) (1 ranks; +3 trained; +2 Wis+2HK)
*Intimidate: +2 (0 ranks; +0 trained; +2 Cha)
*Know (arcana): +0 (0 ranks; +0 trained; +0 Int)
*Know (dungeoneering): +0 (0 ranks; +0 trained; +0 Int)
*Know (engeneering): +0 (0 ranks; +0 trained; +0 Int)
*Know (local): +0 (0 ranks; +0 trained; +0 Int)
*Know (geography): +0 (0 ranks; +0 trained; +0 Int)
*Know (history): +0 (0 ranks; +0 trained; +0 Int)
*Know (nature): +0 (0 ranks; +0 trained; +0 Int)
*Know (nobility): +0 (0 ranks; +0 trained; +0 Int)
*Know (planes): +4 (1 ranks; +3 trained; +0 Int)
*Know (religion): +9 (3 ranks; +3 trained; +0 Int+3SF)
*Linguistics:+4 (1 ranks; +3 trained; +0 Int)
Perception: +11 (3 ranks; +3 trained; +3 Wis+1CL+1T)
Ride: -4 (0 ranks; ; +0 Dex; -4 armor)
*Sense Motive: +7 (1 ranks; +3 trained; +3 Wis)
Stealth: -4 (0 ranks; ; +0 Dex; -4 armor)
*Spellcraft: 4 (1 ranks; +3 trained; +0 Int)
*Survival: +2 (0 ranks; +0 trained; +2 Wis)
Swim: +-1 (0 ranks; 0 trained; 3 Str; -4 armor)
*Use magic device NA (0 ranks; +0 trained; +3 Cha)


Prepared Spells:

Orisons: Create Water, Detect Magic, Enhanced Diplomaty, Mending
Level 1: (D)calm animals, Bless, Deadeyes Lore, Divine Favor, Protection from Evil
Level 2: (D)feather fall, Angelic Aspect, Lesser,Restoration, lesser, Bull´s Strength
Level 3: (D)fly, Prayer

Equipment:

Weapons 3082
Longbow
Alchemistical Silver Battle Aspergillum 325
Dagger 2
40 Cold Iron Arrows 4
20 Arrows treated with Weapon Blanch silver 21
Armor
Chain Shirt
Buckler 5
Equipment:

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Scrolls:
SoF CL.6 150
Comprehend Languages 25
Bless x2 50
Magic Weapon 25
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Healers Kit 50
Clerics Kit 16
Explorers Outfit
Vestment´s Cleric 5
5 Flask of Holy water 125


Backstory:

Summons by level:

Summon Monster I
Celestial Eagle
Celestial Dog
Summon Monster II
Celestial Elk
Summon Monster III
Lantern Archon
Blink Dog