Solveig Ayrdahl

Freya Bjorn's page

123 posts. Alias of Helikon.


Full Name

Freya Bjorn

Race

Aasimar

Classes/Levels

Cleric (Herald Caller) 1 | HP 10/10 | Fort +5 ,Ref +1, will +6 | Perception + 7 | Ini +1

Gender

female

Size

medium

Age

20

Alignment

NG

Deity

Desna

Location

Damara

Languages

Common

Strength 8
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 18
Charisma 18

About Freya Bjorn

Data:

Name: Freya
Race: Aasimar (Rostlander)
Job:
Age: 20
Alignment: NG
Personality: Inquisitive, Sarcastic, Helpful
Likes: Solving Problems, Riddles, Helping People M
Dislikes: Unsolved problems, unfair treatment of clients
Favorite foods: died fried vegetables surrounding a veal steak
Hobbies: Pipe, solving cases, chelish opera
Physical Description: Olive Skin, long braided hair, green eyes,
Deity: Desna
Languages: Common,

Rendering:

25 point buy for stats
Stat point distribution:
STR: 08 = -2
DEX: 12 = 2
CON: 14 = 5
INT: 10 = 0
WIS: 16 = 10 (+2 Aasimar Bonus) (18)
CHA: 16 = 10 (+2 Aasimar Bonus) (18)

Combat:

Hit Points: 10 / 10
Init: +1
Spear +1 1d8 19-20/x2 70ft
Battle aspergillum +0 1d6 20/x2
Attack:
Melee: 1 = 0(base) - 1(STR);
Range: 3 = 0(base) + 1(DEX);
CMB: 1 = 0(base) - 1(STR);
CMD: 10 =10 + 1(base) - 1(STR) + 1(DEX);

AC:
AC: 15 = 10 + 2(Armour) + 1(Shield) +1(Dex);
Touch: 12 = 10 +2(Dex);
Flat: 13 = 10 + 2(Armour) + 1(Shield);

Saves:
Fort: 5 = 3(base) + 2(CON);
Ref: 2 = 0(base) + 2(DEX);
Will: 7 = 3(base) + 4(WIS);
Immune:


Class Traits:

Weapon and Armor Proficiency:
Herald Callers are proficient with all simple weapons and light armor. Herald Callers are also proficient with the favored weapon of their deity.

Aura (Ex):
A Herald Callers 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 Herald Caller 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 Herald Caller 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).

Herald Caller s 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 Herald Caller 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 Herald Caller 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 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.

Domains:
A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A herald caller chooses one domain 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.

The 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 her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action.

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.
Dimensional Hop (Sp):
At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
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).

Evil, 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
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. This ability alters the cleric’s domains and armor proficiencies.

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 Priests on page 30), 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 (see pages 292–293 of Pathfinder RPG Bestiary 2 for more information on these simple templates).

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 on page 146 of the Pathfinder RPG Advanced Class Guide). At 8th level, she gains Superior Summoning (Pathfinder RPG Ultimate Magic 157) as a bonus feat.


Racial Traits:

+2 Wisdom, +2 Charisma:
Aasimars are insightful, confident, and personable.
Scion of Humanity
Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Medium:
Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed:
Aasimars have a base speed of 30 feet.
Darkvision:
Aasimars can see in the dark up to 60 feet.
Skilled:
Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability:
Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Celestial Resistance:
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages:
Aasimars begin play speaking Common. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Skills,Feats,Traits:

Feats:
Summon Good Monster
Benefit:
When casting summon monster, you also gain access to the list of good monsters listed here. Your righteous determination grants these summoned creatures the Diehard feat. You may still summon creatures from the standard list, but without the Diehard feat.
Traits:
Celestial Contact
Cast good spells at +1 C level
Rostlander
Skills:
Herald Caller 4+INT = 4 * 1 = 4 +2 BS
ACP = - 1 //Armour Check Penalty
Acrobatics: 0 = 0 + DEX Mod + 0 - ACP;
*Appraise: 0 = 0 + INT Mod + 0;
Bluff: 4 = 0 + CHA Mod + 0;
Climb: 0 = 0 + STR Mod + 0 -ACP;
*Diplomacy: 12 = 1 + CHA Mod + 3+2racial +2 circ;
Disable Device: NA = 0 + DEX Mod + 0;
Disguise: 2 = 0 + CHA Mod + 0;
Escape Artist: 0 = 0 + DEX Mod + 0 - ACP;
Handle Animal: 2 = 1 + CHA Mod + 3;
*Heal: 8 = 1 + WIS Mod + 0;
Intimidate: 6 = 0 + CHA Mod + 0 +2 circ;;
Know(Arcane): 0 = 0 + INT Mod + 0;
Know(Dung): 0 = 0 + INT Mod + 0;
Know(Engin): 0 = 0 + INT Mod + 0;
Know(Geo): 0 = 0 + INT Mod + 0;
*Know(Hist): 0 = 0 + INT Mod + 0;
Know(Local): 0 = 0 + INT Mod + 0;
Know(Nature): 0 = 0 + INT Mod + 0;
*Know(Nobility): 0 = 0 + INT Mod + 0;
Know(Planes): 0 = 0 + INT Mod + 0;
*Know(Religion): 4 = 1 + INT Mod + 3;
*Linguistics: 0 = 1 + INT Mod + 0;
+Perception: 6 = 0 + WIS Mod + 0 +2rac
Ride: 0 = 0 + DEX Mod + 0 - ACP;
*Sense Motive: 8 = 1 + Wis Mod + 3
Sleight of H.: 0 = 0 + DEX Mod + 0 - ACP;
*Spell Craft: 0 = 0 + INT Mod + 0;
Stealth: 0 = 0 + DEX Mod + 0 - ACP;
Survival: 9 = 2 + WIS Mod + 3;
Swim: -1 = 0 + STR Mod + 0 -ACP;
Use Magical D.: 4 = 0 + CHA Mod + 0;

Spells:

DC = 10 + 3 + Level
Orisons:
Create Water Guidance, light
Level-1: 1 + 1(Wis)+1Domain
Level-1:
Cure light wounds, Entangle, Goodberry

Equipment:

Armor: Parade Armor
Weapons: Longspear,
sling with 10 bullets.
Combat Gear
Other Gear: Backpack, bedroll, belt pouch, candles (5), chalk (5 pieces), flint and steel, holy symbol (wodden), mess kit, soap, spell component pouch, trail rations (5 days), waterskin, 4 sp.
Healers Kit. 50 gp
6 doses spirit of wine 3gp
Flask of acid x2 20gp
Pot of honey 2gp
Flask of whiskey x2 20gp
Total Weight: 67 lbs. (39-1/4 lbs. for a Small character).
Pen and ink
--Weight:20

Special Substances and items:
Clothes: (free gp)
Outfit, Traveler’s *1 (free lb each)

Weight Total:20.5 + 8(Clothes)
Light: 76, Med: 153, Heavy: 230

--Weight: 58

Cash:
0 Platinum
0 Gold
4 Silver
0 Copper

Appearance:

Freja is a young woman of 21 winters, with long, honey - colored hair and green emerald colored eyes. She has long strong hands with neatly trimmed short fingernails. A blue stripe is tattood over her left eye.

Backstory:

Freya has been living in Rostland all her live. Born from a varisian mother and a wandering cleric of Desna, she joined the punting folk, traveling all up and down the river kingdom. Every second month at a different town or barony. A few months ago, she managed to aid a certain swordlord, working as a goodwive to his wive. It was a very hard birth, but mother and children survived and the grateful swordlord offered her a chance for an adventure par non. To explore the stolen lands, a task Freya can´t resist.
While she isn´t the strongest fighter, her magic is mighty and she is a trained negotiator.


THE PLEDGE:

I will not PvP!
I will keep player and character knowledge seperate!
I will post at least 3 times between Monday and Friday and 1 time during the weekends. (If I cannot make this, I must let us know)
I will respect the GM's and each other's time and the fact that we all have real lives too.
Addition:
I know that this is a game and the idea of a game is to have fun