Kutholiam Vuere

Gavin Soleques's page

1,031 posts. Alias of JoeLudwick.


Full Name

Gavin Soleques

Classes/Levels

Cleric 13 (Theologian) HP:149/149 AC:28 TO:17 FF:23 F:15 R:13 W:19 Percept:+30 Sense Motive:+28 Init:+7 Fire Resist:20 CMD:16 Active effects: . mailbox paid until Tower day:63

Age

54

Alignment

L/G

Deity

Sarenrae

Strength 10
Dexterity 20
Constitution 16
Intelligence 14
Wisdom 24
Charisma 17

About Gavin Soleques

Daily abilities:

Channel Energy (7d6) 6/day (0 used)
firebolt (8/day) 1d6+5 damage. range 30'.
Elemental rod, lesser (3/day)
Selective rod, lesser (3/day)0 used
Dancing lights (3/day)
Quick runners shirt (1/day)
1st—bless (1/day)
2nd—shield other(1/day)
3rd—prayer(1/day)
4th—imbue with spell ability(1/day)
5th-Telepathic bond (1/day)
Hero's Feast (1/day) used
Studied target
Mythic power (9/day)(0 used)

Theologian stuff:

Focused Domain
A theologian chooses only one domain from her deity’s portfolio rather than the normal two domains. All level-dependent effects of the granted powers from the theologian’s domain function as if she were two cleric levels higher than her actual cleric level. This does not allow her to gain domain-granted powers earlier than normal. A theologian can prepare domain spells using her non-domain slots. She cannot use her spontaneous casting ability on domain spells, even if they are prepared in non-domain slots.
In all other respects, this works like and replaces the standard cleric domain ability.
Domain Secret (Ex)
At 5th level, the theologian chooses one domain spell. That spell becomes permanently modified with one of the following metamagic feats: Bouncing Spell, Disruptive Spell, Ectoplasmic Spell, Enlarge Spell, Extend Spell, Focused Spell, Intensified Spell, Silent Spell, Still Spell.
This metamagic feat does not increase the level of the spell. Once chosen, this modification cannot be changed. The domain specialist need not have the metamagic feat to apply it to a spell using this ability. At every 5 levels after 5th, the domain specialist may choose an additional domain spell to modify in this way. She cannot modify the same spell more than once.
intensified fireball and burning hands.

About Gavin (background):

Gavin is an old man, well past his prime. He prefers to spend his time sipping tea and watching children play. A good book and a sunny day are enough to please the gray bearded servant of Sarenrae. But it wasn't always that way.....

In his youth, Gavin was a fierce proponent of his Goddess. Seeking out the faithless masses and cleansing them with holy fire. A zealot among zealots. Word of his deeds spread far and inspired fear, until one day. While 'cleansing' some thugs in an alley, Gavin's rage set a nearby building ablaze. The ensuing fire left dozens dead or injured and saw Gavin imprisoned for 8 years. During that time, Gavin meditated and prayed without ceasing. Upon his release, he was no less passionate, but more well tempered.

Gavin spent years traveling and serving where he could. Serving nobles and peasants alike, he moved across much of Tengwar and Svenik. After a few years of nomadic adventure, Gavin settled in Atlaean, finding its poor to be underserved.

Living a comfortable, semi-retired, small town life, Gavin began to be plagued by a recurring dream. In his dream, a shadowy figure is surrounded by demonic eyes, glowing red in the distance. As they draw nearer to the figure, his cloak flies back, revealing hundreds of bright white eyes shining brilliant white light at the foul creatures pushing them back to the shadows, but the end is always the same. Alone and surrounded, the hero is eventually overrun.

Weeks after the first of these dreams, a wanderer calling himself 'The Witness' passed through town, and Gavin knew his days of rest were over. Packing his bags he quietly followed the man out of town. When The Witness stopped and looked back at him, Gavin tipped his hat, "I'm Gavin, but you already knew that." and without another word, the two left the small hamlet behind, headed who knows where...

About Gavin (appearance):

Gavin is a tall old man, made taller by his pronounced, confident walk. His hair and beard have grayed, and his voice is deep and graveled, but his eyes still glow red and gold, as if on fire. He is spry for a man his age, but strength seems to have left him years ago. He wears a short sword on his hip, but carries a walking stick. Gavin wears a bright yellow vest over whatever other garments (or armor) he has.

Equipment:

Belt with diplomacy +4
Amulet, Armillary (2,500) (+5 spellcraft)
mithril breastplate(4350)
Quick runners shirt (1000)
Handy haversack (2000)
Bag of holding type 1
muleback cords (1000)
Mithril heavy shield (1170)
short sword (310)
Trueseeing eye ointment (1 dose)
Rod, elemental, lesser (3,000)
Rod, selective, lesser (3,000)
6,683gp
(+300gp at mercantile)

ring of tarnished friendship:

Ring of Tarnished Friendship
This simple, ironwood ring is bound to one of the tarnished descendants of the dragongod, Alvorex. It grants the wearer a +2 natural armor bonus, resistance 10 against acid and cold, a +4 racial bonus to saves against sleep or paralysis, a +2 competence bonus to Charisma based skill or ability checks when dealing with creatures of the dragon type, and a (non-magical) +2 circumstance bonus to diplomacy or intimidate checks when interacting with any descendant of Alvorex who has recognized the ring. These rings must be activated by the blood of a tarnished creature and their magic fades over time if they are not periodically refreshed.

Upon the wearer’s death, a Ring of Tarnished Friendship teleports itself back to the Ironwood storage box from which it was removed.

saves:

Fort:12 (base 8, +2 fort, +3 resist)
Ref:10 (base 4, +5 dex, +3 resist)
Will:16 (base 8, +6 wis, +3 resist)

Skills:

skills:6 (2 class +2 Int +1fc +1 human)
Know rel. +10 (5 rank +2 int +3 class)
spellcraft +29 (13 rank +2 int +3 class +6 skill focus)
sense motive +23 (13 rank +7 wis +3 class)
diplomacy +28 (13 rank, +3 class, +2 Cha, +6 skill focus, +4 item)
Perception +30 (13 rank +7 wis +4 class +6 skill focus)
UMD +19 (13 rank +2 cha +4 class skill)
Heal +15 (5 ranks +7 wis +3 class)
know. arcana +9 (4 ranks +2 int +3 class)
background skills:
linguistics +14 (9 ranks, +2int, +3 class)
kn. geo +11 (9 ranks, +2int)
kn. nobility +11 (6 ranks, +2int, +3 class)

Languages:

Common
Tengwae
Svenik
Tel-Aeth
Giant
Celestial
Infernal
Abyssal
Auran
Elven
Draconic

Cleric spells:

CANTRIPS:4
Create water-1
Detect Magic-1
Detect Poison
Guidance
Light-1
Mending-1
read magic

FIRST:7
Cure light wounds
Bless
Command
Comprehend Languages-1
Detect evil
Endure Elements
Enhance water-5
Remove Fear
Shield of Faith
[D]Burning hands-1

SECOND:7
Cure Moderate Wounds
Aid
Bears Endurance
Bulls Strength
Hold Person-1
Resist energy
Shield other-1
Zone of truth
Enhance water-4
[D]Produce flame-1

THIRD:7
Blessing of the mole-1
communal resist energy-1
Cure Serious Wounds
Create Food and Water
Daylight-1
Dispel Magic-1
Invisibility Purge
Prayer-1
Protection from Energy
Remove Curse
Water Breathing
Wind Wall
[D]Fireball(modified with intensify)(14d6 dc20)-2

FOURTH:6
blessing of fervor
communal protection from energy
Cure Critical Wounds
Chaos Hammer
death ward
Dimensional anchor
Freedom of Movement
Neutralize Poison
Restoration-1
Sending-3 (1 used)
Tongues-1
[D]Wall of fire
[d]intensified fireball-1

FIFTH:5
Angelic Aspect-1
Atonement
Bone shatter
Breath of life
Burst of glory-1
Greater command-1
Cleanse
Flame strike
Raise dead
Spell resistance
Communal tongues-1
True seeing
Wall of stone
[D]Fire shield
[D]Intensified fireball-1

SIXTH:4
Chains of light-1
Greater dispel magic
Heal
Hero's Feast
Mass planer adaptation
Planer ally
Source Severance
Summon monster VI
Wind walk-2
Fire seeds-1

SEVENTH:3
Ethereal jaunt
Holy Word-1
Planer refuge
Regenerate
Greater scrying-1
Summon monster 7-1
Elemental body 4

Bard spells:

0TH:6
sift
mage hand
open-close
detect magic
light
read magic

FIRST:5 (0 used)
Timely Inspiration
Anticipate Peril
Expeditious Retreat
Featherstep
Heightened Awareness
unseen servant

SECOND:5 (0 used)
Acute Senses
Heroism
Perfect Placement
Gallant Inspiration
Honeyed Tongue

THIRD:4 (0 used)
Mass Featherstep
Good Hope
Communal Tongues
Overwhelming Greif

FOURTH:3 (0 used)
Dimention Door
Greater Invisibility
Foretell failure
Break enchantment

FIFTH:1 (0 used)
Foe to Friend
Greater Heroism

Feats:

1. Skill focus-perception
H. spell focus-evocation
3. spell specialization-fireball
5. scribe scroll
7. mage's tattoo (evocation)
8. skill focus-spellcraft
9 craft rod
11. skill focus diplomacy
13.Persistant Spell

Combat:

AC 28 [10base +5 dex,+8 armor, (+2 shield), +2 deflection,+2 ROTF, +2 toughening]
FF:22
Touch:17
HP:136
AB:+14/+9
DMG:1d6+2
BAB+9/+4
initiative:+5
Fire resist 20

Fire Domain:

Granted Powers
Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.
Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

Traits:

Dangerously curious- +1 umd and class skill

Seeker-perception +1 and is a class skill

Scrolls:

1ST
ant haul-3
comprehend languages-2
know the enemy-2
remove fear-2

2ND
ant haul, communal-1
calm emotions-1
ironskin-1
communal protection from evil-3
aid-2
greater detect magic-1
communal endure elements-2
remove paralysis-2
resist energy-2
lesser restoration-1
shield other-2
align weapon-1

3RD
daylight-1
water breathing-1
remove blindness/deafness-1
remove curse-2
remove disease-1
communal resist energy-1
invisibility purge-1
blessing of the mole-2

4th
communal protection from energy-1
sending-0

6TH
reach, breath of life-1

Crafting:

To create magic items, spellcasters use special feats which allow them to invest time and money in an item’s creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with. The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item.
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item’s creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites.
While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.
Magic supplies for items are always half of the base price in gp. For many items, the market price equals the base price. Armor, shields, weapons, and items with value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies), but it does increase the final market price.
In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs. The cost to create these items is the magic supplies cost plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.
The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item’s base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item’s base price (or fraction thereof) by increasing the DC to create the item by 5.
The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours’ worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).
A character can work on only one item at a time. If a character starts work on a new item, all materials used on the under-construction item are wasted.

At-a-glance crafting modifiers:

8 hours of good crafting=1,000gp of market value.

Up to 4 hours of crafting (that counts as 2hrs) per day when traveling.

-5 penalty to check to double crafting progress for the day.

Up to 8 hrs per day in calm, non-travel conditions.

Up to 8hrs per day in distracted conditions (that counts as 4)

ABP:

+4 wis
+4 dex
+2cha
+2con

Seekers Seal:
Seeker’s Seal
[campaign]
You bear the Seeker’s Seal upon your body. After signing the Bookkeeper’s ledger the seal appeared on your skin (at a location of your choosing) in a wave of magical energy. The seal looks like a dull gray tattoo of three concentric pentagrams inscribed by a circle, about 4 inches across. At will, you can focus on the seal as a full-round action in order to use know direction as a spell-like ability with a caster level equal to your character level, however, doing so does not reveal which direction is north. Instead, using this ability will reveal the direction to either the Tower of Ages or the nearest Anchor. You must choose before using this ability which of the two you are orienting yourself towards.

first attunement:

Ideal- (community) You gain its granted powers as a cleric of your character level. In addition, you gain the ability to use each of its domain spells as a spell-like ability 1/day, beginning when your character level equals twice its spell level. All of the save DCs, number of daily uses, and other attribute-related variables use your Int instead of Wis.

Marko's bounty (group loot):

POTIONS
cure light woundsx3
lesser restoration

second attunement:

Awareness- Completing the second attunement has awakened your senses in a way that allows you to better recognize, and exploit, openings in your enemies’ defenses. You gain the Studied Target ability as a slayer of your character level. The bonus to saving throw DCs provided by this ability applies to any spells or abilities you use, but not to effects generated by magic items.

A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

Mythic Attunement:

Hierophant
+4 hp
Divine surge= inspired spell
path ability= display of charisma
hard to kill
surge 1d6
mythic power 5/day
feat= extra mythic power
amazing initiative
path ability= Overflowing Grace