Callous Rake

Gerold's page

128 posts. Alias of Void Dragon.


Full Name

Gerold The Timeless

Race

Human

Classes/Levels

Oracle 5 Souleater 3 | AC:19 FF: 13 Touch: 16 | Saves: Fort: +4 Ref: +6 Will: +6 | Perception: +7 | Sense Motive +7 | Init: +3 | HP: 36/52 | CMB: 5 | CMD: 18

Gender

Male

Size

Medium

Age

20

Alignment

NE

Deity

Charon

Languages

Abyssal, Common, Infernal

Occupation

Heal-Bot, and Badtouch

Strength 12
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 8
Charisma 22

About Gerold

Mystery Time
Deity Charon
Initiative +3 (+3 DEX)
Senses
Concentration +11
Perception +7

XP

==Defense==
AC 19 Touch AC 13 Flat-Footed AC 16 (+3 Dex, +6 Armor)
HP 52
Fort +4, Ref +6, Will +6
Soul Pool: 0/7
==Offense==

Speed 30ft (20 ft in armor)
Melee Dagger Attack +5 (19-20x2) Damage 1d4+1 Type P or S Range 10ft
Melee Light Mace +2 Attack +5 x2 Damage 1d6+2 Type B
Melee
Melee
Melee
Ranged Light Crossbow Attack +7 (19-20 x2) Damage 1d8 Type P Range 80ft Ammunition Bolts (10)

BAB: +4, CMB: +5, CMD: 18

Spells Known and Spells Per Day:

Spells Known

Bonus Spells (and at what level learned): memory lapse (2nd), gentle repose (4th), sands of time (6th), threefold aspect (8th), permanency (10th), contingency (12th), disintegrate (14th), temporal stasis (16th), time stop (18th).

0: (7) Detect Magic, Mending, Create Water, Virtue, Read Magic, Enhanced Diplomacy, Spark

1st: (4 + cure spells +2 FC) Cure Light Wounds, Shield of Faith, Inflict Light Wounds, Memory Lapse, Ant Hual, Infernal Healing, Sanctify

2nd: (2 + cure spell) Cure Moderate Wounds, Gentle Repose, Cat's Grace, Eagle's Splendor, Spear of Purity

3rd: (1 + cure spell) Cure Serious Wounds, Sands of Time, Bestow Curse, Channel Vigor

Spells per Day

1st: 8 (6 class +2 CHA) DC:17

2nd: 8 (6 class +2 CHA) DC:18 (1 used)

3rd: 5 (4 class +1 CHA) DC:19

Favored class benefits: 3 HP, 2 Human Variant, 0 Skills

Skills:

Ranks: ( Class + Skilled)
Acrobatics +
Appraise +
Bluff* +14 (4 ranks, 6 Cha, 3 class, 1 trait)
Climb +
Craft* +
Diplomacy* +10 (1 rank, 6 Cha, 3 class)
Disable Device +
Disguise +
Escape Artist +
Fly* +
Handle Animal +
Heal* +
Intimidate +
Knowledge (arcana)* +
Knowledge (dungeoneering) +
Knowledge (engineering) +
Knowledge (history)* +
Knowledge (local)* +
Knowledge (nature) +
Knowledge (nobility) +
Knowledge (planes)* +11 (5 rank, 3 class, 3 skill focus)
Knowledge (religion)* +4 (1 rank, 3 class)
Linguistics +2 (2 ranks)
Perception* +8 (6 ranks, -1 Wis, 3 class)
Perform +
Profession* +
Ride +
Sense Motive* +8 (6 ranks, -1 Wis, 3 class)
Sleight of Hand +
Spellcraft* +9 (6 ranks, 3 class)
Stealth +
Survival +
Swim +
Use Magic Device* +13 (4 ranks, 6 Cha, 3 class)
*Class Skill
Languages: Abyssal, Common, Infernal

Feats & Traits:

Feats

lvl 1:Spell Focus (Conjuration)

HBF: Augment Summoning

lvl 3: Superior Summoning

lvl 5: Craft Wondrous Item

lvl 7: Skill Focus (Knowledge: Planes)

Traits
Human Traits
+2 to one ability score
Medium Sized
Normal Speed
Bonus Feat
Skilled

Taken Traits

Fast-Talker
Benefit: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Dealmaker
Benefit: Once per week, when looking for an item with a price greater than the local community’s base value (see page 461 of the Pathfinder RPG Core Rulebook), make a DC 10 Diplomacy check; add 10 to the DC for each community size category between the current community and the community size with a base value sufficient for that item. Success means (with GM approval) you’re able to sell or purchase that item as if the local community were of sufficient size. Each additional attempt (successful or otherwise) in that community increases the DC by an additional +10. Example: If you’re trying to find a +1 cloak of resistance (1,000 gp), you’d normally need to be in a small town (base value 1,000 gp) or larger to be able to find that item with little trouble. If you’re currently in a hamlet, that’s two community sizes away from a small town, so the Diplomacy DC is 30. If you went to a village and asked there, the DC would only be 20 because it’s only one community size away from a small town.

Curse:

Legalistic

Source Pathfinder Player Companion: Blood of Fiends

Effect

Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.

At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.

At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.

At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.

Class Abilities:

Revelations

Aging Touch (Su): Your touch ages living creatures and objects. As a melee touch attack, you can deal 1 point of Strength damage for every two oracle levels you possess to living creatures. Against objects or constructs, you can deal 1d6 points of damage per oracle level. If used against an object in another creature’s possession, treat this attack as a sunder combat maneuver. You can use this ability once per day, plus one additional time per day for every five oracle levels you possess.

Temporal Celerity (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Energy Drain (Su): At 2nd level, a souleater gains the energy drain ability. By making a touch attack as a standard action, she bestows one negative level on the target (two levels on a critical hit). The souleater gains 5 temporary hit points for each negative level she bestows on an opponent. These temporary hit points last for a maximum of 1 hour. The DC to remove this negative level is 10 + the souleater’s class level + her spellcaster ability modifier. At 6th level, this touch attack bestows two negative levels (four on a critical hit).

Soul Pool (Su): At 2nd level, a souleater gains a pool of soul points, stolen life energy she can use to accomplish unnatural feats. The number of soul points in the pool begins at 0 and only increases when the souleater uses her energy drain ability on a suitable target. A souleater gains 1 soul point for each negative level bestowed by her energy drain, but only if the target’s soul qualifies as at least an “animal spirit” with Hit Dice equal to or greater than the souleater’s class level, a “basic soul,” or something more powerful/notable (see The Soul Trade). The maximum number of soul points a souleater can have in her pool is equal to 1/2 her class level plus her spellcasting ability modifier; any points above this are wasted. Note that soul points are fragments of souls and do not prevent a slain creature from being raised.

A souleater can use soul points for the following:

Item Creation: A souleater can use soul points as part of crafting magic items, as described in the Using Souls sidebar. Each counts as a basic soul toward this purpose.

Recharge staff: This works like recharging a staff in the normal manner, but instead of spell slots, the souleater expends soul points equal to the spell level needed.

Recover Spell Slot: As a full-round action, a souleater can expend soul points equal to twice the spell level of a cast spell or used spell slot in order to regain that spell or slot as if it had not been cast (similar to using a pearl of power, except it also works for spontaneous casters).

Replace Familiar: A souleater can replace her slain cacodaemon familiar at any time by spending 1 hour and 10 soul points in a specialized ritual.

Summon Cacodaemon (Sp)

At 3rd level, once per day, a souleater can summon 1d3 cacodaemons, which serve her for 1 minute per souleater class level. This ability otherwise counts as greater summon cacodaemon.

Equpiment:

Oracle's Kit 5 GP 13 lbs.
Bedroll (part of kit)
Belt Pouch (part of kit)
Candles (10) (part of kit)
Flint and Steel (part of kit)
Iron Pot (part of kit)
Mess Kit (part of kit)
Soap (part of kit)
Torches (10) (part of kit)
Trail Rations (5 days) (part of kit)
Clerics Vestments 0 GP 6 lbs.
Light Crossbow 35 GP 4 lbs.
Bolts(10) 1 GP 1 lbs.
Dagger 1 GP 1 lbs.
Light Mace +1 2305 GP 4 lbs.
Headband of Alluring Charisma +2 2000 GP
Belt of Incredible Dexterity +2 2000 GP
Angelskin Mountain Pattern 2250 GP 40 lbs (+6 Armor, +3, Max Dex –3 ACP, 20 ft)
Ring of Sustenance (2000 GP)
Handy Haversack 2000 GP 5 lbs.
Cloak of Resistance +1 1000 GP 2 lbs.
Potion of CLW
1269 GP SP CP

Weight Load:

Light Load 43 lbs. or less
Medium Load 44–86 lbs.
Heavey Load 87–130 lbs.
Lift Over Head 130
Lift Off Ground 260
Drag or Push 650
Current Weight
73 lbs. (20 lbs. in Haversack)

Backstory/Personality:

Backstory
Gerold grew up the way most people did. he had a mother, a father, three brothers, and a demon servant. It was in this loving household that a very calculating child grew up. He learned from an early age to never ask for help, but alway give it when asked. This allowed him to look down upon others from a postion of power. Dealing with many of his family members debts (that he had created) Gerold found himself on the rise becoming the new head of the family. Of course his brothers didn't like that one bit. They hired a traveling Sorcerer to help them out. He went to the little home, and called upon his blood to curse Gerold with death, but a small wording of the wish allowed Gerold to escape its wrath becuase he had already pledged his soul to something darker. For Gerlod was not content to see just his enemies wither away. He had a growing desire to see everyone wither away. The only ones who could do that were daemons, and only one offered immortality (of a sorts). Gerold had sold his soul into service of Charon the Lord of Time. Gerold was a fresh addition to a dying cult and was welcomed by his neew god. He was granted powers to serve his new lord, but always felt the shackles of the curse his brother had layed upon him. When he found out what his brothers had did he smiled and simply locked them up in an insane asylum. He would laugh as he thought on how they would die in there perfectly protected until father time could claim them. With his brothers defeated Gerold felt a new sense of fun. He wanted to see more people get put into these situations. He left off at once to try and make everyone's life like his brothers. Dule and listless until the end. He does have a few questions though. Who was that sorcerer? His brothers didn't have a lot of money. Most of it was controlled directly by him. He was going to kill that person defiantly.

Personality
Gerold is very charming to everybody he meets. He is always willing to help out no matter the problem. Of course, this comes out of his sense of superiority to everyone else. He believes that he is Charon's gift to everybody and they should treat him like it. He listens to others only so that they will listen to his ideas. He is not about stealing someone else's idea if it is much better. He also has a short temper with people who ignore him.

Familiar:

Cacodaemon CR 2
NE Tiny outsider (daemon, evil, extraplanar)
Init +4; Senses darkvision 60 ft., detect good, detect magic; Perception +7

DEFENSE
AC 19, touch 12, flat-footed 19 (+7 natural, +2 size)
hp 19 (3d10+3); fast healing 2
Fort +2, Ref +5, Will +4
DR 5/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10

OFFENSE
Speed 5 ft., fly 50 ft. (perfect)
Melee bite +6 (1d4+1 plus disease)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks: soul lock
Spell-Like Abilities (CL 6th; concentration +7)
Constant—detect good, detect magic
At will—invisibility (self only)
3/day—lesser confusion (DC 12)
1/week—commune (CL 12th, six questions)
STATISTICS
Str 12, Dex 11, Con 13, Int 8, Wis 13, Cha 12
Base Atk +3; CMB +1; CMD 12
Feats Improved Initiative, Lightning Reflexes
Skills Bluff +7, Fly +18, Knowledge (planes) +5, Perception +7, Stealth +14
Languages Abyssal, Common, Infernal; telepathy 100 ft.
SQ change shape (2 of the following forms: lizard, octopus, small scorpion, venomous snake, polymorph)

SPECIAL ABILITIES
Disease (Su)

Cacodaemonia: Bite—injury; save Fortitude DC 12; onset 1 day; frequency 1/day; effect 1d2 Wisdom damage, cure 2 consecutive saves.
In addition to the normal effects of the disease, as long as a victim is infected, the cacodaemon can telepathically communicate with the creature over any distance (as long as they remain on the same plane).

Soul Lock (Su)

Once per day as a full-round action, a cacodaemon can ingest the spirit of any sentient creature that has died within the last minute. This causes a soul gem to grow inside of the cacodaemon’s gut, which it can regurgitate as a standard action. A soul gem is a fine-sized object with 1 hit point and hardness 2. Destroying a soul gem frees the soul within, though it does not return the deceased creature to life. This is a death effect. Any attempt to resurrect a body whose soul is trapped in a soul gem requires a DC 12 caster level check. Failure results in the spell having no effect, while success shatters the victim’s soul gem and returns the creature to life as normal. If the soul gem rests in an unholy location, such as that created by the spell unhallow, the DC of this caster level check increases by +2. The caster level check DC is Charisma-based.

Any evil outsider can, as a standard action, ingest a soul gem. Doing so frees the soul within, but condemns it to one of the lower planes (though the soul can be returned to life as normal). The outsider gains fast healing 2 for a number of rounds equal to its Hit Dice.

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.