Rohkar Cindren

Horillo's page

264 posts. Alias of Deevor.


Full Name

Horillo of Tarns Crossing

Race

Human

Classes/Levels

Cleric(Hidden Priest) of Erastil/3

Gender

Male

Spoiler:
HPs 18/18 AC 16/FF13/T13 Saves: F+3, Ref +4, W+6 +1Illusion, Perc +10 Init +3(+5 in surprise)

Size

5' 10''

Age

18

Alignment

NG

Deity

Erastil

Location

Kintargo

Languages

Common

Occupation

Apprentice Fletcher and Blacksmith/Weaponsmith

Strength 10
Dexterity 17
Constitution 10
Intelligence 10
Wisdom 16
Charisma 13

About Horillo

Horillo craft alchemy, herolab, level3:

Horillo
Male human cleric (hidden priest) of Erastil 3 (Pathfinder Campaign Setting: Inner Sea Magic)
NG Medium humanoid (human)
Init +3; Senses Perception +10
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 18 (3d8)
Fort +3, Ref +4, Will +6; +1 trait bonus vs. illusion effects
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4/19-20) or
. . longspear +2 (1d8/×3)
Ranged longbow +5 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks channel positive energy 4/day (DC 12, 2d6)
Cleric (Hidden Priest) Spells Prepared (CL 3rd; concentration +6)
. . 2nd—feather fall[D], lesser restoration, silence (DC 15)
. . 1st—bless, calm animals[D] (DC 14), divine favor, protection from evil
. . 0 (at will)—detect magic, light, read magic, stabilize
. . D Domain spell; Domains Community (Family[APG] subdomain), Animal (Feather[APG] subdomain)
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 10, Int 10, Wis 16, Cha 13
Base Atk +2; CMB +2; CMD 15
Feats Point-Blank Shot, Precise Shot, Rapid Shot
Traits fast-talker, pattern seeker
Skills Acrobatics +0 (-4 to jump), Bluff +6, Craft (alchemy) +7, Craft (blacksmith) +6, Handle Animal +2, Knowledge (religion) +4, Perception +10, Sense Motive +9
Languages Common
SQ binding ties, false arcanist
Combat Gear cold iron arrows (50); Other Gear hide shirt, arrows (85), dagger, longbow, longspear, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Erastil)[UE], masterwork blacksmithing tools, masterwork tool, mess kit[UE], pot, soap, spell component pouch, tattoo holy symbol of Erastil - lower arm[UE], torch (10), trail rations (5), travelling formula book[UE], waterskin, wooden holy symbol of Asmodeus
--------------------
Special Abilities
--------------------
Binding Ties (3 rounds, 6/day) (Su) Transfer touched ally's condition to self, they are immune while you bear it.
Cleric (Hidden Priest) Domain (Family)
Cleric (Hidden Priest) 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).
Cleric Channel Positive Energy 2d6 (4/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
False Arcanist +1 (Ex) Gain +1 bonus on some skill checks; disguise divine spellcasting as other type with a skill check.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
--------------------
Description:
Horillo face is kind and friendly, untidy shoulder length black hair frames a ruddy face, weathered despite the mans' young age.

--------------------
Horillo's early life was simple, the son of a farm worker on the Lord Tarn's estate, outside the town of Kintaro. He was recognised as special by those who gave nourishment and healing to the poorer families on the estate. Perran, the unassuming follower of Erastil took Horillo under his wing and taught him the tenants of the old god, the nourishment of the family and community. Horillo listened and slowly Erastil listened to his pleas, and prayers were answered. For the life outside the city gates for peasants and nobles alike was not so stifled by the oppressive march of the Asmodian faith.

Perran taught the young man both the words of Erastil and his actions, the bow that now rests in Horillo's hand, has taken a holy stag in Erastil's name. The right of passage for a chosen of Erastil.

It was peaceful and tranquil, until the day the Lord Tarn's estate was repossesed. The estate worker's families forced into Kintero to seek an end to starvation, homelessness and hopelessness. Once in Kintero the family started to find work and a room to stay. But the tyranny of Asmodeus was enforced with greater force and law. The other gods were denied their rightful places of worship, so Horillo became more used to hiding his faith in the goodness of man. The more he resented the life he was forced to lead, something had to change, and change soon. The alignment of the stars, the way the ground baked in the sun, all these were signs, were the patterns of life that foretold of troubles ahead. Of rebellion in the air....

1) Where/how are you living in Kintargo? (Doesn't have to be a specific location, but it can. If not specific, what part of town at least) Currently living in Old Kintago, one room tenement with his family, parents and sister. His father works in the salt works, they live fairly close to that place.

2) What do you do for a living? Is an apprentice training to be a weaponsmith, making bows and fletching arrows.

3) Do you have any ties to the community, any locals you frequent, any groups you are/want to be a part of? Has worked at Olmer Smithy as part of his apprenticeship. Has provided some healing and help to those in the Iudeimus Tenements and Devils Nursery, in following Erastil's command to community and the family, even in the bleakest conditions. Has contacts with the Songbird Hall as the place that allows him to offer Erastil the gift's of his service. The clerics of Shelyn help in his education of prayer and his dedication to Erastil.

4) If you take a drawback, why does your character have that drawback? Not taking a drawback

5) Do you have any family/relationships in Kintargo?
As above, Father works in Salt Works, Mother does cleaning at the Three Legged Devil Dance Hall. Sister looks after home, she is 12 years old and has some education.

Horillo with craft alchemy, herolab level2:

Horillo
Male human cleric (hidden priest) of Erastil 2 (Pathfinder Campaign Setting: Inner Sea Magic)
NG Medium humanoid (human)
Init +3; Senses Perception +9
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 13 (2d8)
Fort +3, Ref +3, Will +6; +1 trait bonus vs. illusion effects
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +1 (1d4/19-20) or
. . longspear +1 (1d8/×3) or
. . masterwork heavy mace +2 (1d8/x2)
Ranged longbow +4 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks channel positive energy 4/day (DC 12, 1d6)
Cleric (Hidden Priest) Spells Prepared (CL 2nd; concentration +5)
. . 1st—bless, calm animals[D] (DC 14), Protection from Evil (+1 after prayer)
. . 0 (at will)—detect magic, light, read magic, stabilize
. . D Domain spell; Domains Community (Family[APG] subdomain), Animal (Feather[APG] subdomain)
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 10, Int 10, Wis 16, Cha 13
Base Atk +1; CMB +1; CMD 14
Feats Point-Blank Shot, Rapid Shot
Traits fast-talker, pattern seeker
Skills Acrobatics +0 (-4 to jump), Bluff +6, Craft (alchemy) +7, Knowledge (religion) +4, Perception +9, Sense Motive +8
Languages Common
SQ binding ties, false arcanist
Combat Gear cold iron arrows (50); Other Gear hide shirt, arrows (85), dagger, longbow, longspear, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Erastil)[UE], masterwork tool, mess kit[UE], pot, soap, spell component pouch, tattoo holy symbol of Erastil - lower arm[UE], torch (10), trail rations (5), travelling formula book[UE], waterskin, wooden holy symbol of Asmodeus
--------------------
Special Abilities
--------------------
Binding Ties (2 rounds, 6/day) (Su) Transfer touched ally's condition to self, they are immune while you bear it.
Cleric (Hidden Priest) Domain (Family)
Cleric (Hidden Priest) Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your manoeuvrability increases by one step (up to perfect).
Cleric Channel Positive Energy 1d6 (4/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
False Arcanist +1 (Ex) Gain +1 bonus on some skill checks; disguise divine spellcasting as other type with a skill check.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
--------------------
Description:
Horillo face is kind and friendly, untidy shoulder length black hair frames a ruddy face, weathered despite the mans' young age. His grey-green eyes are like the mists that cover Kintaro's waters in winter.

--------------------
Horillo's early life was simple, the son of a farm worker on the Lord Tarn's estate, outside the town of Kintaro. He was recognised as special by those who gave nourishment and healing to the poorer families on the estate. Perran, the unassuming follower of Erastil took Horillo under his wing and taught him the tenants of the old god, the nourishment of the family and community. Horillo listened and slowly Erastil listened to his pleas, and prayers were answered. For the life outside the city gates for peasants and nobles alike was not so stifled by the oppressive march of the Asmodian faith.

Perran taught the young man both the words of Erastil and his actions, the bow that now rests in Horillo's hand, has taken a holy stag in Erastil's name. The right of passage for a chosen of Erastil.

It was peaceful and tranquil, until the day the Lord Tarn's estate was repossessed. The estate worker's families forced into Kintero to seek an end to starvation, homelessness and hopelessness. Once in Kintero the family started to find work and a room to stay. But the tyranny of Asmodeus was enforced with greater force and law. The other gods were denied their rightful places of worship, so Horillo became more used to hiding his faith in the goodness of man. The more he resented the life he was forced to lead, something had to change, and change soon. The alignment of the stars, the way the ground baked in the sun, all these were signs, were the patterns of life that foretold of troubles ahead. Of rebellion in the air....

1) Where/how are you living in Kintargo? (Doesn't have to be a specific location, but it can. If not specific, what part of town at least) Currently living in Old Kintago, one room tenement with his family, parents and sister. His father works in the salt works, they live fairly close to that place.

2) What do you do for a living? Is an apprentice training to be a weaponsmith, making bows and fletching arrows.

3) Do you have any ties to the community, any locals you frequent, any groups you are/want to be a part of? Has worked at Olmer Smithy as part of his apprenticeship. Has provided some healing and help to those in the Iudeimus Tenements and Devils Nursery, in following Erastil's command to community and the family, even in the bleakest conditions. Has contacts with the Songbird Hall as the place that allows him to offer Erastil the gift's of his service. The clerics of Shelyn help in his education of prayer and his dedication to Erastil.

4) If you take a drawback, why does your character have that drawback? Not taking a drawback

5) Do you have any family/relationships in Kintargo?
As above, Father works in Salt Works, Mother does cleaning at the Three Legged Devil Dance Hall. Sister looks after home, she is 12 years old and has some education.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Level Changes:

Level 4 - +1 Dex stat increase, Take 1 level of rogue, Trapfinding, Sneak +1d6, 8+4=12 skill points, Perception, Sense Motive, Disable Device, Handle Animal, Craft(Bows), Craft(Alchemy), Acrobatics, Bluff, Escape Artist, Stealth, Sleight of Hand, Spellcraft.
Level 3 - BAB +1, Ref +1, Skills +3, Favoured Class +1 skill, +2 2nd level spell per day and domain 2nd level spell (feather fall or calm emotions), Feat - Precise Shot, Channel 2d6
. 4 Skills, Handle Animal, Perception, Sense Motive, Craft(Alchemy). not sure if I changed mind slightly...
Level 2 - BAB +1, Fort +1, Will +1, Skills +3, Favoured Class +1 skill, +1 1st level spell per day
. 4 Skills, Perception, Sense Motive, Craft(Alchemy), Know(religion)

Want - head thing for Cha, Wis, Int) ...


[/spoiler=Horillo's Day]
HPs: 13/13
Spells Cast: 1st
Channels: 0 of 4 / DC=12
Resources Used: 3xRations (2 left in pack), 9xArrows / 91 left
Money: 27gp 3sp 5cp
Bought:
Sold:
Change out spells Liberating command to Ironbeard tomorrow, out Obscuring Cloud to Tracking Mark.
[/spoiler]

Normal Ranged with Point Blank
[/ooc]Longbow attack [dice]1d20+4+1[/dice] point blank. Damage [dice]1d8+1[/dice] point blank[/ooc]

Rapid Shot with Point Blank
[/ooc]Longbow attack(rs) [dice]1d20+4+1-2[/dice] point blank, rapid shot. Damage [dice]1d8+1[/dice] point blank[/ooc]
[/ooc]Longbow attack(rs) [dice]1d20+4+1-2[/dice] point blank, rapid shot. Damage [dice]1d8+1[/dice] point blank[/ooc]

Trait - fast talker:

Source Ultimate Campaign pg. 60, Advanced Player's Guide pg. 1, Second Darkness Player's Guide pg. 13
You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Trait - pattern seeker:

Source Hell's Rebels Player's Guide pg. 12
There are patterns in the world, both natural and artificial, that if only one can interpret them correctly, great secrets could be divined. You have long been fascinated by the idea of these hidden patterns, perhaps because a sibling or parent went to the grave obsessed with seeking a pattern, or maybe because you feel that you’ve uncovered a previously unknown pattern. Kintargo has a particularly unique pattern of its own; the belfry atop the Temple of Asmodeus rings at what seem to be random intervals. None know who or what rings the bells, and no true pattern by which the so-called Devil’s Bells has yet accurately predicted the tolling. Many have tried, and extensive but always incomplete documents exist that track the dates and times of recorded ringings back to the end of the Chelish Civil War, when the church of Asmodeus first claimed the abandoned temple of Aroden as their own. Maybe you will be the one to solve the pattern of the Devil’s Bells?

You gain a +1 trait bonus on all Perception checks, and Perception is always a class skill for you. In addition, you increase the save DC of any illusion (pattern) spell you cast by 1, and you gain a +1 trait bonus on all saving throws against illusion effects.

magic spell links:

1st level
[/url=http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/bless.html#bless]bless[D] [/url], [/url=http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/calmAnimals.html#calm-animals]calm animals[D] (DC 14)[/url], [/url=http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/divineFavor.html#divine-favor]divine favor[/url],
[/url=http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/magicWeapon.html#magic-weapon]magic weapon[/url], [/url=http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/obscuringMist.html#obscuring-mist]obscuring mist[/url]

Previous Horillo stuff:

Horillo
Male human (Chelaxian) cleric (hidden priest) of Erastil 2 (Pathfinder Campaign Setting: Inner Sea Magic)
NG Medium humanoid (human)
Init +3 (+5 during surprise rounds); Senses Perception +10
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 13 (2d8)
Fort +3, Ref +3, Will +6; +1 trait bonus vs. illusion effects
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4+1/19-20) or
. . longspear +2 (1d8+1/×3)
Ranged longbow +5 (1d8+1/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks channel positive energy 4/day (DC 12, 1d6)
Cleric (Hidden Priest) Spells Prepared (CL 2nd; concentration +5)
. . 1st—calm animals[D] (DC 14), divine favor, liberating command[UC], obscuring mist
. . 0 (at will)—detect magic, light, read magic, stabilize
. . D Domain spell; Domains Community (Family[APG] subdomain), Animal (Feather[APG] subdomain)
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 10, Int 10, Wis 16, Cha 13
Base Atk +1; CMB +2; CMD 14
Feats Point-Blank Shot, Rapid Shot
Traits fast-talker, pattern speaker
Skills Acrobatics +0 (-4 to jump), Bluff +6, Knowledge (arcana) +5, Knowledge (religion) +4, Perception +10, Sense Motive +8; Racial Modifiers +1 Perception
Languages Common
SQ eyes of the hawk, false arcanist
Other Gear hide shirt, arrows (100), dagger, longbow, longspear, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Asmodeus)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Erastil, 27 gp
--------------------
Special Abilities
--------------------
Cleric (Hidden Priest) Domain (Family)
Cleric (Hidden Priest) Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your manoeuvrability increases by one step (up to perfect).
Cleric Channel Positive Energy 1d6 (4/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Eyes of the Hawk (+1 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
False Arcanist +1 (Ex) Gain +1 bonus on some skill checks; disguise divine spellcasting as other type with a skill check.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
--------------------
Horillo's early life was simple, the son of a farm worker on the Lord Tarn's estate, outside the town of Kintaro. He was recognised as special by those who gave nourishment and healing to the poorer families on the estate. Perran, the unassuming follower of Erastil took Horillo under his wing and taught him the tenants of the old god, the nourishment of the family and community. Horillo listened and slowly Erastil listened to his pleas, and prayers were answered. For the life outside the city gates for peasants and nobles alike was not so stifled by the oppressive march of the Asmodian faith.

Perran taught the young man both the words of Erastil and his actions, the bow that now rests in Horillo's hand, has taken a holy stag in Erastil's name. The right of passage for a chosen of Erastil.

It was peaceful and tranquil, until the day the Lord Tarn's estate was repossessed. The estate worker's families forced into Kintero to seek an end to starvation, homelessness and hopelessness. Once in Kintero the family started to find work and a room to stay. But the tyranny of Asmodeus was enforced with greater force and law. The other gods were denied their rightful places of worship, so Horillo became more used to hiding his faith in the goodness of man. The more he resented the life he was forced to lead, something had to change, and change soon. The alignment of the stars, the way the ground baked in the sun, all these were signs, were the patterns of life that foretold of troubles ahead. Of rebellion in the air....

1) Where/how are you living in Kintargo? (Doesn't have to be a specific location, but it can. If not specific, what part of town at least) Currently living in Old Kintago, one room tenement with his family, parents and sister. His father works in the salt works, they live fairly close to that place.
2) What do you do for a living? Is an apprentice training to be a weaponsmith, making bows and fletching arrows.
3) Do you have any ties to the community, any locals you frequent, any groups you are/want to be a part of? Loose links to the Silver Ravens, has worked at Olmer Smithy as part of his apprenticeship.
4) If you take a drawback, why does your character have that drawback? Not taking a drawback
5) Do you have any family/relationships in Kintargo?
As above, Father works in Salt Works, Mother does cleaning at the Three Legged Devil Dance Hall. Sister looks after home, she is 12 years old and has some education.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Horillo
Male human (Chelaxian) cleric (hidden priest) of Erastil 1 (Pathfinder Campaign Setting: Inner Sea Magic)
NG Medium humanoid (human)
Init +3 (+5 during surprise rounds); Senses Perception +9
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 8 (1d8)
Fort +2, Ref +3, Will +5; +1 trait bonus vs. illusion effects
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +1 (1d4+1/19-20) or
. . silver dagger +1 (1d4+1/19-20)
. . longspear +1 (1d8+1/×3)
Ranged longbow +3 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks channel positive energy 4/day (DC 11, 1d6)
Cleric (Hidden Priest) Spells Prepared (CL 1st; concentration +4)
. . 1st—calm animals[D] (DC 14), magic weapon, obscuring mist
. . 0 (at will)—detect magic, light, read magic
. . D Domain spell; Domains Community (Family[APG] subdomain), Animal (Feather[APG] subdomain)
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 10, Int 10, Wis 16, Cha 13
Base Atk +0; CMB +1; CMD 13
Feats Point-Blank Shot, Rapid Shot
Traits fast-talker, pattern speaker
Skills Acrobatics +0 (-4 to jump), Bluff +6, Knowledge (arcana) +4, Perception +9, Sense Motive +7; Racial Modifiers +1 Perception
Languages Common
SQ eyes of the hawk, false arcanist
Other Gear hide shirt, arrows (100), dagger, longbow, longspear, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Asmodeus)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (2), waterskin, wooden holy symbol of Erastil, 27 gp
--------------------
Special Abilities
--------------------
Cleric (Hidden Priest) Domain (Family)
Cleric (Hidden Priest) Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your manoeuvrability increases by one step (up to perfect).
Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Eyes of the Hawk (+1 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
False Arcanist +1 (Ex) Gain +1 bonus on some skill checks; disguise divine spellcasting as other type with a skill check.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.

Level 2 - BAB +1, Fort +1, Will +1, Skills +3, Favoured Class +1 skill, +1 1st level spell per day

[spoiler=Hidden Priest archtype - Inner Seas Magic]
A hidden priest has the following class features.

False Arcanist (Ex)
At 1st level, a hidden priest is able to disguise his cleric spellcasting, presenting it as arcane magic of some kind. Typically, this is as alchemist, bard, sorcerer, or wizard magic, and the cleric disguises the words and gestures of the cleric spell with accoutrements appropriate to his apparent profession.

He must make a skill check (DC 10 + twice the level of the spell) to disguise his casting and successfully cast the spell. The type of skill check depends on the type of caster he pretends to be: Craft (alchemy) for alchemist, Perform for bard, Knowledge (arcana) for sorcerer or wizard. Using Spellcraft to identify the spell works normally, though unless the observer beats the DC by 10 or more, she doesn’t suspect the source of the magic is divine.

For example, a hidden priest pretending to be an alchemist wants to cast cure light wounds on a wounded townsperson. If he makes a DC 12 Craft (alchemy) check, he disguises his spellcasting as the mixing of an alchemical extract or potion (perhaps with the words disguised as reciting an obscure formula or talking herself through the list of ingredients), which he gives to the target. An observer making a DC 16 Spellcraft check can identify his spell as cure light wounds, but doesn’t realise his “alchemical” methods are a sham unless her check result is 26 or higher.

When the hidden priest uses this ability, he must still provide any divine focus components for the spells he casts. However, the divine focus doesn’t need to be an obvious symbol of his faith. It could be a small coin, tattoo, or garment bearing the symbol, whether presented openly, disguised, or hidden within a larger picture.

For example, a hidden priest of a god of dawn or light could use a coin with an ankh or sunburst, a complex tattoo or scar that has an ankh shape hidden within it, a glove with an ankh stitched on the inside of the palm, and so on. He must use this replacement divine focus just as he would his true one (for example, he couldn’t leave the coin in his shoe). If a spell requires a divine focus with a specific or minimum cost, the replacement divine focus must be of similar value to be used as the divine focus.

A hidden priest adds half his class level (minimum +1) on all Bluff skill checks to send secret messages about religious matters, and on all Sense Motive checks to recognise similar messages. He also adds this bonus on Perception and Sense Motive checks relating to agents of the laws against his religion (including city guards in lands where these laws are in effect).

This ability replaces one of the cleric’s two 1st-level domain powers (her choice).

Unseen Devotion (Su)
At 8th level, a hidden priest can apply the Silent Spell and Still Spell feats to a spell he is about to cast. This does not alter the level of the spell or the casting time. He can use this ability once per day at 8th level and one additional time per day for every four additional cleric levels beyond 8th. Even though this ability does not modify the spell’s actual level, he cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that he is capable of casting. This ability always applies both feats (the cleric cannot use it to just apply one or the other).

This ability replaces one of the cleric’s two 8th-level domain powers (his choice).
--------------------

Description:
Horillo face is kind and friendly, untidy shoulder length black hair frames a ruddy face, weathered despite the mans' young age. His grey-green eyes are like the mists that cover Kintaro's waters in winter.

--------------------
Horillo's early life was simple, the son of a farm worker on the Lord Tarn's estate, outside the town of Kintaro. He was recognised as special by those who gave nourishment and healing to the poorer families on the estate. Perran, the unassuming follower of Erastil took Horillo under his wing and taught him the tenants of the old god, the nourishment of the family and community. Horillo listened and slowly Erastil listened to his pleas, and prayers were answered. For the life outside the city gates for peasants and nobles alike was not so stifled by the oppressive march of the Asmodian faith.

Perran taught the young man both the words of Erastil and his actions, the bow that now rests in Horillo's hand, has taken a holy stag in Erastil's name. The right of passage for a chosen of Erastil.

It was peaceful and tranquil, until the day the Lord Tarn's estate was repossessed. The estate worker's families forced into Kintero to seek an end to starvation, homelessness and hopelessness. Once in Kintero the family started to find work and a room to stay. But the tyranny of Asmodeus was enforced with greater force and law. The other gods were denied their rightful places of worship, so Horillo became more used to hiding his faith in the goodness of man. The more he resented the life he was forced to lead, something had to change, and change soon. The alignment of the stars, the way the ground baked in the sun, all these were signs, were the patterns of life that foretold of troubles ahead. Of rebellion in the air....

1) Where/how are you living in Kintargo? (Doesn't have to be a specific location, but it can. If not specific, what part of town at least) Currently living in Old Kintago, one room tenement with his family, parents and sister. His father works in the salt works, they live fairly close to that place.

2) What do you do for a living? Is an apprentice training to be a weaponsmith, making bows and fletching arrows.

3) Do you have any ties to the community, any locals you frequent, any groups you are/want to be a part of? Has worked at Olmer Smithy as part of his apprenticeship. Has provided some healing and help to those in the Iudeimus Tenements and Devils Nursery, in following Erastil's command to community and the family, even in the bleakest conditions. Has contacts with the Songbird Hall as the place that allows him to offer Erastil the gift's of his service. The clerics of Shelyn help in his education of prayer and his dedication to Erastil.

4) If you take a drawback, why does your character have that drawback? Not taking a drawback

5) Do you have any family/relationships in Kintargo?
As above, Father works in Salt Works, Mother does cleaning at the Three Legged Devil Dance Hall. Sister looks after home, she is 12 years old and has some education.

Horillo
Male human (Chelaxian) cleric (hidden priest) of Erastil 1 (Pathfinder Campaign Setting: Inner Sea Magic)
NG Medium humanoid (human)
Init +3 (+5 during surprise rounds); Senses Perception +9
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 8 (1d8)
Fort +2, Ref +3, Will +5; +1 trait bonus vs. illusion effects
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +1 (1d4+1/19-20) or
. . silver dagger +1 (1d4+1/19-20)
. . longspear +1 (1d8+1/×3)
Ranged longbow +3 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks channel positive energy 4/day (DC 11, 1d6)
Cleric (Hidden Priest) Spells Prepared (CL 1st; concentration +4)
. . 1st—calm animals[D] (DC 14), magic weapon, obscuring mist
. . 0 (at will)—detect magic, light, read magic
. . D Domain spell; Domains Community (Family[APG] subdomain), Animal (Feather[APG] subdomain)
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 10, Int 10, Wis 16, Cha 13
Base Atk +0; CMB +1; CMD 13
Feats Point-Blank Shot, Rapid Shot
Traits fast-talker, pattern speaker
Skills Acrobatics +0 (-4 to jump), Bluff +6, Knowledge (arcana) +4, Perception +9, Sense Motive +7; Racial Modifiers +1 Perception
Languages Common
SQ eyes of the hawk, false arcanist
Other Gear hide shirt, arrows (100), dagger, longbow, longspear, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Asmodeus)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (2), waterskin, wooden holy symbol of Erastil, 27 gp
--------------------
Special Abilities
--------------------
Cleric (Hidden Priest) Domain (Family)
Cleric (Hidden Priest) Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your manoeuvrability increases by one step (up to perfect).
Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Eyes of the Hawk (+1 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
False Arcanist +1 (Ex) Gain +1 bonus on some skill checks; disguise divine spellcasting as other type with a skill check.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.

Horillo
Male human (Chelaxian) cleric (hidden priest) of Erastil 1 (Pathfinder Campaign Setting: Inner Sea Magic)
NG Medium humanoid (human)
Init +3 (+5 during surprise rounds); Senses Perception +9
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 8 (1d8)
Fort +2, Ref +3, Will +5; +1 trait bonus vs. illusion effects
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +1 (1d4+1/19-20) or
. . longspear +1 (1d8+1/×3)
Ranged longbow +4 (1d8+1/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks channel positive energy 4/day (DC 11, 1d6)
Cleric (Hidden Priest) Spells Prepared (CL 1st; concentration +4)
. . 1st—calm animals[D] (DC 14), divine favor, obscuring mist
. . 0 (at will)—detect magic, light, read magic
. . D Domain spell; Domains Community (Family[APG] subdomain), Animal (Feather[APG] subdomain)
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 10, Int 10, Wis 16, Cha 13
Base Atk +0; CMB +1; CMD 13
Feats Point-Blank Shot, Rapid Shot
Traits fast-talker, pattern speaker
Skills Acrobatics +0 (-4 to jump), Bluff +6, Knowledge (arcana) +4, Perception +9, Sense Motive +7; Racial Modifiers +1 Perception
Languages Common
SQ eyes of the hawk, false arcanist
Other Gear hide shirt, arrows (100), dagger, longbow, longspear, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Asmodeus)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Erastil, 27 gp
--------------------
Special Abilities
--------------------
Cleric (Hidden Priest) Domain (Family)
Cleric (Hidden Priest) Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your manoeuvrability increases by one step (up to perfect).
Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Eyes of the Hawk (+1 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
False Arcanist +1 (Ex) Gain +1 bonus on some skill checks; disguise divine spellcasting as other type with a skill check.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
--------------------
Horillo's early life was simple, the son of a farm worker on the Lord Tarn's estate, outside the town of Kintaro. He was recognised as special by those who gave nourishment and healing to the poorer families on the estate. Perran, the unassuming follower of Erastil took Horillo under his wing and taught him the tenants of the old god, the nourishment of the family and community. Horillo listened and slowly Erastil listened to his pleas, and prayers were answered. For the life outside the city gates for peasants and nobles alike was not so stifled by the oppressive march of the Asmodian faith.

Perran taught the young man both the words of Erastil and his actions, the bow that now rests in Horillo's hand, has taken a holy stag in Erastil's name. The right of passage for a chosen of Erastil.

It was peaceful and tranquil, until the day the Lord Tarn's estate was repossessed. The estate worker's families forced into Kintero to seek an end to starvation, homelessness and hopelessness. Once in Kintero the family started to find work and a room to stay. But the tyranny of Asmodeus was enforced with greater force and law. The other gods were denied their rightful places of worship, so Horillo became more used to hiding his faith in the goodness of man. The more he resented the life he was forced to lead, something had to change, and change soon. The alignment of the stars, the way the ground baked in the sun, all these were signs, were the patterns of life that foretold of troubles ahead. Of rebellion in the air....

1) Where/how are you living in Kintargo? (Doesn't have to be a specific location, but it can. If not specific, what part of town at least) Currently living in Old Kintago, one room tenement with his family, parents and sister. His father works in the salt works, they live fairly close to that place.
2) What do you do for a living? Is an apprentice training to be a weaponsmith, making bows and fletching arrows.
3) Do you have any ties to the community, any locals you frequent, any groups you are/want to be a part of? Loose links to the Silver Ravens, has worked at Olmer Smithy as part of his apprenticeship.
4) If you take a drawback, why does your character have that drawback? Not taking a drawback
5) Do you have any family/relationships in Kintargo?
As above, Father works in Salt Works, Mother does cleaning at the Three Legged Devil Dance Hall. Sister looks after home, she is 12 years old and has some education.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Horillo
Male human (Chelaxian) cleric of Erastil 1
NG Medium humanoid (human)
Init +3 (+5 during surprise rounds); Senses Perception +9
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 8 (1d8)
Fort +2, Ref +3, Will +5; +1 trait bonus vs. illusion effects
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +1 (1d4+1/19-20) or
. . longspear +1 (1d8+1/×3)
Ranged longbow +5 (1d8+2/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks channel positive energy 4/day (DC 11, 1d6)
Cleric Spells Prepared (CL 1st; concentration +4)
. . 1st—calm animals[D] (DC 14), divine favor, obscuring mist
. . 0 (at will)—detect magic, light, read magic
. . D Domain spell; Domains Community (Family[APG] subdomain), Animal (Feather[APG] subdomain)
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 10, Int 10, Wis 16, Cha 13
Base Atk +0; CMB +1; CMD 13
Feats Point-Blank Shot, Rapid Shot
Traits fast-talker, pattern speaker
Skills Acrobatics -3 (-7 to jump), Bluff +6, Disguise +2, Knowledge (planes) +4, Perception +9; Racial Modifiers +1 Perception
Languages Common
SQ binding ties, eyes of the hawk
Other Gear hide shirt, arrows (100), dagger, longbow, longspear, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Asmodeus)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Erastil, 57 gp
--------------------
Special Abilities
--------------------
Binding Ties (1 round, 6/day) (Su) Transfer touched ally's condition to self, they are immune while you bear it.
Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Family)
Cleric Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your manoeuvrability increases by one step (up to perfect).
Eyes of the Hawk (+1 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
--------------------
Horillo's early life was simple, the son of a farm worker on the Lord Tarn's estate, outside the town of Kintaro. He was recognised as special by those who gave nourishment and healing to the poorer families on the estate. Perran, the unassuming follower of Erastil took Horillo under his wing and taught him the tenants of the old god, the nourishment of the family and community. Horillo listened and slowly Erastil listened to his pleas, and prayers were answered. For the life outside the city gates for peasants and nobles alike was not so stifled by the oppressive march of the Asmodian faith.

Perran taught the young man both the words of Erastil and his actions, the bow that now rests in Horillo's hand, has taken a holy stag in Erastil's name. The right of passage for a chosen of Erastil.

It was peaceful and tranquil, until the day the Lord Tarn's estate was repossessed. The estate worker's families forced into Kintero to seek an end to starvation, homelessness and hopelessness. Once in Kintero the family started to find work and a room to stay. But the tyranny of Asmodeus was enforced with greater force and law. The other gods were denied their rightful places of worship, so Horillo became more used to hiding his faith in the goodness of man. The more he resented the life he was forced to lead, something had to change, and change soon. The alignment of the stars, the way the ground baked in the sun, all these were signs, were the patterns of life that foretold of troubles ahead. Of rebellion in the air....

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

2nd Level
3rd Level
skills add 3 - craft(bows), know(planes), know(arcana)

Find gillmen around Kintargo, get aboleth's lung scroll.
find duegar for iron skin
find aasimar for sacred space
2nd Level ghost whip/ghostbane dirge, align weapon, consecrate, augury, remove paralysis, shard of chaos, spear of purity, undetectable alignment, zone of truth, delay poison/disease, surmount affliction. lesser restoration, prot evil/law (communal)
3rd Level