About Hyglak the HowlerStats:
Str 13 (+1) Dex 12 (+1) Con 14 (+2) Int 12 (+1) Wis 16 (+3) Cha 14 (+2)
AC: 17, touch 12, flat-footed 16 (+5 Chain Shirt +1, Dex +1, Ring of Protection +1) HP: 38 (5d8+10) Class + Con Saving Throws: Fort +7, Ref +3, Will +8
Base Attack:+3; CMB: +4; CMD: 16; Init: +5 Melee:
Ranged:
Magic: Cleric Spells Prepared (CL 5th; concentration +8) [D] Domain spell 3rd Level: Magical Circle Against Evil [D], Protection from Energy, Summon Monster III 2nd Level: Protection from Evil Communal, Summon Monster II, Align Weapon (Good)[D], Hold Person (DC 15) [D] 1st Level: Protection from Evil [D], Bless, Summon Monster I, Cure Light Wounds, Doom (DC 14) 0 Level: (at will)— Read Magic, Light, Create Water, Purify Food and Drink (DC 13)
Feats: ... Improved Initiative: You get a +4 bonus on initiative checks. ... Lingering Song: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease. ... Sacred Summons: When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting time of 1 round. ... Quick Channel: Your divine energies flash with dazzling speed.You may channel energy as a move action by spending 2 daily uses of that ability. Traits: ... Bully: You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. ... Battlefield Disciple: You are skilled at supporting your allies in the heat of battle. You gain a +2 trait bonus on Heal checks made to stabilize a dying creature. In addition, when you successfully use the aid another action in combat to grant an ally a bonus on her next attack roll, the bonus you grant increases by 1. Skills: Diplomacy +7, Heal +8 (+10 to stabilize a dying creature), Intimidate +7, Knowledge (Religion) +5, Knowledge (Nobility) +5, Knowledge (History) +5,Perform (oratory) +7, Sense Motive +9 Languages: Celestial, Common, Skald Racial Traits: ... Bonus Feat: Humans select one extra feat at 1st level. ... Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Class Abilities: ... Aura of Good (Ex) The Cleric has an aura corresponding to his deity's alignment. ... Channel Energy (5/5 day) 2d6 DC 14: Regardless of alignment, any cleric 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 cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting). 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. A variant channeling either modifies positive channeled energy when used to heal or modifies negative energy when used to harm. When using positive energy to heal, affected creatures gain only half the normal amount of healing but also receive a specific beneficial effect. When channeling negative energy to harm, affected creatures take only half the normal damage but take an additional penalty or harmful effect; a successful saving throw negates the additional penalty or effect but does not reduce the damage any further. Creatures that would normally ignore the effect of a particular channel (such as undead with respect to a positive energy channel used to heal) ignore the variant effect of that channel. Bravery/Valor: Heal—Creatures affected by fear may attempt another saving throw and receive a channel bonus on the roll. A creature unaffected by fear gains a channel bonus to its Armor Class until the end of your next turn and on its attack roll if it makes a charge attack before your next turn. Harm—This works like a standard channel (not halved).
Combat Gear: Chain Shirt +1 , Long Spear, Rapier, Daggers (2), Cold Iron Sickle, Silver Light Mace, Light Crossbow, crossbow bolts (20), Cloak of Resistance +1, Pearl of Power 1st level spell, Ring of Protection +1 Other Gear: backpack, bedroll, blanket[APG], chalk, cold weather outfit, courtier's outfit, flask, flint and steel, sack, signet ring, snowshoes[APG], soap, torch (3), trail rations (3), waterskin, wooden holy symbol of Cayden Cailean ....... Tracked Resources ....... Wand of Lesser Restoration (17) Charges
..... Encumbrance ..... Current Encumbrance: 81 lbs. Medium Load Light Load: 50 lbs. or less
Cleric Domain - Good:
Granted Powers: You have pledged your life and soul to goodness and purity. Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only). Evangelist Class Features:
The evangelist is the voice of her religion in the world. Where others nurture the faith among believers, an evangelist proclaims the coming glory of her deific patron and issues the clarion call to all around to heed the truth, or obey the call to war and crusade against the enemies of the church. ... Single-Minded: An evangelist focuses her skills and learning on proclamation rather than the fine details of the church’s deeper mysteries or martial training. Thus, she may select only one domain and does not gain medium armor proficiency or shield proficiency. ... Public Speaker: An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (minimum 0). .......... Sermonic Performance .......... An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the evangelist’s performance skill. However, an evangelist gains only the following types of bardic performance: ...Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components. ... Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. ... Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. ...Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components. ... Inspire Heroics (Su): A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in an additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. This effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components. Sermonic performance replaces the 1st-, 9th-, and 15th-level channel energy abilities. This caps the cleric's channel energy damage at 7d6 points. ... Spontaneous Casting: An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the spells listed in Table: Evangelist Spontaneous Spells by sacrificing a prepared spell of the noted level or above. Table: Evangelist Spontaneous Spells Spell Level Spontaneous Spell
Background:
Hyglak is the 7th son the Himmaw the Hacker a re-known hero in the Kingdom of Jol in the Land of the Linnorn Kings. Appearance/Personality:
Hyglak is a middle-aged, pudgy man with fine clothes over a shirt of chainmail and a cloak clasped at his shoulder with a wooden holy symbol of Cayden Cailean. His clean hair and beard are white as snow, smell of perfume but are long and shaggy. Hyglak has set of bright green eyes, boisterous laugh and an easy smile. Being only of average height (5'9") but seeming larger due to his outgoing attitude and loud speech. As his girth (223 lbs) might suggest Hyglak is very found of good food, drink and women. He can often be found at the best tavern in whatever town he is in.
In combat Hyglak prefers to aid his allies with rousing speeches of bravery, bless them with Godly assistance or distract a foe with a well timed thrust of spear or rapier. Purchases/Sold:
.... Character Creation (150 gp - 147 gp = 3g) - backpack, cloak, chalk, flint and steel, sack, signet ring, soap, torch (3), trail rations (3), waterskin, Courtier's Outfit, Longspear, Rapier, Dagger, Club, Light Crossbow, Bolts (20), Studded Leather, Wooden Holy Symbol of Cayden Cailean, Cold weather outfit, Snowshoes, Flask of Liquor. ... Spent:
---------- Earned from The Frostfur Captives: 502 gp 2 pp ---------- ... Bought:
---------- Earned from Shades of Ice - Part 1: 500 gp 2 pp ---------- ... Bought:
... Sold:
---------- Earned From Black Waters: 570 gp 2 pp ---------- ... Bought:
---------- Earned from School of Spirits: 509 gp 2 pp ---------- ---------- Earned from The frozen Fingers of Midnight: 477 gp 2 pp ---------- ... Spent: Travel expenses 15 cp ---------- Earned from The Emerald Spire- The Tower Ruins: 1480 gp 4 pp ---------- ... Bought: Scroll of Magic Weapon 25 gp ---------- Earned from Feast of Revenmoor 3711 gp 4 pp ---------- ... Bought: Cloak of Resistance +1 1000 gp
---------- Earned from MY NEXT ADVENTURE gp pp ---------- ... Bought: Upgraded MW Chain Shirt to Chain Shirt +1 1000 gp
Wish List --- Pearl of Power 2nd level spell 2000 gp
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Scenarios Played:
1.1 --- The Frostfur Captives 1.2 --- Shades of Ice—Part I: Written in Blood 1.3 --- Black Waters 2.1 --- School of Spirits 2.2 --- The Frozen Fingers of Midnight 2.3 to 3.2 --- The Emerald Spire Dungeon- Tower Ruins 3.3 to 4.2 --- Feast of Ravenmoor 4.3 --- The Sun Orchid Scheme PFS Info:
Player Name: Cyrus9553
Scenario Specific Gear:
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