Alurad Sorizan

Joran Wanderwyrm's page

No posts. Alias of TheWaskally.


Full Name

His Holy Exaltedness Joran Wanderwyrm of Cormyr

Race

Human

Classes/Levels

Cleric 5th/Exalted PrC 8th/Divine Scion 8th

Gender

Male

Size

Medium

Age

35

Special Abilities

See Special Tab

Alignment

Neutral Good

Deity

Lathander

Location

Suzail, Cormyr

Languages

Chondathan, Celestial, Damaran, Elven, Halfling, Turmic, Gnome, Orc, Goblin, Infernal

Occupation

High Priest

Strength 17
Dexterity 17
Constitution 18
Intelligence 20
Wisdom 26
Charisma 20

About Joran Wanderwyrm

Initiative: +3
Senses: Perception +24
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AC 31 (18 Touch, 28 FF)(+9 Armor, +4 Shield, +3 Dex, +5 Deflection)
Hp 164/164
Fort +18
Ref +14
Will +27
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Strength (Str) 17 (belt of physical perfection +6)
Dexterity (Dex) 17 (belt of physical perfection +6)
Constitution (Con) 18 (belt of physical perfection +6)
Intelligence (Int) 20 (16th-level Ability Boost, Headband of Mental Superiority +6)
Wisdom (Wis) 26 (4th-level, 8th-level, 12th-level, 20th-level Ability Boosts; Headband of Mental Superiority +6, Incandescent Blue Sphere Ioun Stone
Charisma (Cha) 20 (+2 to One Ability Score, Headband of Mental Superiority +6)
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Speed 30 ft (30 ft Base)
Melee The Dawning (+2 flaming holy heavy mace) +19/+14/+9 (1d8 + 5 + 1d6 + 2d6, x2)
Ranged +8
Special Attacks Channel energy 3d6 8/8x/day (Will DC 17, 1/2 dmg.)
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Spells
Spell-like Abilities

Cleric Spells

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BAB +14, CMB +17, CMD 35
Feats Fast Learner (Human), Skill Focus - Knowledge (religion), Deific Obedience, Iron Will, Weapon Focus (Combat, heavy mace), Defiant Luck (Human), Leadership, Skill Focus - Diplomacy, Weapon Specialization (Combat, heavy mace), Inexplicable Luck (Human), Greater Weapon Focus (Combat, heavy mace), Heroic Will (Human), Skill Focus - Sense Motive, Greater Weapon Specialization (Combat, heavy mace), Extra Channel
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Skills
Appraise +5 (0 Rank, 0 Class, 5 Int)
Craft +5 (0 Rank, 0 Class, 5 Int)
Diplomacy +29 (21 Rank, 3 Class, 5 Cha)
Fly +10 (6 Rank, 3 Class, 3 Dex, -2 Armor Penalty)
Heal +36 (20 Rank, 3 Class, 8 Wis, 5 Healer's Gloves)
Handle Animal +34 (Versatile Performace [wind])
Intimidate +10 (2 Rank, 3 Class, 5 Cha)
Knowledge (arcana) +9 (1 Rank, 3 Class, 5 Int)
Knowledge (geography) +9 (1 Rank, 3 Class, 5 Int)
Knowledge (history) +16 (8 Rank, 3 Class, 5 Int)
Knowledge (nobility) +28 (20 Rank, 3 Class, 5 Int)
Knowledge (planes) +18 (10 Rank, 3 Class, 5 Int)
Knowledge (religion) +36 (21 Rank, 3 Class, 5 Int, 6 Skill Focus, 1 Child of the Temple)
Linguistics +16 (8 Rank, 3 Class, 5 Int)
Perception +24 (8 Rank, 3 Class, 8 Wis, 5 Eyes of the Eagle)
Perform (oratory) +23 (15 Rank, 3 Class, 5 Cha)
Profession +8 (0 Rank, 0 Class, 8 Wis)
Ride +6* (0 Rank, 5 Dex, 1 Luckstone)
Sense Motive +24 (10 Rank, 3 Class, 5 Wis, 6 Skill Focus)
Sleight of Hand +10 (1 Rank, 3 Class, 5 Dex, 1 Luckstone)
Spellcraft +18 (10 Rank, 3 Class, 5 Int)

Class Features:

Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
Divine Brand (Ex)
At 1st level, a mark appears somewhere on the divine paragon’s body. The mark’s location varies by individual and faith, but takes the form of the deity’s holy symbol and generally appears in a location easy to display, such as on the hand, forearm, chest, or face. An uncovered divine brand functions as a holy (or unholy) symbol and as a divine focus for spellcasting. The divine paragon’s aura is even more powerful than a typical cleric’s as a result of her devotion, and her cleric level is treated as 1 higher for the purpose of determining the strength of her aura when it is viewed by spells like detect good.

This ability alters aura.
Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
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 treated like any other spell, but they are not expended when cast and may be used again.
Channel Energy 3d6
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 a neutral cleric 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 a neutral cleric 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 of 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 can cast 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 channel 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.
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 of 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).
Devoted Domain Nobility
A divine paragon is intensely devoted to a single deity, and her alignment must be identical to her deity’s alignment. She gains Deific Obedience as a bonus feat, even if she doesn’t meet the feat’s prerequisites. She gains access to her boons at an accelerated rate (see below) rather than the standard HD-based rate granted by Deific Obedience (and as such cannot benefit from the accelerated rate granted by the Deific Obedience feat).

When the divine paragon selects her domains, she must designate one of the two domains she gains as her devoted domain. She gains all of this domain’s granted powers and domain spells normally. For her other domain, she gains only its domain spells—she does not gain any of the granted powers of that domain. Instead, she must choose from the evangelist, exalted, or sentinel boons granted by her deity. At 5th level, she gains access to the first boon granted by her deity.

At 11th level, she gains access to the second boon. At 14th level, she gains access to the third boon.

In order to retain access to her domain spells, the domain powers of her devoted domain, and the boons granted by Deific Obedience, the divine paragon must perform her obedience daily. If she fails to do so, she loses access to these abilities until she next performs her obedience (but she can still cast spells, channel energy, and perform other abilities granted by her cleric levels).

This ability alters domains.
First Boon: Healing Spirit (Sp) cure light wounds 3/day, aid 2/day, or remove curse 1/day
Second Boon: Fiery Spirit (Su) You have spent so much time in the sunrise, reveling in Lathander’s power and meditating on his glory, that its fiery rays have soaked into your very soul. You gain fire resistance 10.
Third Boon: Holy Brand of the Sun (Su) Your devotion to the Morninglord allows you to wrap your weapon in her cleansing flames to better bring justice to her foes. For a number of rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds), you can cause flames to wreathe your weapon. Any weapon you hold while this ability is active becomes a +1 flaming burst weapon. (You can use this ability on a ranged weapon, but can’t apply it directly to a piece of ammunition.) If you drop the weapon or give it away, the flame effect on that weapon immediately ends. If the weapon you hold has an enhancement bonus greater than +1, use the higher bonus. Activating or deactivating this ability is a free action, and the rounds in which you use the ability don’t need to be consecutive.

Traits (Magic) Magical Talent prestidigitation & (Social) Charming +2
Items A backpack, a black zipped hoodie sweatshirt, a tan utility kilt, hospital security ID, pillbox with two Unicorn Tears in it, a mess kit, a silver ring carved as a snake eating it's tail (10gp), brown wallet with Michigan driver's license, debit card, $12 dollars, with a new age pentagram card. A see-thru pouch with $20 dollars worth of bus tokens, smartphone with earbuds, flint and steel, a cold weather outfit, a wooden tankard, a waterskin, a holy symbol/silver seal of Cayden Cailean, a hydra leather vest, an iron key with a '3' on it, an orange pendant (worth 100gp), a silver key with a moonstone in its pommel, marvelous pigments, 5 calistrian handkerchiefs with different names on them, a bracelet of bargaining, a cold iron key with blue sapphires set into the handle, an ioun torch, a pipe flute, a circlet of persuasion, a maintenance kit, a healer's kit, a (magical) wyvern figurine made of wood, an Elixir of XP, a Tankard of the Drunken Hero, two cure light potions, one marked potions of bear's endurance, one marked potion of bull's strength, a belt of giant's strength +2, stuffed dog toy that looks just like Jock, enough cedar wood to make a guitar, a headband of alluring charisma +4, a cloak of resistance +2, a type IV bag of holding, a flask of very strong alcohol, a Luckstone, a wand of snowball (17 charges), a scroll of charm fey (Will DC 15 when cast or bad things), Elvis Presley's ring of improved inspired performance, a flawed magenta prism, a Prisoner's Dungeon Ring of Communication, a cedar chest with a lock and key, and a hand-written note from Cayden Cailean himself.
Tentatively, Donated to Charity red work shirt, black work pants with black leather belt, black socks, a pair of glasses with auto-tint, heavy wooden shield.
Combat items Carouser's Retort, Lucky Drunk's Mail, MW Rapier, mirrored mithril heavy shield, great axe, magical heavy mace that glows red.

Wealth 828gp, 39sp, 12cp (bag) one unpolished semi-precious stone
Carrying Capacity
Light (173 lbs or less); Medium (174-346 lbs.); Heavy (347-520 lbs.)
Current Load:
Height 6'3", Weight 205 lbs, Eyes Blue, Hair Brown
==============================================

The Life and Times of Joe Zaidel:
Joe Zaidel was born in Spectrum Hospital at 3:14pm, Tuesday November 6th, 1973 to Barbara and Darryl Zaidel. Joe, or Joseph on his birth certificate, was to be the eldest of two boys before both parents divorced in 1977. Darryl got remarried to Joe's babysitter in 1978, and had another son, Kevin. Joey and Michael, his younger brother, would often visit his father and stepmother on the weekends. Joey was raised mostly by his mother, who raised the family as irish-catholics, going to church every Sunday at St. James Church on Bridge street. Growing up, Joey had many rough nights sleeping, being afraid of the dark up until his early teens. Joey excelled in early education, skipping preschool to go right into 1st grade. Joe was always a big kid, being born nearly ten pounds at birth. the boy inherited his father's side broad shoulders and his mother's side height. Like many children 'of the 80s', Joey loved watching cartoons like He-man, Thundercats, G.I.Joe and Dungeons and Dragons among others. In grade school, Joe had many friends but none of them were close.

Going from grade school to middle school was a dramatic change. No longer considered 'cool' enough to hang out with, his grade school friends deserted and mocked him. With no playground to occupy his free time, Joe just stood around like the rest of his peers. During this time, Joe was near-constantly mocked, by girls who rejected his clumsy advances to the boys who would jump on any perceived weakness from 'the gentle giant', who was raised not to settle arguments with violence. This lasted until his junior year where, in a fit of pent-up rage nearly beat his school bully, Keith Quarry, within an inch of his life. After spending a week in juvie, no one taunted Joe Zaidel again; they just avoided him. Despite this, Joe found a true best friend in Nolan Butterfield; a thin, black kid who shared many of his interests. Of the two, Nolan was the ladies man, often dating cheerleaders, while Joe lived vicariously through his best friend.

Union High School, where Joe finished his education, did little to prepare the young man for the real world. Life was tough growing up. Both mother and father couldn't save any money for education, so the day after Joe's graduation, he had no idea what to do next. So Joe worked many odds jobs throughout his 20s. Fast food into retail, Joe quickly reacquired his confidence that was beat out of him in middle and high school to have a great report with customers. And with confidence came dates with women in his late 20s, eventually marrying his best friend from work, Cyndy, before Joe turned 30.

During his twenties, Joe underwent a spiritual awakening. Discussing some of his frightful nights as a kid with a beloved aunt, both discovered a lot of what the scared little boy saw was real, to him at least. His aunt, Sandy recommended several books on mediation and developing inner sight. Joe read and practiced voraciously, becoming a student of new age beliefs, learning about chakra points, astral projection, dream control, crystal work, among others. Throughout his married and unmarried life, Joe loved science fiction and fantasy, particularly Dungeons and Dragons, in which one of his favorite cartoons was based on. Whenever in gaming group, Joe loved to play heroic types: clerics, fighters, wizards, with paladins being his favorite class.

In regards to his marriage, Joe was determined not to make the same mistakes as his father and worked everyday on it, strengthening his bond with Cyndy every chance he got. Joe and Cyndy never had kids, though. Cyndy ultimately revealed she was afraid of hurting the children like her early attempts to discipline her dogs at time which led to their early deaths. Despite Joe's wish to have children, the marriage continued to grow stronger, despite this black mark on it.

Joe and Cyndy eventually moved upstate to Ludington, a small tourist town near Lake Michigan, to take care of his ailing mother-in-law, who loved her son-in-law. After she died, Phyllis, Cyndy's mother, left her house to them. After living in the big city of Grand Rapids all his life, Joe enjoyed the peace and quiet of Ludington. He met new gaming buddies, who introduced Joe to Pathfinder and World of Warcraft where Joe's main was his human paladin. Joe found a good job working as a third shift auditor at a major hotel chain in town, where he often plays Pathfinder on the paizo forums with people from around the world.

Joe's, like everyone else's, life was flipped upside down when Covid-19 or the Corona Virus made it's way around the world. The night auditor was fired for complaints from guests of the hotel, because Joe demanded they wear masks in the public spaces. Joe Zaidel, the more outgoing personality compared to his wife, would often do any outside chores, like shopping and paying bills; while Cyndy, being rather agoraphobic, became for withdrawn and paranoid. Washing hands, wiping down items brought from outside the home, wearing masks, did more to validate Cyndy's viewpoint and put real stress on the marriage. As the old house slowly kept falling apart, more of the couple's nest egg was depleted, which also put additional strains on the marriage. Joe found work in the local hospital: taking and delivering meal orders to patients, and was generally well respected for his teamwork and can-do attitude.

One day at work, Joe was delivering several meal trays to patients in the ER, where some aggressive, mentally unstable people were being held for living arrangements elsewhere. While in the ER, one of these aggressive patients got out of control and found a hard, pointy object to uses as a weapon. Joe did not even think about rushing in to help subdue the crazed patient, despite not being a security officer; just a big guy in his late 40s. During the scuffle, Joe was stabbed in the neck, where he quickly bled out, after the aggressive patient was subdued. After several hours in emergency surgery, the shock of the blood loss to his system, his own years-long heart problems, and being overweight was too much for Joe Zaidel. As he floated up above the surgery table, Joe had some regrets, but was overall happy with his life.


Ongoing Quests:
Urgent Quest
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Save the Stranger!
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Save the stranger and keep him alive for a week.
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1st Reward: Random Loot Box
2nd Reward: +1 to an ability score of your choice

Completed Quests:
Fetch me my brown pants
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Find the bard in need of rescuing and help him out of a sticky situation.

Reward: leather armor
2nd Reward: buckler
3rd Reward: dagger
Time limit: 33 minutes

Quest
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Find Roland's missing bear buckle belt
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Reward: armor worth 20 gp or less
2nd reward: maintenance kit
Time limit: 5 hours

Cleaning out the outhouse
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There is only a few real outhouses in town and the three behind the tavern are used the most. Muck out their honey buckets.

Reward: a warm meal
2nd Reward: a bed to sleep in for the night
Time limit: 8 hours
Repeatable Quest Daily
Fetch me a pail of water
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Fill the trough outside of the tavern with water.

Reward: a tankard of mead
2nd Reward: a waterskin
3rd Reward: 3 hard tack rolls
Time limit: 2 hours

Find the Fetcher's Daughter
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Reward: Ranger's backup bow or one made for you
2nd Reward: quiver of arrows
3rd Reward: 23 sp
Time limit: 5 days

Quest - Take Care of Young Goblins
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A. Raise the goblins under your tutelage.
B. Find an orphanage or foster parents.
C. Find another tribe to take them.
D. Kill the young goblins.
E. Find another solution.
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Reward: Depends on actions taken in quest. +1 to an Ability Score
2nd Reward: Tool kit of your choice (You each get one)

Quest
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Kill the black wolf clan
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Reward: Weapon worth 20 gp or less
2nd Reward: whet stone
Time limit: 12 weeks

Group Quest Unlocked - Finding the lost horn!:

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A unicorn had its horn stolen. Bring it back and the heart of the fiend that took it.
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Location: Northern Forest of Winter
Time limit: 8 days
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Reward: Unicorn years
2nd Reward: Ward or consort
3rd Reward: 1st level potion of your choice[/b]

Quest - Clear the Lumberyard of Mites.
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Kill the 18 mites.
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Reward: 1 sp per mite killed.
2nd Reward: your choice in wood.
3rd Reward: Random Loot box
Difficulty: E
Time limit: 2 weeks

Congratulations you have met all of the requirements to complete the secret quest:
Courage of the Weak.
You have gained the blessing of the great spellcaster Kandiaru.
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As long as you have the blessing of Kandiaru, you will always be healthy and strong.
Temporary Effect: The Will to Recover: Any damages to the body will be restored.
Permanent Effect: Longevity: You gain a +3 resistance to disease, poison, and aging effects. You also have doubled your lifespan.
Regeneration Abilities will exponentially increase while asleep.

Once you close the screen another pops up:
For remaining faithful to your companions you have gained the following rewards:
1) +2 to two ability scores
2) A Boost Card (+5)
3) A Blessed Loot Box, a Cursed Loot Box, or a Random Loot Box.

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Rewards for clearing the Supieror Dungeon:
1) +2 to one ability score
2) Please select two of the following possible rewards:

Loot Goblin Summon Card
Dungeon Instance Key
Boost Ability Card +5
Beneficial Greater minor magical item

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Hidden Objective: 6/5
Defeat the monsters in Elrick Manor
35/35
Congratulations you have completed the quest,
you may collect your rewards at any time.

Green Screen:

*Reward System*
~Boost Points Exchange Chart~
Ability Point Cost, Reward
1 boost point, Gain +1 HP (Max 10) √ (10/10 Max)
3 boost points, Gain 1 Bonus skill point (Max 5) √
5, Gain 1st bonus feat √
7, Gain +1 to an ability score below 18
10, Gain +2 HP (Max 10)
10, Gain 2 Bonus skill points (Max 5)
10, Gain 2nd bonus feat √
15, Gain +1 to an ability score below 21 √
20, +1 HP (Max 10)
20, Gain 1 Bonus skill points (Max 5) √ (3/5 used)
20, Gain a Special from an archetype from one of your classes below 7th level (Max 1)
20, Gain 3rd bonus feat (Max 1)
25, +1 to an ability score below 24
50, +2 HP (Max 10)
50, Gain 2 Bonus skill points (Max 5)
50, Gain a Special from an archetype from one of your classes below 11th level (Max 1)
50, Gain a Special from any class below 7th level (Max 1) (Once selected you must gain specials only from that 2nd class)
50, Gain 4th bonus feat (Max 1)
50, +1 to an ability score below 27
75, +2 HP (Max 10)
75, Gain 2 Bonus skill points (Max 5)
75, Gain a Special from an archetype from one of your classes below 15th level (Max 1)
75, Gain a Special from any class below 11th level (Max 1)
75, Gain 5th bonus feat (Max 1)
75, +1 to an ability score below 30
100, +3 HP (Max 10)
100, Gain 3 Bonus skill points (Max 5)
100, Gain a Special from an archetype from one of your classes below 19th level (Max 1)
100, Gain a Special from any class below 15th level (Max 1)
100, Gain 6th bonus feat (Max 1)
100, +1 to an ability score below 33
150, +3 HP (Max 10)
150, Gain 3 Bonus skill points (Max 5)
150, Gain a Special from an archetype from one of your classes at 20th level (Max 1)
150, Gain a Special from any class below 19th level (Max 1)
150, Gain 7th bonus feat (Max 1)
200, +1 to an ability score below 40

You have 85 points would you like to use any of them now?

Arcanium Quest Info

Daily Quest:
[spoiler=Daily Quest][dice=100 Pushups DC 15]10 + 7[/dice] 30 minutes
[dice=100 Situps Str DC 17]10 + 7[/dice] 30 minutes
Zaidel takes an hour rest.
[dice=100 Squats Dex DC 15]10 + 5[/dice] 30 minutes
[dice=100 Jumping Jacks Con DC 17]10 + 8[/dice] 30 minutes
Zaidel takes an hour rest.
[dice=5K Run Con DC 15]10 + 8[/dice] 30 minutes

Total time:4 1/2 hours
Rewards:
Status Recovery (It refreshes at midnight)
Boost Points +3 (x5 from Chausible of The Fateweaver)
[dice=Random Loot Box]5d100[/dice]


Cayden Cailean Familia:
1/month: Godsbrew of Bravery. Estimated cost 2,000 gp. You gain the ability: Drunk Warrior for the next 24 hours. When you drink an alcoholic beverage you gain a +1 luck bonus on all attack rolls and saves versus fear. You can stack it up to 1/2 your level. It appears in your holy symbol each month.

1/day Elixir of Strength: First use gives you a +4 enhancement bonus to strength. Every use after gives a +2 on str checks, CMB, and CMD; with a duration equal to (four + half your levels) in hours. During that time you may choose to add +10 to a single str check but then the magic is used up. When praying for spells or soon after you wake up, you choose which Elixir you want for the day.