Svetocher

Kahli Salist's page

500 posts. Alias of AGM Lemming.


Race

| AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10

Classes/Levels

| Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Gender

Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7

About Kahli Salist

Character Name: Kahli Salist
Character Race: Dhampir (Appearance: Human with pale skin and strangely pale blue eyes)
Character Class: Cleric
Alignment: C. N.
Deity: Calistria
Portfolios: Lust, Revenge, Trickery
Domains: Chaos, Charm, Knowledge, Luck, Trickery
Sub-Domains: Azata, Curse, Deception, Lust, Memory, Thievery
Favored Weapon: Whip

Current Moderator:
Adventure:

Gender: Female
Age: 142
Height: 5'
Weight: 120
Eyes: Light Blue
Hair: Black
Region: From Varisia but has traveled extensively.

Character Level: 5

Known Languages: Common, Goblin

STR: 12 (+1)
DEX: 14 (+2)
CON: 10 (+0)
INT: 12 (+1)
WIS: 16 (+3)
CHA: 16 (+3)

Hit Points: 30

Armor Class: 19 (base 10; Dex +2; Armor: +5; Shield: +1; Deflection +1)
Flatfooted Armor Class: 16
Touch Armor Class: 13

Chain Shirt & Light Wood Shield

Combat Maneuver Defense : +15 (10 + BAB +2 + Str +1 + Dex +2)

Special Armor Class Notes : N/A

Save vs. Fortitude : +5 (base +4; Con +0, ABP Resistance +1)
Save vs. Reflex : +4 (base +1; Dex +2, ABP Resistance +1)
Save vs. Will : +7 (base +4; Wis +2, ABP Resistance +1)

Special Save Notes:
+2 racial bonus on saving throws against disease and mind-affecting effects.

Initiative Modifier: +2
Base Attack Bonus: +3
Melee Attack Bonus: +4/+5 (BAB +3 + Str +1) / +2 for light weapons, Weapon Finesse
Ranged Attack Bonus: +5 (BAB +3 + Dex +2)

Combat Maneuver Bonus : +3 (BAB +2 + Str +1)

Special Combat Notes :

Weapons : Weapon Attunement +1 to one weapon chosen each day (Dagger)
Dagger/CLW Wand: While it has any charges it counts as magic weapon for DR
Light Mace d6 | x2 | B
3 Daggers d4 | 19-20/x2 | 10' | P/S
Light Crossbow d8 | 19-20/x2 | 80' | P
15 Quarrels

Skills: (Base:2, +1 INT, +1 Favored Class) 4/level

Total skill points earned : 4/level
Cleric's class skills: Appraise(Int), Craft(Int), Diplomacy(Cha), Heal(Wis), Knowledge(arcana)(history)(nobility)(planes)(religion)(Int),
Linguistics(Int), Profession(Wis), Sense Motive(Wis), Spellcraft(Int)
Perception is from Trait

Acrobatics: = +0 (Dex 2)
Appraise: = +1 (Int 1)
Bluff: = +5 (Cha 3) +2 Race Mod
Craft: = +1 (Int 1)
Diplomacy: = +10 (Cha 3) 4 Ranks +3 [Class Skill]
Disguise: = +3 (Cha 3)
Escape Artist: = +0 (Dex 2)
Fly: = +0 (Dex 2)
Heal: = +9 (Wis 3) 3 Ranks +3 [Class Skill]
Intimidate: = +3 (Cha 3)
Knowledge (religion): = +7 (Int 1) 3 Ranks +3 [Class Skill]
Perception: = +13 (Wis 3) 4 Ranks +3 [Class Skill] +2 Race Mod and +1 Trait Mod
Perform: = +3 (Cha 3)
Ride: = +0 (Dex 2)
Sense Motive: = +10 (Wis 3) 4 Ranks +3 [Class Skill]
Spellcraft: = +6 (Int 1) 2 Ranks +3 [Class Skill]
Stealth: = +0 (Dex 2)
Survival: = +2 (Wis 2)

Feats:
Free Feats: Combat Expertise, Deadly Aim, Power Attack, Weapon Finesse

1st Level: Selective Channeling
You can choose whom to affect when you channel energy.
Prerequisite: Cha 13, channel energy class feature.
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.

3rd Level: Channel Surge

5th level: Craft Wand

Traits:
Regional: Valashmai Veteran (Valashmai Jungle): +1 bonus on Perception, and a +1 bonus on Survival checks in jungle terrain. One of these skills (Perception) becomes a class skill for you.

Society: Exalted of Society: You may channel energy 1 additional time per day

Racial and Class Skills, Abilities & Features:

Race:
Dhampir Racial Traits
+2 Dexterity, +2 Charisma, –2 Constitution: Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor.
Dhampir: Dhampirs are humanoids with the dhampir subtype.
Medium: Dhampirs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Dhampirs have a base speed of 30 feet.
Senses: Low-light vision and darkvision 60 feet.
Manipulative: +2 racial bonus on Bluff and Perception.
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
****Light Sensitivity: (replaced by Dayborn)
Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
****Spell-Like Ability: (replaced by Dayborn)
Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic).

Alternate Racial Trait
Dayborn: A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.

Favored Class Options: Cleric: Add +1 to the caster level of any channeling feat used to affect undead.

Class:
Channel Energy (Su): 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. (+1 for Trait) 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.

Channel Energy 7/day, 3d3 + -2 attack 1 round, Will Save negates penalty

Have chosen to channel negative energy and use Revenge Alternate Channel Option:
Heal—This works like a standard channel (not halved). (Only available if I take Versatile Channeler)
Harm—Half Damage and creatures gain a channel penalty on attack rolls until the end of your next turn. (Will Save negates penalty but not damage.)
Will Save, DC = 10 + 1/2 level(1) + CHA(3) = 14

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table 3–5 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

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 who worships 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).

Equipment & Gear
Worn :
Quick Runner's Shirt
Explorers outfit (-- gp/8 lb.) *(weight not to be added to the total worn weight)
Chain Shirt (100 gp/25 lb.)
Light Wood Shield (3 gp/5 lb.)
Holy Symbol, Silver (25 gp/1 lb.)

Weapons:
Light Mace (5 gp/4 lb.)
3 Daggers (6 gp/3 lb.)
Light Crossbow (35 gp/4 lb.)
10 Quarrels (1 gp/1 lb.)

Teaching Staff - Channel Foci

--(1) Backpack (2 gp/2 lb.)
----(1) Bedroll (1 sp/5 lb.)
----(1) Waterskin (1 gp/4 lb.)
----(4) Rations (2 gp/4 lb.)
----(1) Flint and Steel (1 gp/- lb.)
----(1) Rope 50', silk (10 gp/5 lb.)
----(1) Coffee Pot (3 gp/4 lb.)
----(1) Ground Coffee Beans (8 sp/1 lb.)
----(2) Coffee mug (2 sp/1 lb.)
----(1) Sugar (1 sp/.5 lb.)

--(1) Adventurer's Sash (20 gp/3 lb.)
----(1) Wand of Cure Light Wounds CL1: In use. Charges in Classes/Level line
----(1) Wand of Cure Light Wounds CL1: 50 charges
----(2) Acid, Flask (20 gp/2 lb.)

Weight Totals:
Weapons: 12
Armor: 30
Equipment: 32.5

Total weight carried: 75.5 lb.

Carrying capacity :
Light load: ->43 lb.; Medium Load: ->86 lb.; Heavy Load: -> 130 lb.

Starting Gold: 1,000 GP
Cost Totals:
Weapons: 47
Armor: 103
Equipment: 835.2

Remaining Money: PP 1; GP 403; SP 17

Domain Abilities and Bonus Spells: Luck and Trickery
----------------------------------------------------
Luck Domain
Deities: Calistria, Desna, Shelyn.
Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.
Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.
----------------------------------------------------
Trickery Domain
Deities: Asmodeus, Calistria, Lamashtu, Norgorber.
Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Master’s Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. This ability otherwise functions like the spell veil. The rounds do not need to be consecutive.
Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop.
----------------------------------------------------

Spells Prepared:
Lvl 0: 4
Create Water, Detect Poison, Guidance, Stabilize

Lvl 1: 3 + WIS(1) + Domain(1)
Bless
Bless
Cure Light Wounds
Cure Light Wounds
D- True Strike

Level 2: 2 + WIS(1) + Domain(1)
Spiritual Weapon
Cure Moderate Wounds
Cure Moderate Wounds
D- Invisibility

Level 3: 1 + WIS(1) + Domain(1)
- Chain of Perdition
- Prayer
D- Protection from Energy

DC Modifier for Spellcasters: Base 10 + WIS(2) + Spell Level

Character History:

This is a short version of my history as all of the details of my 142 years would be a lengthy book…. That said:
I was born one hundred and forty two years ago to Kahleen Salist, cleric of Calistria. Although I appear to be mostly human I was conceived by mistake, fathered by a foolish, young vampire. I’m not sure how the creature was able to charm my mother but his power over her quickly wore off and she called on Calistria’s power to destroy it. She was not aware at the time, but her action was too late to stop my conception. Or maybe she did know. I never asked her.

Kahleen was part of a mercenary company known as Luck’s Hammer working all over Varisia. They had been relatively successful, gaining reputation, respect, a bit of treasure, and at least a little fear from certain quarters. They were contracted by the famed Pathfinder Society to gather information about an ancient relic of the Serpentfolk that used to exist across the lands. The quest took the team into several ruins that had already been looted. Then they discovered information pointing them to a completely unknown (to them) location on Golarion, across the seas to a forest in the southern part of Tian Xia.

Hearing the news, their contact in the Pathfinder Society, a wizard that went by the nickname ‘Seer’ was delighted. He got funding for the team (and himself) to travel by merchant ship to the port city of Goka. Once there the team traveled south to the Valashmai Jungle. By the time the team had reached the edge of the jungle Kahleen had figured out that she had conceived me and she informed the team. Seer, and the rest of the team, apparently did not object to pausing the quest and they arranged for protective magics that allowed for my safe birth. Perhaps Seer was interested in what sort of creature I would be as Kahleen did not hide my nature from the team or him. I was born and strangely enough I was carried along on the quest. Seer hired some local men and animals to carry supplies and they traveled into the jungle.

Just a note here for the skeptical or knowledgeable about the region. The Valshmai Jungle IS noted for being a very dangerous place, and it has earned that reputation over hundreds of years. It is definitely not a place where one would expect to encounter an adventuring party hauling an infant along. However, this quest could (and did) take a long time (years), and the team didn’t want to try to find another cleric. Kahleen (and Seer for some reason) didn’t want to abandon me. So, I learned to crawl, walk, etc. in the company of Luck’s Hammer while exploring one of the more dangerous jungles on the planet. Did I happen to mention that one of Calistria’s Domains that Kahleen revered was Luck?

We were four years into the quest, and almost ready to just give up when the team ‘stumbled’ onto the lair of a huge carnivorous dinosaur. The monster was large enough to consider the team as food, but also stupid enough to be fairly easy to avoid. Magical divination had indicated to the team that they should investigate the lair of the beast so they worked to trap it where they could kill it with relatively little danger to themselves. They tried baiting it with poison, creating a large pit, and even leading it into a tar pit. The last was at least partially successful, and while the arrows and other missiles of the team were insufficient, the roars from the creature attracted sufficient attention from the other denizens of the local area to finish it off. The team left them to feast on the remains as it sank into the muck, and returned to its lair. There were a number of smaller creatures living in the cracks and crevasses of the lair, still dangerous but much easier to kill. I was bitten by a poisonous snake but Kahleen’s magic was able to save me from serious harm. The scar is still on me but in a private location that is unknown to most people that have known me.

Since I’ve mentioned Kahleen’s (and now my) magic, I probably should add another strange fact. Healing spells hurt me, and finding that out almost killed me. Fortunately we weren’t in a very dangerous spot when it happened. The group had encountered a trap designed to kill small game and I accidentally got in the way. My wound was minimal but Kahleen decided to show me how nice it was to instantly heal rather than wait for the body’s natural healing. She cast a Cure Light Wounds on me, but rather than closing the gash the magic ripped it open. I passed out from the pain and was told later that I almost died. Seer actually explained the problem to me and got me to allow experimentation. Since my father was a powerful type of undead monster, I also had inherited what Seer called negative energy affinity. Positive energy spells that heal normal people harm me just like they can harm undead. Negative energy that harms people and heals undead also heals me. While this was disturbing to learn it did lead me to choose my path in life. I chose to learn of Calistria’s magic from Kahleen, to be able to use it and help myself rather than being accidentally harmed by overzealous healers. So far it has served me well….

Back to the quest, the ‘lair’ of the great lizard did not provide the artifact that we were searching for, but we did find an ancient body with some interesting equipment and a journal. Seer studied the journal for several days, using magic to preserve and translate as needed. From it he was able to identify another site to search. This time the site was an active temple. As they scouted the area around it, Kahleen took me aside and told me that this time I would have to be left outside in relative safety. While I didn’t like it, I had learned that I didn’t have the skills or powers that the rest of the team had. I stayed in the camp and the team entered the temple.

I can’t relate what happened in the temple, (since I wasn’t there) but can state that they did find the relic. They also angered some powerful enemies. As stated I stayed in the camp. Many of the basic supplies were also left there with simple camouflage hiding everything from any casual observation. I was bored but staying quiet and watching when I heard an alarm from the temple. Very shortly after, the team stormed through, grabbing supplies and running. Kahleen and Seer both called for me to grab my gear and run. There were some wounds on many of the team but everyone was alive. There also was a small army of the local humanoids chasing us. Seer used some magic from a wand that I hadn’t seen before to cause the ground behind us to be harder for the locals to move through. It gave us a chance to get farther ahead of them, and ultimately gave us the time to gather together for a grand escape.

About 3 miles away from the temple we had designated a rally point. When everyone got there, Seer surprised everyone with powerful magic to aid in the escape. They had the relic and it was time to leave the country. He pulled a short rope out of his pack, laid it on the ground in a circle and directed everyone to gather within it. Once ready he called out some activation words and the entire team was turned into shadow and able to travel rapidly back to the port where they sailed back to Varisia.

I have no idea what the relic was, but the team was paid well. Kahleen retired and took me to her temple where I could be trained. I can’t say that I was very interested or serious about the training. That may be why over a century has passed and I still haven’t anywhere near the power that she had. But as I matured I did learn the basics of Calistria’s path. Her capricious nature suits me well, and she does respond when I call for her power.

I became an initiate and traveled some with Kahleen. She was retired but still had her powers. My clerical powers were slightly different than normal because of my unique nature. While other clerics channel positive energy to heal, I channel negative to harm enemies that I encounter as well as to heal myself. Kahleen came along so common people that I travelled with wouldn’t know of or be concerned by my nature. By now I looked like an adult and more of a younger sister to her than a child. We introduced ourselves as a pair of Calistria’s clerics and Kahleen accepted the lesser stature and pay that an initiate would get. Later, when the traveling came to be too much for her physical strength (or desire) she gave me additional funding to help hide my nature. I try to travel groups that have other healing available, and keep a wand available for emergencies since I cannot convert spells for curing like other clerics. I have stayed mostly in safe places around Varisia, but recently decided that it may be time for me to learn more, experience the path of an adventuring cleric and gain the favor of my Deity. Kahleen is long dead from the old age that affects a human. I still have the health of a young adult. Maybe my nature will make my path very interesting….

Level up
4th level
+1 to Wisdom - 16 now
+5 HP
+1 BAB
+1 to base Fort & Will saves
+1 1st and 2nd level spells
4 skill ranks

ABP
Armor Attunement +1 and Weapon Attunement +1

The note: Find the pillars. North. South. East. Match the element. Follow the lights. Not sure wha-