| Perception:+8 | Sense motive+6 | Spellcraft+8 | Stealth+14 | Forewarned Divination School: Always act in Surprise round even if I failed the perception roll.
Character Name: Keeyan Rayahn
Character Race: Sylph
Character Class: Wizard/Diviner: 2 - Cleric/Ecclesitheurge: 1
Alignment: CG
Deity: Cayden Cailean
Current Moderator: GM Nine-Tuiles
Adventure: Dungeons, Drive-Ins, and Dives
Gender: Male
Age: 85
Height: 6' 1"
Weight: 165 lbs
Eyes: Light Blue
Hair: White
Region:
Character Level: 3
Known Languages: Common(English), Auran, Spanish, French, Russian, Sylvan, Draconic
Appearance:
Keeyan appears to be a tall, slim human male with light blue eyes, pale skin and extremely blond (almost white) hair. He wears nondescript clothing that is well maintained and clean. A careful examination might reveal a couple small spots of an oily residue on his face.... (makeup covering the blue markings of a Sylph)
Special Armour Class Notes:
+2 Racial Adjust to AC vs non-magical missiles for Breeze-Kissed trait
Save vs. Fortitude: +3 (Wizard base +0; Cleric base +2; Con +1)
Save vs. Reflex: +3 (Wizard base +0; Cleric base +0; Dex +3)
Save vs. Will: +7 (Wizard base +3; Cleric base +2; Wis +2)
Special Save Notes:
Energy Resistance 5 to Electrical attacks
Offense:
Initiative Modifier: +4 (+3 for Dex, +1 for Divination School)
Base Attack Bonus: +1
Melee Attack Bonus: +0
Ranged Attack Bonus: +3
Combat Maneuver Bonus: +1 (BaB +1 + Str +0)
Special Combat Notes : Forewarned Divination School: Always act in Surprise round even if I failed the perception roll.
Weapons :
Light Crossbow
20 Bolts
skills:
Total skill points earned: Wizard 12: 6 (2 + Int(3) + Favored Class(1))/Level / Cleric: 5/level + 2 Background
Wizard class skills: Appraise(Int), Craft(Int), Fly(Dex), Knowledge(all)(Int), Linguistics(Int), Profession(Wis), and Spellcraft(Int).
Additional for Traits & Feat: Disguise, Stealth, Perception, and UMD
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), and Spellcraft(Int)
Trait: Climb(Str)
Feats:
1st Level: Precise Shot (No penalty for firing into melee)
Game Bonus feat: Cosmopolitan:
Benefit: You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you. (Perception & UMD)
Wizard Bonus: Scribe Scroll
3rd Level: Additional Traits
Traits:
- Combat: Slippery
Benefit: You gain a +1 trait bonus on Stealth checks and Stealth is a class skill for you.
- Social: Unwelcome Business: +1 to Disguise and it becomes a class skill. Also, ignore the -2 when disguised as a human.
- Reagonal: Seasoned Climber: +1 to Climb and it becomes a class skill
- Magic: Magical Knack: +2 to CL for one spell casting class(Wizard) (Up to actual level)
Racial:
Race: Sylph
+2 Dexterity, +2 Intelligence, –2 Constitution: Sylphs are quick and insightful, but slight and delicate.
Native Outsider: Sylphs are outsiders with the native subtype.
Medium: Sylphs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sylphs have a base speed of 30 feet.
Darkvision: Sylphs can see in the dark up to 60 feet.
**** Replaced by Whispering Wind: Spell-Like Ability: Feather fall 1/day (caster level equals the sylph's total level).
Energy Resistance: Sylphs have electricity resistance 5.
**** Replaced by Breeze-Kissed: Air Affinity: Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at +1 caster level.
Languages: Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose from the following: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.
Alternate Racial Traits:
Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.
Whispering Wind: Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph's spell-like ability racial trait.
Class: Wizard : Divination/Foresight School:
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Arcane School: Divination/Foresight (Opposition: Illusion and Necromancy)
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Class: Cleric/Ecclesitherge:
Deity: Cayden Cailean - the Drunken Hero
Holy Symbol: Tankard
Unique Spell Rules:
Knock can be prepared as 1st level but only opens welds, shackles or chains used to imprison.
Create Water can create ale or wine, 1 cup/level
Create Food and Water can create ale or wine. It spoils at the same rate food does.
Channel Positive Energy: 30' Radius, 1d6 Healing or damage to undead. 3 + CHA(0) times/day
Spontaneous Casting: Channel a prepared non-domain spell into a "Cure" spell of the same level.
Weapon & Armor: No armor or shield. Weapons: club, dagger, heavy crossbow, light crossbow, or quarterstaff
Ecclesitheurge’s Vow: At 1st level, an ecclesitheurge makes a vow to his deity to be protected solely by his faith, not by armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use his blessing of the faithful ability, use cleric domain powers, or cast cleric spells.
Blessing of the Faithful (Su): As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge’s next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.
Domain Mastery: At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain’s spell list.
Each day when preparing spells, a different secondary Domain can be selected. This only affects the spells for the Domain slot. The selected domain power is retained.
Primary Domain: Travel:
-Granted Powers: Increase your base speed by 10 feet.
-Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
-Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
-Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door,
5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.
Secondary Domain: Charm/Love:
-Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
-Adoration (Su): As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability a number of times per day equal to 3 + your Wisdom modifier(2). This is a mind-affecting effect.
-Charming Smile (Sp): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.
-Domain Spells: 1st—charm person, 2nd—enthrall, 3rd—suggestion, 4th—heroism,
5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—euphoric tranquility, 9th—dominate monster.
Chaos/Azata:
-Domain Spells: 1st—expeditious retreat, 2nd—align weapon (chaos only), 3rd—fly, 4th—chaos hammer,
5th—dispel law, 6th—planar ally (azata only), 7th—word of chaos, 8th—cloak of chaos, 9th—summon monster IX (chaos spell only).
Not 'til 3rd Level:
Bonded Holy Symbol (Su): At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, which functions identically to a wizard’s bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item.
As with a wizard’s bonded item, an ecclesitheurge can add additional magic abilities to his bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat’s level prerequisites. For example, an ecclesitheurge with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to his bonded holy symbol must be at least 3rd level to do so. The magic properties of a bonded holy symbol, including any magic abilities the ecclesitheurge added to the object, function for only the ecclesitheurge. If a bonded holy symbol’s owner dies or the item is replaced, the object loses all enhancements the ecclesitheurge added using this ability.
This ability replaces the increase to channel energy gained at 3rd level.
Equipment & Gear:
Worn:
(1) Explorers outfit
(1) Arcane Bonded Object: Cell Phone
Worn in a protective case on a neck band. (Amulet)
- AnyWand app
- CLW - 50 charges
Tankard: (Holy Symbol)
Wrist Sheath:
- Wand of Fireballs: Creates a jug of Fireball Cinamon Whisky
Secure case for the wand, keyed to my aura (100 GP)
Backpack
Bedroll
Trail Rations (2 days)
Waterskin(2)
Coffee Pot
Coffee, 1 lbs ground
Mess Kit - Plate, Bowl, Fork/Knife/Spoon, Cup
Waterproof Bag
Climber's Kit: +2 to Climb rolls: 5 lb
Silk Rope, 50': 5 lb
Loadstone Boots +4 to climb a rope
Belt Pouch
2 Coca CloWa (CLW Potion)
2 LaCure single mini-bottle: (Slow healing, 1d4+1 lethal and 1d4+1 nonlethal, 1/minute)
Gift from Grongar: The wand looks to have a reddish tone to the wood, and the word "Fireball" is etched on the grip.
Spell Component Pouch
Total weight carried: ?? lb.
Carrying capacity:
Light load: ->33 lb.; Medium Load: ->66 lb.; Heavy load: ->100 lb.
Money:
Money: 1108 GP, 9 CP
Deposited Bank of America: 485 GP
Movement: 40'
Magic:
Spells Known:
0: All except Illusion and Necromancy
- Acid Splash: Orb deals 1d3 acid damage.
- Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
- Bleed: Cause a stabilized creature to resume dying.
- Chameleon Scales: Change the color of your skin to something else.
- Dancing Lights: Creates torches or other lights.
- Daze: Humanoid creature of 4 HD or less loses next action.
- Detect Fiendish Presence: As detect evil, except this specifically detects outsiders with the evil subtype and their servants.
- Detect Magic: Detects spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Flare: Dazzles one creature (–1 on attack rolls).
- Grasp: Retry a Climb check as an immediate action
- Light: Object shines like a torch.
- Mage Hand: 5-pound telekinesis.
- Mending: Makes minor repairs on an object.
- Message: Whisper conversation at distance.
- Open/Close: Opens or closes small or light things.
- Prestidigitation: Performs minor tricks.
- Ray of Frost: Ray deals 1d3 cold damage.
- Read Magic: Read scrolls and spellbooks.
- Resistance: Subject gains +1 on saving throws.
- Scrivener's Chant: Imbue a quill to rapidly transcribe words from one page to another.
- Sotto Voce: Use your dry, rasping whisper to fill a creature with dread.
- Spark: Ignites flammable objects.
1st: 15
- Adhesive Spittle: Spit a tanglefoot bag at a creature.
- Coin Shot: Creates 3 magical 'bullets' from coins.
- Comprehend Languages: You understand all languages.
- Crafter's Fortune: Subject gains +5 on next Craft check.
- Endure Elements: Target is comfortable in temps from -50 to 140 for 24 hours.
- Feather Fall: Immediate Action to save from falling.
- Handy Grapnel: Great for climbing....
- Heightened Awareness: Your recall and ability to process information improve.
- Identify: +10 to Spellcraft to identify magic items
- Keep Watch: Allow creatures to stand watch without fatigue throughout the night.
- Magic Missile
- Reduce Person: Target is one size smaller for 1 minute/level.
- Technomancy: As detect magic, except detecting the presence of technological objects. Grants Technologist feat to understand technological items for 3 rounds/level.
- Unseen Servant: Invisible force obeys your commands.
- Windy Escape: Briefly become insubstantial, allowing an attack to pass harmlessly through you.
Cleric Spells:
Level 0: 3: Create Water(Ale), Mending, Spark
Level 1: 3 (1 + WIS(1) + Domain)
- Bless
- Obscuring Mist
D - Charm Person
DC Modifier for Spells: 10 + Spell Level + Wis(2)
Character History:
Who am I? Why am I? What do I want?
These are good starting points for the telling of my life, but only cover the beginning. I was born long enough ago to cover a full human life, but I am not human. I mostly resemble an young, slightly tall but slender, pale skinned human male. I disguise my real heritage with make-up and attitude.
My childhood was a joy, playing with creatures of the air called by my parents as I was schooled in their reality and the ways of magic. It was a good number of years but, as I remember it now, it was too short.
As I reached my adult years my parents brought me to Earth and taught me of the terrestrial creatures. My introduction to the ways of humanity included a short stop at a filthy, but interesting place called New York City. A great many creatures lived there, squabbling over simple resources that were horded by some that had much more than they needed, and grasped at by those that had barely enough to survive.
It was a rude awakening. We departed there, traveling to a couple other cities and seeing some of the wilder areas. When my magical training was deemed complete and my parents declaring that I was ready to start my life on my own I selected a place on the edge of "civilization", a small city, and a small 'community' there. To better blend in with the local population I chose to join a place of higher learning and took a job to support myself while also assisting others. I became a college student at Norfolk State University, and did tech support for customers of an electronics store. I became a member of the Geek Squad....
Level up working:
Level 1 Cleric/Ecclesitherge
Saves: +2 Base Fort & Will
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), and Spellcraft(Int)
Deity: Cayden Cailean - the Drunken Hero
Holy Symbol: Tankard
Unique Spell Rules:
Knock can be prepared as 1st level but only opens welds, shackles or chains used to imprison.
Create Water can create ale or wine, 1 cup/level
Create Food and Water can create ale or wine. It spoils at the same rate food does.
Channel Positive Energy: 30' Radius, 1d6 Healing or damage to undead. 3 + CHA(0) times/day
Spontaneous Casting: Channel a prepared non-domain spell into a "Cure" spell of the same level.
Weapon & Armor: No armor or shield. Weapons: club, dagger, heavy crossbow, light crossbow, or quarterstaff
Ecclesitheurge’s Vow: At 1st level, an ecclesitheurge makes a vow to his deity to be protected solely by his faith, not by armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use his blessing of the faithful ability, use cleric domain powers, or cast cleric spells.
Blessing of the Faithful (Su): As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge’s next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.
Domain Mastery: At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain’s spell list.
Each day when preparing spells, a different secondary Domain can be selected. This only affects the spells for the Domain slot. The selected domain power is retained.
Primary Domain: Travel:
-Granted Powers: Increase your base speed by 10 feet.
-Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
-Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
-Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door,
5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.
Secondary Domain: Charm/Love:
-Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
-Adoration (Su): As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability a number of times per day equal to 3 + your Wisdom modifier(2). This is a mind-affecting effect.
-Charming Smile (Sp): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.
-Domain Spells: 1st—charm person, 2nd—enthrall, 3rd—suggestion, 4th—heroism,
5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—euphoric tranquility, 9th—dominate monster.
Chaos/Azata:
-Domain Spells: 1st—expeditious retreat, 2nd—align weapon (chaos only), 3rd—fly, 4th—chaos hammer,
5th—dispel law, 6th—planar ally (azata only), 7th—word of chaos, 8th—cloak of chaos, 9th—summon monster IX (chaos spell only).
Not 'til 3rd Level:
Bonded Holy Symbol (Su): At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, which functions identically to a wizard’s bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item.
As with a wizard’s bonded item, an ecclesitheurge can add additional magic abilities to his bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat’s level prerequisites. For example, an ecclesitheurge with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to his bonded holy symbol must be at least 3rd level to do so. The magic properties of a bonded holy symbol, including any magic abilities the ecclesitheurge added to the object, function for only the ecclesitheurge. If a bonded holy symbol’s owner dies or the item is replaced, the object loses all enhancements the ecclesitheurge added using this ability.
This ability replaces the increase to channel energy gained at 3rd level.