Carousing Champion

Krastov Pelta's page

37 posts. Alias of HighonHolyWater.


Full Name

Krastov

Race

Aasimar

Classes/Levels

CG Cleric 2 | HP 22/22 | AC 19 T 12 FF 17 | F +5 R +3 W +7 | CMB +3 CMD 15 | Init +2 | Perc +12, Diplo +9 | Channel 6/6 | 1st 4/4

Gender

Male

Size

Medium

Age

29

Deity

Desna

Languages

Common, Dwarven

Strength 14
Dexterity 14
Constitution 15
Intelligence 13
Wisdom 19
Charisma 16

About Krastov Pelta

Loot:

Wand of Endure Elements
Katana

Quests:

Rescue Mayor's Son: Mayor has strange Mask of unknown power. Mayor's other son works with Coast Guard.
Escaped Criminals: Capture 4 more of the following criminals for the Sheriff.
Lady Scarlet White... the beautiful young daughter of a prominent elvish house. She murdered her host at a dinner party when she caught him in the arms of another woman after promising to marry her. Elf.
Penny Pincher... She's not directly violent, but she is a thief, and they say she works for Cassandra Santiago herself, but she never confessed to it. Human.
Mr. Arthur Swindall... this elvish man, a member of my own family, although I am relieved to say on my wife's side. A con artist and art and arms dealer. He was arrested for trying to sell forged paintings. Elf.
Lucius Blanchard... who makes his career as a professional butler but makes his true living as an expert blackmailer and pickpocket. Gnome.
Doctor Blumenthal... who liked to experiment with poisons and finally poisoned his wife after she developed a terminal illness under shall we say mysterious circumstances. Dwarf.
Dawn Grayson and her father, Bruno... He masterminded the plot, but she carried it out. She appeared at one of the wealthiest houses and claimed to be their long-lost daughter, kidnapped almost at birth. But Bruno's involvement was discovered and exposed, and Dawn confessed to attempting to bilk the family in return for reduced charges.
Madame Roxanne... as she calls herself. She's a mystic and medium who puts curses on people when they don't do what she commands, and she was tried and found guilty of using her powers to cause an accident that left a good man, one of my friends, dead. I will personally be pleased to see this charlatan put back behind bars. I hate her."
Dealt With Criminals
Amy Erica Freedom: Dead... Following that, we have the aquatic elf spy, who will sell anyone's secrets to the highest bidder and is loyal only to whomever is paying her the most. But she is a real killer with a gun, as we found out, and she seems to have an odd reverence for sharks. Aquatic Elf.
Colonel Yellow: Recaptured... we also have experienced murderer and war hero recently exposed as a coward, who is, of course, a human. The only people he shot were his fellow officers, and, of course, the investigator who was on his trail here in Pelican Bay. Human.
Investigate Castle and Island

Character Sheet:

Krastov
Aasimar Cleric 2
CG Medium Outsider(Native)/Humanoid(Human)
Init +2; Senses Darkvision 60ft.; Perception +12
Experience 1,200
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DEFENSE
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AC 19, touch 12, flatfooted 17 (+2 dex, +5 armour, +2 shield)
HP 22 (2d8+9)
Fort +5, Ref +3, Will +7
Resist Acid 5, Cold 5, Electricity 5
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OFFENSE
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Speed 40ft.(30ft. with armour)
Melee Morningstar +3(1d8+2/x2)
Melee Dagger +3(1d4+2/19-20x2)
Ranged Heavy Crossbow +3(1d10/19-20x2)
Special Attacks channel positive energy 6/day (DC 14, 1d6)

Spell-Like Abilities (CL 2nd)
1/day - daylight

Cleric Spells Prepared (CL 2nd; concentration +6)

1st - Longstrider(d), Bless, Command(DC 14), Protection from Evil
0(at will) - Detect Magic, Guidance, Light, Read Magic

Domains Travel, Liberation
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STATISTICS
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Str 14, Dex 14, Con 15, Int 13, Wis 19, Cha 16
Base Attack +1; CMB +3; CMD 15
Feats Toughness
Traits Seeker, Deft Dodger
Favoured Class Cleric +2HP
Skills(3 per level) 1 Diplomacy +9, 1 Knowledge(planes) +5, 1 Knowledge(religion) +5, 2 Perception +12, 1 Spellcraft +5
ACP -6
Languages Common, Dwarven
SQ Agile Feet(7/day), Liberation(2 round/day), Spontaneous Casting
Equipment Morningstar, Scale Mail, Heavy Steel Shield, Heavy Crossbow, Bolts(10) Wooden Holy Symbol of Desna, Backpack, Spell Component Pouch, Water skin, Hemp Rope(50ft.), Dagger, Explorer's Outfit, Katana
Money 737.5gp
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SPECIAL ABILITIES
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Aura(Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment
Channel Energy(Su) 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. 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. 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.
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).
Travel Domain You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. 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.
Domain Spells 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—teleport (greater), 8th—phase door, 9th—astral projection.
Liberation Domain You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Liberation(Su) You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Domain Spells 1st—remove fear, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—break enchantment, 6th—dispel magic (greater), 7th—refuge, 8th—mind blank, 9th—freedom.
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RACIAL TRAITS
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Scion of Humanity Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Celestial Resistance Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability(Sp) Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Darkvision Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Backstory:

Krastov grew up in a large city inland where life was relatively easy and people were quite free. He served the churches because his parents told him too. The gods were not really much to him though he liked the teachings he mostly took it all for granted because of how easy his life was. He was bored in his safe, enclosed little box so he decided to travel and see all the wonderful sights of the world for a time. But it was these travels that showed him how different each part of the world was and changed him. He realised his easy and free life shouldn't be taken for granted but he couldn't go back to live such a stale boring life and decided to pledge himself to Desna fully. She accepted him and gave him power as one of her clerics. He now travels with a purpose. Doing what he can to bring freedoms such as he has to others. His first direction was to go east and from there he would go where the wind took him. Now he is in Pelican Bay and after finding the notice about the missing boy has decided he wants to help.