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Kyrian Vasila's page

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Full Name

Kyrian Vasila

Race

Aasimar

Classes/Levels

Cleric (Sorcerer)/4th

Gender

Male

Size

Medium

Age

28

Special Abilities

See SQ tab

Alignment

Chaotic Good

Deity

Cayden Cailean

Location

The Broken Broadsword

Languages

Common (Taldane), Celestial, Varisian

Occupation

Barkeep

Strength 14
Dexterity 10
Constitution 18
Intelligence 13
Wisdom 16
Charisma 16

About Kyrian Vasila

Initiative: +0
Senses: Perception +5
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AC 14 (10 Touch, 14 FF)(+4 Armor)
Hp 48/48 (1d8 (max) + 4 Con + 1 Favored Class)
Fort +8, Ref +1, Will +7
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Speed 30 ft (30 ft Base)/30 ft.(fully geared)
Melee shock Rapier +5 (1d6 + 2 + 1d6 electric, 18-20/x2)
Ranged
Special Attacks Channel energy 2d6 8/8x/day
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Spells Cleric/Sorcerer
Domains Charm and Good
0-level Create Water, Mending, Detect Poison, Prestidigitation.
1st-level Charm Person, Bless, Detect Evil, Remove Sickness, Shield of Faith.
2nd-level Calm Emotions, Summon Monster II, Hold Person, Align Weapon.
3rd-level Suggestion, Bestow Curse, Remove Curse, Summon Monster III
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BAB +3, CMB +5, CMD 15
Feats Angelic Blood, Selective Channeling
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Demi-Gestalt Increases:

Saving Throw (not applicable)
Advance Spellcasting
Boon Feats
1st level Boon Feat: Bloodline
2nd level Boon Feat: Access Subclass's Spell List (lower)
4th level Boon feat: Bloodline (2nd power)
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Skills 5/Level +2/Background
Appraise +1 (0 Rank, 0 Class, 1 Int)
Bluff +12 (1 Rank, 3 Class, 3 Cha, 5 Innocent)
Craft (alchemy) +5 (1 Rank, 3 Class, 1 Int)
Diplomacy +12 (4 Rank, 3 Class, 3 Cha, 2 Skilled)
Fly +4 (1 Rank, 3 Class, 0 Dex)
Heal +11 (3 Rank, 3 Class, 3 Wis, 2 Healer's Kit)
Intimidate +10 (4 Rank, 3 Class, 3 Cha)
Knowledge (arcana) +5 (1 Rank, 3 Class, 1 Int)
Knowledge (history) +5 (1 Rank, 3 Class, 1 Int)
Knowledge (nobility) +5 (1 Rank, 3 Class, 1 Int)
Knowledge (planes) +5 (1 Rank, 3 Class, 1 Int)
Knowledge (religion) +8 (4 Rank, 3 Class, 1 Int)
Linguistics +1 (0 Rank, 0 Class, 1 Int)
Profession (bartender) +10 (4 Rank, 3 Class, 3 Wis)
Sense Motive +7 (1 Rank, 3 Class, 3 Wis)
Spellcraft +5 (1 Rank, 3 Class, 1 Int)
Use Magic Device +3 (0 Rank, 0 Class, 3 Cha
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Special Qualities/Class Features:
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).
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 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.
Domains
A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
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Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
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.
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.
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).
Bloodline Celestial Bloodline
Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Filled with magical power that screams for release, sorcery is not so much a calling as a blessing—or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Presented below are a number of bloodlines representing the mysterious origin of your sorcerer’s abilities.
Bloodline Powers Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.
Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Celestial Resistances (Ex): At 3rd level, you gain resist fire 5 and resist sonic 5. At 9th level, your resistances increase to 10.
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Racial Traits +2 Wis, +2 Cha; Outsider (native), Medium, Normal Speed, Celestial Resistance, Skilled, Spell-like Ability: daylight, Darkvision 60ft, Languages.
Traits (Race) Innocent and (Social) Charming.
Items An upgraded cleric's kit (including) handy haversack, a silver holy symbol, bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.), a small steel mirror, an ioun torch, an armbands of the brawler, and a healer's kit.
Combat Gear a mithral shirt and a shock rapier.

Wealth (906 gp)
Carrying Capacity
Light (58 lbs or less); Medium (59-116 lbs.); Heavy (117-174 lbs.)
Current Load: 51.5
Age 28, Height 6'3", Weight 165 lbs, Eyes Sapphire Blue, Hair Platinum Blonde
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Appearance:
Kyrian Vasila is a unique-looking varisan human male. Unlike the dark hair of his human heritage, Kyrian possesses platinum blonde hair, a trait neither of his parents possesses. The caydenite also has a tall, strong build with strong facial features. This gives Kyrian his tough-yet-pretty looks. Also, his smoldering sapphire blue eyes also veers away from traditional varisian norms.
Because the Broken Broadsword can be rowdy at times, Kyrian likes to wear his mithral shirt under his work clothes for added protection and to not tip his hand. The aasimar is also known for wearing rough leather armsbands of the brawler, usually shown when Kyrian needs to block the occasional thrown barstool or halfling. The caydenite only leaves his silver holy symbol outside his clothes when performing his clerical duties at the Broken Broadsword. As a cleric of Cayden Cailean, Kyrian wields his god's signature weapon, a rapier, which the aasimar only uses in the bar for extreme circumstances.

Personality:
Kyrian has a deep sonorous voice, which doesn't match his look to often. While on duty at The Broken Broadsword, the aasimar does his best to keep the mood light, but serious when needing to, like treating a bar fight wound or showing a distrespectful patron to the door. The varisian gets sensitive when called a 'pretty boy' or 'prissy boy'.

Background story:
Kyrian's story begins in The Warrens in Kaer Maga. Kyrian's father was a successful Duskwarden, and his mother worked for one of the animal husbandry companies out of The Stockyards. Duskwarden Orbreath Vasila married Senya Neveul after dating for 2 years and Senya found she was pregnant shortly after. At Kyrian's birth, there was a scandal, because the Vasila boy was born with an shock of platinum blonde hair and incredibly blue eyes, traits both parents lacked. Luckily, the pharasman midwife was able to calm the parents down and tell them that they just gave birth to a aasimar. It was then Orbreath remembered a story his grandfather told him about his great-grandmother possibly having a one-time fling with a disguised angel. The two parents renewed their love for each other and their child, as two became three.

Ask any kid growing up in Kaer Maga and they'll tell you it was tough. Even tougher if you were dramatically different than your peers. The term 'prissy boy' was used often by kids who might have been jealous Kyrian was getting from adults, as being a 'good boy' from a 'good family'. The streets of Kaer Maga toughened the young aasimar up, allowing the young boy to both 'take it and dish it out', another point of pride for his city-wise father.

As many aasimar are drawn to religion, young Kyrian eventually found a job as a busboy in The Common House, A Temple/Tavern dedicated to Cayden Cailean in The Bottoms of Kaer Maga. Kyrian was able to help bring home some extra money to his mother and father, while gaining a religious education. The young aasimar found Cayden's edicts incredibly easy to follow, and quickly became an ideal caydenite. Kyrian eventually moved up from busboy to acolyte, then to a full cleric after about 6 years. During all his time at The Common House, Kyrian noticed the goings-on of The Freemen, a caydenite group of slave liberators, in a huge city where slavery was legal.

Kyrian Vasila, just made a full cleric of Cayden Cailean, was asked to help with a 'extraction' from the Downmarket. Kyrian agreed, and one night, the aasimar and several Freeman tried to successfuly free some slaves from their owner, but was caught. As luck would have it, Orbreath Vasila was first on the scene. Since father and son looked so different from each other, no one present made a connection both were related. Orbreath took Kyrian into custody and away from the scene. Orbreath angrily childed his son as both quickly made it off the streets, where father knew the heat would be on, once it was found Kyrian wasn't in a cell. So Senya tearfully packed her son's things and kissed him goodbye as his father was able to safely get his son out of Kaer Maga around Duskwarren patrols.

The Broken Broadsword:
Kyrian eventually made his way to The Broken Broadsword, and found a new home. The aasimar is one of the few caydenite clerics on-staff. Kyrian was trained to wear many hats at The Common House. Kyrian jumps from being a bouncer and security to the establishment; to a talented barkeep, who has a wide knowledge of mixed cocktails as well as domestic and foreign ales and beers. Being a cleric, Kyrian is also trained to treat injuries and ailments, both big and small.

Kyrian has also been able to access for of his celestial hertiage and be able to cast arcane spells as a sorcerer. With liberal uses of prestidigitation and mage hand, the aasimar is able to keep The Broken Broadsword clean and sanitary.