Heir Apparent

Lauranna Cindel's page

396 posts. Organized Play character for Great Green God.

Full Name

Lauranna Cindel


Cleric (evangelist) of Chaldira Zuzaristan 4 | hp* 34 | AC 15 T 10 FF 15 | CMD 15 | F +6 R +1 W +10 (+2 v death) | Spd 30' | Init +0 | KnNat +4, KnPla +3, KnRel +3, Perc +4, SensM +4


| Luck 7/7 | Chan 5/5 | Perf 12/12 | wand clw 33/50 | *Fey Foundling


Female Human





Special Abilities

channel positive energy 5/day (DC 14, 1d6), countersong, fascinate, inspire courage +1, public speaker, sermonic performance, spontaneous casting




Chaldira Zuzaristan





Strength 14
Dexterity 10
Constitution 14
Intelligence 8
Wisdom 18
Charisma 14

About Lauranna Cindel

Lauranna was kidnapped and raised by the fey while very young, and then by the Monks of Chaldira at the Stoogery of St. Nyuk Nyuk the Maroon, hence she's a bit different....

Lauranna wields a heavy maul almost as big as she is.

Lauranna Cindel
The Visual
Human Cleric (evangelist) of Chaldira Zuzaristan 4 (Pathfinder RPG Ultimate Combat 40)
CG Medium humanoid (human)
Init +0; Senses Perception +4
15, touch 10, flat-footed 15 (+5 armor)
hp 34 (4d8+11)
Fort +6, Ref +1, Will +10; +2 vs. death
Weakness Takes one additional point of damage from cold iron weapons.
30 ft.
Melee +1 earth breaker +6 (2d6+4/×3) or
_____ unarmed strike +5 (1d3+2 nonlethal)
Ranged sling +3 (1d4+2)
Special Attacks channel positive energy 5/day (DC 13, 1d6), countersong, fascinate, inspire courage +1, sermonic performance
Domain Spell-Like Abilities (CL 4th; concentration +8)
7/day—bit of luck
Cleric (Evangelist) Spells Prepared (CL 4th; concentration +8)
__ 2ndaidD, bull's strength, resist energy, silence (DC 16)
__ 1stbless, divine favor, protection from evil, sanctuary (DC 15), true strikeD
__ 0 (at will)detect magic, guidance, light, stabilize
D Domain spell; Domain Luck
14, Dex 10, Con 14, Int 8, Wis 18, Cha 14
Base Atk +3; CMB +5; CMD 15
Feats Fey Foundling ISWG, Iron Will, Martial Weapon Proficiency (earth breaker)
Traits inspired, savannah child
Skills Diplomacy +6, Heal +10, Knowledge (nature) +4, Knowledge (planes) +3, Knowledge (religion) +3, Perform (comedy) +6, Perform (oratory) +6; Armor Check Penalty +0
Languages Common
SQ public speaker +6, spontaneous casting
Combat Gear scroll of remove disease (2), wand of cure light wounds (command phrase "Ohwa Tagoo Siam"); Other Gear +1 mithril shirt, +1 earth breaker UE, sling with 10 sling bullets, masterwork backpack, chalk stick, disguise kit, holy symbol of Chaldira Zuzaristan tattoo (forearm), torch, trail rations (4), twine (50') APG, waterskin, weapon cord APG, wooden holy symbol of Chaldira Zuzaristan, 5,226 gp, 6 sp, 7 cp
Mission Gear
Tracked Resources

Bit of Luck (7/day) (Sp) - 7/7
Cleric Channel Positive Energy 1d6 (5/day, DC 14) (Su) - 5/5
Disguise kit - 8/10
Inspired (1/day) - 1/1
Sermonic Performance (standard action, 12 rounds/day) - 12/12
Sling bullets - 6/6
Sling bullets - 4/4
Torch - 1/1
Trail rations - 4/4
Special Abilities

Cleric (Evangelist) Domain (Luck) 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.
☐ ☐ ☐ Cleaning House You’ve removed Phlegos Dulm from the Pathfinder Society, forcing the cruel half-orc to flee from Katapesh. While the Kotargo Lodge was seized by Phlegos’s many creditors, Wulessa Yuul reclaimed as many of the lodge’s assets as she could, setting aside a small trove for you in case of emergencies. Once per adventure you can spend 1 minute and check a box next to this boon to gain a free potion of cure light wounds. If you are 7th level or higher when you check a box, you instead gain a potion of cure serious wounds.
Cleric Channel Positive Energy 1d6 (5/day, DC 13, 30' radius) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Fey Foundling Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).
Inspired A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check.
Public Speaker (-6 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier.

Sermonic Performance (standard action, 12 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance.
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

- Countersong (Su) At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.

- Fascinate (Su) (2 targets, DC 14) At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

- Inspire Courage (Su) A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.

Resources of Redemption For your aid, the Church of Sarenrae assists you in acquiring tools of the faith. Treat your Fame score as 2 higher to determine your maximum item cost when purchasing any of the following: weapons with the bane undead, flaming, or flaming burst special ability; shields with the blinding special ability; crowns of blasting, necklaces of fireballs, phylacteries of faithfulness, staves of healing, or staves of illumination. (Dawn of the Scarlet Sun)

Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:

Table: Evangelist Spontaneous Spells
Spell Level Spontaneous Spell
1st command
2nd enthrall
3rd tongues
4th suggestion
5th greater command
6th geas/quest
7th mass suggestion
8th sympathy
9th demand

☐ ☐ ☐ ☐ ☐ Well-Connected You’ve made a friend who wields substantial clout not just in Katapesh but throughout the Inner Sea region. Once per adventure before attempting an Appraise, Disable Device, Knowledge (local), Perception, Profession, or Stealth check, you can check a box next to this boon to add 1d6+1 to the roll, representing the benefits of the information filtered to you by Yigrig Moneymaker’s extensive underground network.

Sign in:

Player Great Green God
Character Lauranna Cindel
PFS # 139009-57
Faction Liberty's Edge
Day Job N/A

Games played as part of Evergreen Trilogy: Master of the Fallen Fortress, In Service of Lore I, The Consortium Compact

Inspire courage An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.