Paladin of Iomedae

Meriko Lovarya's page

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About Meriko Lovarya

Meriko Lovarya
Male human (Varisian) cleric (herald caller) of Iomedae 4
NG Medium humanoid (human)
Init +4 [[1d20+4.4&{tracker}]]; Senses Perception +10 [[1d20+10+?{mods}]]
AC 13, touch 10, flat-footed 13 (+3 armor)
hp 28 (4d8+4)
Fort +5, Ref +1, Will +6
Speed 30 ft.
Melee mwk longsword +6 (1d8+3/19-20) or
..quarterstaff +5 (1d6+4) or
..spear +5 (1d8+4/x3)
Special Attacks channel positive energy 5/day (DC 13, 2d6) [[2d6]]
Cleric (Herald Caller) Spells Prepared (CL 3rd; concentration +5, SR +3)
. . 2nd—bull's strength (2), aid[D]
. . 1st—bless (2), magic weapon[D], protection from evil
. . 0 (at will)—detect magic, light, read magic, stabilize
. . D Domain spell; Domain War (Tactics subdomain)
Str 16, Dex 10, Con 12, Int 13, Wis 14, Cha 14
Base Atk +2; CMB +5; CMD 15
Feats Deific Obedience, Improved Initiative, Summon Good Monster
Traits dangerously curious, observant
Skills Acrobatics +0, Diplomacy +8 (+4 when obedience performed), Knowledge (nobility) +5 (+4 when obedience performed), Knowledge (planes) +6, Knowledge (religion) +7, Linguistics +7, Perception +9, Spellcraft +7, Use Magic Device +9
Languages Azlanti, Common, Giant, Orc, Thassilonian, Varisian
SQ call heralds, divine heralds, seize the initiative
Gear Mwk Longsword, Alchemist's Fire (1/1), Quarterstaff, Sling, Spear, Spell Component Pouch, Studded Leather Armor, Wand of Cure Light Wounds (43/50), Wand of Shield (49/50), Wooden Holy Symbol of Iomedae
Special Abilities
Call Heralds (+1 concentration) (Su) A herald caller can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can lose a prepared spell in order to cast any summon monster spell of the same level or lower. She gains a +1 bonus on concentration checks to cast a summon monster spell defensively. This bonus increases to +2 at 5th level, and increases by 1 every 5 cleric levels thereafter.
Cleric (Herald Caller) Domain (Tactics) Granted Powers: Seize the initiative
Cleric Channel Positive Energy 2d6 (5/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Divine Heralds (Su) A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity. This includes all creatures listed as summon monster options for priests of her deity (see Expanded Summoning for Clerics), creatures whose alignment matches at least one aspect of her deity's alignment, and creatures of an elemental subtype that matches a domain granted by the deity (if any). When summoning a creature that is normally summoned with the celestial or fiendish template, a herald caller of a chaotic deity can instead summon it with the entropic template, and a herald caller of a lawful deity can instead summon it with the resolute template. Because of these summoned monsters' strong ties to the herald caller's deity, the herald caller also gains specific benefits with creatures she summons with summon monster spells gained from her cleric spell list. The herald caller and her summoned monsters can understand each other's spoken words as if they shared a common language (though this doesn't give summoned monsters the ability to speak if they normally lack it). Whenever the herald caller uses channel energy to heal, she can include all of her summoned monsters, even if they are out of her normal channel energy radius or of a creature type that would not normally be affected. If she channels energy to deal damage, she can exclude any of her summoned monsters that would normally be affected.
Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Summon Good Monster When casting summon monster, you also gain access to the list of good monsters listed here. Your righteous determination grants these summoned creatures the Diehard feat. You may still summon creatures from the standard list, but without the Diehard feat.
XP Tracker
Starting XP: 0
The Prince of Augustana: GM +1.0
The Night March of Kalkamedes: GM +1.0
The Many Fortunes of Grandmaster Torch: GM +1.0
The Hydra's Fang Incident: GM +1.0
The Confirmation: GM +1.0
The Devil We Know Part 1: Shipyard Rats: GM +1.0
AP#91: Giantslayer Part 1: Battle of Bloodmarch Hill: PL +3.0
Current XP: 9.0 (4th level)
Gold Tracker
Starting Gold: 150 gp
The Prince of Augustana: +462 gp
The Night March of Kalkamedes: +513 gp
The Many Fortunes of Grandmaster Torch: +446 gp
The Hydra's Fang Incident: +456 gp
The Confirmation: +508 gp
The Devil We Know Part 1: Shipyard Rats: +538 gp
Current Gold: 3,073 gp
Purchase: Mwk Longsword (315 gp)
Purchase: Studded Leather Armor (25 gp)
Purchase: Spell Component Pouch (5 gp)
Purchase: Wooden Holy Symbol of Desna (1 gp)
Purchase: Sling (0 gp)
Purchase: Quarterstaff (0 gp)
Purchase: Spear (2 gp)
Purchase: Alchemist's Fire (20 gp)
AP#91: Giantslayer Part 1: Battle of Bloodmarch Hill: +3,711 gp
Current Gold: 6,416 gp
Inventory Tracker
Alchemist's Fire (1/1)
Wand of cure light wounds (50/50)
AP#91: Giantslayer Part 1: Battle of Bloodmarch Hill: 1 charge
Wand of shield (43/50)
AP#91: Giantslayer Part 1: Battle of Bloodmarch Hill: 7 charges
Fame/Prestige Tracker
Starting Fame: 0; Starting Prestige: 0
The Prince of Augustana: +2PP
The Night March of Kalkamedes: +2PP
The Many Fortunes of Grandmaster Torch: +2PP
The Hydra's Fang Incident: +2PP
The Confirmation: +2PP
The Devil We Know Part 1: Shipyard Rats: +2PP
Purchase: wand of cure light wounds (2PP)
Purchase: wand of shield (2PP)
AP#91: Giantslayer Part 1: Battle of Bloodmarch Hill: +4PP
Current Fame: 16; Current Prestige: 12
Qualified for purchases up to: 3,000 gp
Armed with Agrimmosh (AP#91: Giantslayer Part 1: Battle of Bloodmarch Hill): You have recovered a powerful hammer known as Agrimmosh. Although you cannot purchase this weapon, whenever you play through the sanctioned portion of a Giantslayer volume, your group begins play with Agrimmosh.
Confirmed Field Agent (The Confirmation): Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
Embassy Recognition (The Hydra's Fang Incident): The Chelish Embassy of Absalom recognizes you for your outstanding service to the Empire. You are given a boon that grants you one free use of the divination spell from a Cleric of Asmodeus. You can only use this boon in Egorian, Cheliax’s diabolical capital city. The Andoren Embassy of Absalom regards you as an upstanding free citizen of the Republic.
Explore, Report, Cooperate (The Confirmation): You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Favor to Torch (The Many Fortunes of Grandmaster Torch): You owe Grandmaster Torch a favor—one he plans to redeem in the future. When he calls in this favor, you are obligated to fulfill his request so long as it doesn’t violate any morale restrictions of your race, class, or alignment.
Friend of Janira Gavix (The Confirmation): The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
Gift of the Ghaele (Night March of Kalkamedes): Sulianna the Luminescent, an azata whom you rescued, owes you a debt and has granted you a fraction of her power. You may use one of the following as a spell-like ability once, using your character level as your caster level. After using this boon, cross it off your Chronicle sheet.
Subtier 1–2: You may cast aid, detect thoughts, lesser restoration, or see invisibility
Power of the Giants (AP#91: Giantslayer Part 1: Battle of Bloodmarch Hill): You gain the Power of the Giants bonus Chronicle sheet, which grants you the ability to grow to double in height and fight giants on equal terms. Your extended exposure to an artifact and your ongoing battles with giants have granted you the ability to match their size and strength. Once per day, you can cast enlarge person (self only) as a spell-like ability. The caster level for this effect equals the number of Power of the Giants boons that you possess. If you are not a humanoid creature, the spell still affects you but only lasts 2 rounds per caster level. Over the course of the Giantslayer Adventure Path, you can gain additional Power of the Giants boons that grant you additional options when you activate this boon’s enlarge person spell-like ability. You only apply one of these additional benefits each time you use the ability.
Siege’s Resolve (AP#91: Giantslayer Part 1: Battle of Bloodmarch Hill): Through your trial by fire, you have proven capable of fending off overwhelming numbers while defending others. As a free action on your turn, you can cross this boon off your Chronicle sheet in order to gain a +2 insight bonus to your Armor Class for 1 minute when threatened by three or more opponents. Against creatures with the giant or orc subtype, this bonus increases to +3 and also extends to any allies that are adjacent to you..
Faction Journal Card - Season 7: Liberty's Edge
[ ] [ ] [ ] Liberate one or more slaves, captives, or hostages during an adventure.
[ ] [ ] Adventure in two of the following locations: Andoran, Cheliax, Okeno, Magnimar, or Nirmathas.
[ ] Forgo your Downtime to nonviolently fight for the cause of liberty by spending time organizing protests, freeing slaves, or distributing revolutionary material. To do so, you must succeed at a Disable Device, Knowledge (local), or Stealth check with a DC equal to 15 plus your character level.
[ ] Defy local law or tradition in a way that assists you and your allies without endangering the mission or threatening innocents.
[ ] Defeat a known slaver whose Challenge Rating is at least equal to your character level. For the purposes of this goal, a slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to control a creature for at least one day, or is explicitly cited as trafficking slaves.
[ ] After being grappled or physically bound by an opponent, escape with an Escape Artist, Strength, or combat maneuever check. Alternatively, after failing a save against a spell or effect with the compulsion descriptor, end the effect with a subsequent save.
[ ] In a region where slavery is legal, deliver a speech against tyranny, slavery, or corruption to a crowd of at least 20 participants. Succeed at a Diplomacy or Perform (acting, comedy, or oratory) check with a DC equal to 15 plus your character level.
[ ] [ ] [ ] [ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.
Frequent Summons - Summon Monster I

Celestial Dog (NG):

N Small animal
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +8
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 6 (1d8+2)
Fort +4, Ref +3, Will +1
Resist acid 5, cold 5, electricity 5; SR 6
Speed 40 ft.
Melee bite +2 (1d4+1)
Special Attacks smite evil
Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +1 (+13 to jump), Perception +8; Racial Modifiers +4 to survival when tracking by scent

Celestial Dolphin (NG):

Celestial Eagle (NG):

N Small animal
Init +2; Senses darkvision 60 ft., low-light vision; Perception +10
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +4, Will +2
Resist acid 5, cold 5, electricity 5; SR 6
Speed 10 ft., fly 80 ft. (average)
Melee bite +3 (1d4), 2 talons +3 (1d4)
Special Attacks smite evil
Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7
Base Atk +0; CMB -1; CMD 11
Feats Weapon Finesse
Skills Acrobatics +2 (-6 to jump), Fly +8, Perception +10; Racial Modifiers +8 Perception

Celestial Fire Beetle (NG):

Celestial Pony (NG):

Frequent Summons - Summon Monster II
Celestial Octopus (NG):

Celestial Wolf (NG):

Faun (CG):

Grig (without fiddle ability, NG):

Pseudodragon (NG):