Preacherelius's page

118 posts. Alias of GM_Drake.


Full Name

Preacherelius ("Rel") ("Preacher")

Race

(gnome) aasimar

Classes/Levels

Gestalt (Priest of the Fallen) Spiritualist 2/(Planar Scout (&Trapper?) Ranger 2

Gender

male

Size

Small

Age

148 (in the year 4713) (middle-aged at 150)

Alignment

Chaotic Good

Location

Hails from Iblydos. His home (Liachora) was destroyed by the thalassic behemoth, Ousmariku.

Languages

Celestial, Giant, Gnome, Iblydosian, Sylvan, Taldane

Strength 11
Dexterity 16
Constitution 16
Intelligence 14
Wisdom 12
Charisma 19

About Preacherelius

Profile currently WIP. I am using extra Preacher profiles as a I complete him and the phantoms. The main profiles profiles (the ones that I will use to post in gameplay) will have the game statistics crunch (and posting headers), with links to other profiles that give the character histories, and for the phantoms, what their class and mythic abilities were in life.

Preacherelius is a (gnome) aasimar with the Immortal Spark variant racial trait. He is a (Priest of the Fallen) spiritualist/(Planar Scout & Trapper) ranger. He will evenutally also become a (Planar Scout) ranger with the thrown weapon style, with evil outsiders as his favored enemy and Nirvana as his favored plane.

He grew up in Liachora in Iblydos. The aasimar bloodline of his ancestors who manifested the bloodline were (cervinal) idyllkin. Preacherelius manifested the aasimar bloodline slightly differently and did not gain the typical idyllkin racial traits.

Two of the phantoms he is able to manifest are fey (a brownie and a leprechaun) who died five or six centuries ago. Three of the phantoms he is able to manifest died the day the thalassic behemoth, Ousmariku, destroyed the city of Liachora. The other phantom he is able to manifest is a medusa who lived during the Age of Destiny.

Shimmerella (tiny [brownie] hierophant phantom of whimsey)

Irohmentingham (small [gnome] marshal phantom of kindness)

Captain Fergus the Furious (medium [tiefling] champion phantom of hatred)

Callistria (medium [human] guardian phantom of dedication

Philup 'Buckets' O'Gold (small [leprechaun] trickster phantom of greed

Maiden Medusa (medium [medusa] archmage phantom of lust

ability scores rolling post

ability scores arrangement

Ability Score Increase Plan:

4th: +1 to Cha (20)
6th: +1 to Cha (21); Wis +1 (13)
8th: +1 to Cha (22); Wis +1 (14); Con +1 (17)
10th: +1 to Cha (23); Wis +1 (15); Con +1 (18); Dex +1 (17)
12th: +1 to Cha (24); Wis +1 (16); Con +1 (19); Dex +1 (18); Int +1 (15)
14th: +1 to Cha (25); Wis +1 (17); Con +1 (20); Dex +1 (19); Int +1 (16); Str +1 (12)
16th: +1 to Cha (26); Wis +1 (18); Con +1 (21); Dex +1 (20); Int +1 (17); +1 Str (13)
18th: +1 to Cha (27); Wis +1 (19); Con +1 (22); Dex +1 (21); Int +1 (18); +1 Str (14)
20th: +1 to Cha (28); Wis +1 (20); Con +1 (23); Dex +1 (22); Int +1 (19); +1 Str (15)

WIP underneath here. Have not fully changed everything to level 2, nor have I added the additional background entries I posted in the discussion tab yet.

Prologue 4565 to 4606:

Preacherelius was born on Jestercap (Lamashan 27) in 4565 AR in Iblydos and grew up in Liachora. His gnome parents were delighted to discover that a long-dormant aasimar bloodline on his father's side had manifested in Preacherelius.

Preacherelius grew up soaking up as much as he could about the various hero-gods of Iblydos, first from bedtime stories his parents told him, then from books about them. Every year growing up when his parents would ask him what he wanted for his birthday, his answer was always the same "A myth-speaking!"

Year after year instead of a myth-speaking, his parents gave him a dozen books chronicling the lives of past hero-gods. In the year 4585, Preacherelius' uncle Irohmentingham (his mother's brother) became a hero-god and became one of the hero-god protectors of Liachora. In the year 4605, for Preacherelius' 40th birthday, his parents surprised him by arranging a myth-speaking for him. The prophecy that Preacherelius received was as follows:

"The slayers shall become the slain. The slain shall become the slayers. Far from home. Home never far. More must fall before one can rise. A rift repaired."

Preacherelius, confused as to what his prophecy meant, started rereading his many books and new books to see if any of the past hero-gods had prophecies similar to his own. He wondered how one of his favorite hero-gods, Shimmerella (a brownie that had become a hero-god five centuries before he was born) would be able to solve the riddle of his myth-speaking. To his surprise what seemed like the ghost of Shimmerella appeared before him.

Shimmerella was the only phantom Preacherelius manifested for the first few months. Shimmerella wanted to visit "The City at the Center of the World" so Preacherelius booked passage to Absablom from Liachora.

During Preacherelius and Shimmerella's first day in Absalom they spent the day at the Grand Bazaar. Preacherelius was becoming more and more fascinated with various art pieces at different vendor tables, with each one making him remember bits of different dreams he had growing up. The common link between the items were they were all crafted by artisans who revere Desna. As he knew he had to be mindful of his budget, he resisted the ever-growing urge to purchase one of the Desna art pieces. When he came across a masterwork cold iron starknife that was crafted for smaller folk like himself, he could no longer resist the urge to buy one of the Desna-linked items. He and Shimmerella spent the majority of the daylight hours in the temple of Desna for the remainder of the week, learning as much as he could about Desna.

At the end of the first week they spent in Absalom, the god Aroden die.

After spending a few months in Absalom they booked passage back home. During the first day of their voyage home is when the thalassic behemoth, Ousmariku, devastated Liachora.

The ship Preacherelius was on altered its course and docked at Aelyosos. Preacherelius quickly discovered that his hero-god uncle was slain by Ousmariku. He frantically searched to see if his parents were among the refugees from Liachora. The information he had gathered suggested that his parents had traveled to the plane of Nirvana a few weeks after their son had left for Absalom.

When Preacherelius attempted to manifest Shimmerella during the first day after arriving back in Iblydos, instead of Shimmerella manifesting, he manifested his hero-god Uncle Iroh instead.

When he tried to manifest his uncle again the following day, another hero-god killed by Ousmariku manifested instead, Captain Fergus the Furious, a tiefling pirate captain that was an infamous fiend-slaying tidal hunter ranger who targeted slaver ships.

Trying again to manifest his uncle the following day, he instead manifested Callistria, a female Iblydosian human hero-god gladiator who died defending the people of Liachora from Ousmariku.

The next day he successfully manifested his uncle again. The next day he attempted to manifest Shimmerella and succeeded.

Shimmerella, saddened by the tragedy that had befallen her homeland told Preacherelius, "The tragedy sounds like it might be part of your prophecy, 'More must fall before one can rise'."

Preacherelius quoted another line of his prophecy, "Far from home. Home never far."

"Your parents could be considered home for you. The plane of Nirvana is far from here."

With that Preacherelius gathered up some coloured pebbles from the shores of Iblydos, took a few of his favorite books of hero-god chronicles and set off to find a way to the plane of Nirvana.

One day he tried to manifest another of his favorite hero-gods growing up, Philup 'Buckets' O'Gold, a leprechaun hero-god who was a friend of Shimmerella during her life, and to his delight he succeeded. After sharing the exciting news with Shimmerella the next day, Preacherelius asked her if there was a hero-god she was fascinated with when she was growing up. She smiled with glee and answered, "Maiden Medusa!"

Prologue 4606 to just before the campaign begins:

Preacherelius made the adventurous journey to the plane of Nirvana. After reaching Nirvana, they spent a few years searching until they found Preacherelius' parents. During a few weeks of happy reunion, they debated what the rift of his prophecy could mean, thinking it might refer to the Eye of Abendego or the Worldwound.

"We are not heading back with you, son," Preacherelius' father told him, "Your mother and I are staying in Nirvana."

"Home never far could mean the hero-gods you can manifest," his mother told him.

"Maybe those pretty rocks from the beach!" Shimmerella shouted, "So pretty! Can I paint them? Please, please, can I?"

After conferring with each of the phantoms he is capable of manifesting, the vote was to try closing the rift that is the Eye of Abendego. The votes were as follows:

Shimmerella: "There are cyclops in the Shackles!" (Eye of Abendego)

Philup 'Buckets' O'Gold: "Pirates have treasure!" (Eye of Abendego)

Captain Fergus the Furious: "Fiends aplenty for me to slay!" (Worldwound)

Callistria: "The Shackles are more like home and are not land-locked." (Eye of Abendego)

Irohmentingham (His Uncle Iroh): "Callistria makes a good point." (Eye of Abendego)

Maiden Medusa: See seethes with anger, not indicating a preference.

After nearly a century adventuring in the Shackles with no luck sealing the elemental rift of the Eye, for six nights in a row, Preacherelius started to have various dreams of his phantom companions fighting demons in a place that was definitely not the Shackles. Captain Fergus living up to his moniker of the Furious slaying multiple fiends; Maiden Medusa raining missiles of magic down upon a huge demon that an unarmored male orc was fighting fighting with his bare hands (Guriok); Philup laughing as he stole a wand hanging from the waist of a demon; Shimmerella depantsing a tiefling, Callistria fighting beside an aasimar he does not recognize (Xantor Orphabielson); his Uncle Iroh healing an elven woman he does not recognize (Endellion Morgethai).

When he discussed his dreams individually with each of the phantoms, most suggested that they were signs that the Eye of Abendego was not the rift from his myth-speaking. Maiden Medusa simply seethed, as usual. Captain Fergus gritted his teeth and uttered, "It's about bloody time. Let's go slay a sh#tload of demons!"

Ectoplasmic Form Phantoms:

Damage Reduction: A phantom manifested in ectoplasmic form has DR 5/slashing. When the spiritualist reaches 5th level, the phantom gains DR 5/magic. At 10th level, the damage resistance increases to 10/magic. At 15th level, it increases to 15/magic, and at 20th level, the damage reduction becomes DR 15/—.

Phase Lurch (Su) While in ectoplasmic form, a phantom has the ability to pass through walls or material obstacles. In order to use this ability, the phantom must begin and end its turn outside whatever wall or obstacle the phantom is moving through. The phantom can’t move through corporeal creatures with this ability, and the phantom's movement speed is halved while moving through a wall or obstacle. Any surface the phantom moves through is coated with a thin, silvery mucus that lingers for 1 minute.

Incorporeal Form Phantoms:

When the spiritualist chooses to manifest the phantom in incorporeal form, the phantom appears within 30 feet of the spiritualist as a ghostly apparition. It gains the incorporeal subtype, including a deflection bonus to AC equal to its Charisma modifier. Since it isn’t an undead creature, it takes no damage from holy water or positive energy. Unlike other incorporeal creatures, an incorporeal phantom can’t attack corporeal creatures, except to deliver touch-attack spells using the deliver touch spell ability. An incorporeal manifested phantom can make slam attacks against other incorporeal creatures as if it were in ectoplasmic form.

Incorporeal Subtype:

An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality. In addition, creatures with the incorporeal subtype gain the incorporeal special quality.

Incorporeal Special Quality:

An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source. Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature (except for channel energy). Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.

An incorporeal creature has no natural armor bonus, but it has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).

An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures can’t fall or take falling damage. They can’t perform trip or grapple combat maneuvers, nor can they be tripped or grappled. In fact, they can’t take any physical actions that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as blindsight and scent, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Shimmerella (tiny [brownie] hierophant phantom of whimsey)

Irohmentingham (small [gnome] marshal phantom of kindness)

Captain Fergus the Furious (medium [tiefling] champion phantom of hatred)

Callistria (medium [human] guardian phantom of dedication

Philup 'Buckets' O'Gold (small [leprechaun] trickster phantom of greed

Maiden Medusa (medium [medusa] archmage phantom of anger

Aasimar racial traits:

Aasimar

Aasimar Racial Traits:
+2 Wisdom, +2 Charisma
Size: Small
Type: Outsider (native)
Speed: 30 feet
Darkvision 60 feet
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks. Aasimars of specific bloodlines (see below) gain a +2 bonus on different skill checks as indicated.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (with a caster level equal to the aasimar’s character level). Aasimars of specific bloodlines (see below) gain other spell-like abilities in place of daylight.
Celestial Resistances: Resist Acid 5, Resist Cold 5, Resist Electricity 5
Automatic Languages: Common (Iblydosian) and Celestial.
High Intelligence bonus language list: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan, human ethnicity languages

Swapped out Skilled and Spell-Like Ability for Immortal Spark.

Immortal Spark: Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.

Traits:

Campaign trait: Touched by Divinity (Desna)

Cosmic trait: The Mother

Religion (Desna) Trait: Starchild

Languages:

Automatic Languages: Common (Iblydosian), Celestial
Intelligence Bonus (+2): Gnome, Sylvan
Linguistics ranks (2): Giant, Taldane

Skills:

Favored Class (spiritualist) bonus is being used for extra skill ranks.

Should Preacherelius gain an extra favored class bonus, can he take the gnome spiritualist favored class option? He would take that for 12 of his 16 spiritualist class levels, with extra hit points for the remaining 4 spiritual class levels.

Spiritualist skill ranks/level: 4 + Int modifier
Ranger skill ranks/level: 6 + Int modifier

The following skill modifiers do not include the ACP of the armor Preacherelius wears, which is -1 when he is wearing his masterwork lamellar leather armor.

1st level Background Skills:

Linguistics +6 (1 rank, +3 class skill, +2 Int) (Taldane)
Sleight of Hand +3 (1 rank, +3 Dex)

1st level Adventuring Skill Ranks (6 +2 Int bonus +1 favored class bonus = 9):

Acrobatics +3 (0 ranks, +3 Dex)
Appraise +2 (0 ranks, +2 Int)
Bluff +4 (0 ranks, +3 class skill +4 Cha)
Climb +0 (0 ranks,+3 class skill, +0 Str)
Craft +2 (0 ranks, +3 class skill, +2 Int)
(1) Desna Lore +6 (1 rank, +3 class skill, +2 Int)
Diplomacy +4 (0 ranks, +4 Cha)
Disable Device +N/A (0 ranks, +3 Dex)
Disguise +4 (0 ranks, +4 Cha)
Escape Artist +3 (0 ranks, +3 Dex)
Fly +3 (0 ranks, +3 class skill, +3 Dex)
(1) Handle Animal +8 (1 rank, +3 class skill, +4 Cha)
Heal +1 (0 ranks, +3 class skill, +1 Wis)
(1) Hero-god Lore +6 (1 rank, +3 class skill, +2 Int)
Intimidate +4 (0 ranks, +3 class skill, +4 Cha)
Knowledge (history) +4 (0 ranks, +3 class skill, +2 Int, +2 Immortal Spark)
Knowledges (remaining knowledges) +2 (0 ranks, +3 class skill, +2 Int)
(1) Nirvana Lore +6 (1 rank, +3 class skill, +2 Int)
(1) Perception +5 (1 rank, +3 class skill, +1 Wis)
Perform (all) +4 (0 ranks, +4 Cha)
Profession (none) + N/A (0 ranks, +3 class skill, +1 Wis)
Ride +3 (0 ranks,+3 class skill, +3 Dex)
(1) Sense Motive +5 (1 rank, +3 class skill, +1 Wis)
(1) Spellcraft +6 (1 rank, +3 class skill, +2 Int)
Stealth +7 (0 ranks, +3 class skill +3 Dex, +4 size)
Survival +1/+5* (0 ranks, +3 class skill, +1 Wis) (*+4 trait bonus to avoid becoming lost; can automatically determine where true north is)
(1) Swim +4 (1 rank, +3 class skill, +0 Str)
(1) Use Magic Device +8 (1 rank, +3 class skill, +4 Cha)

2nd level Background Skills:

Linguistics +7 (2 ranks, +3 class skill, +2 Int) (Giant)
Sleight of Hand + 5 (2 ranks, +3 Dex)

2nd level Adventuring Skill Ranks (6 +2 Int bonus +1 favored class bonus = 9):

Acrobatics +3 (0 ranks, +3 Dex)
Appraise +2 (0 ranks, +2 Int)
(1) Bluff +8 (1 rank, +3 class skill, +4 Cha)
Climb +0 (0 ranks,+3 class skill, +0 Str)
Craft +2 (0 ranks, +3 class skill, +2 Int)
Desna Lore +6 (1 rank, +3 class skill, +2 Int)
(1) Diplomacy +5 (1 rank, +4 Cha)
(1) Disable Device +4 (1 rank, +3 Dex)
Disguise +4 (0 ranks, +4 Cha)
Escape Artist +3 (0 ranks, +3 Dex)
(1) Eye of Abendego Lore +6 (1 rank, +3 class skill, +2 Int)
Fly +3 (0 ranks, +3 class skill, +3 Dex)
Handle Animal +8 (1 rank, +3 class skill, +4 Cha)
Heal +1 (0 ranks, +3 class skill, +1 Wis)
Hero-god Lore +6 (1 rank, +3 class skill, +2 Int)
Intimidate +4 (0 ranks, +3 class skill, +4 Cha)
Knowledge (history) +4 (0 ranks, +3 class skill, +2 Int, +2 Immortal Spark)
Knowledges (remaining knowledges) +2 (0 ranks, +3 class skill, +2 Int)
Nirvana Lore +6 (1 rank, +3 class skill, +2 Int)
(1) Perception +6 (2 ranks, +3 class skill, +1 Wis)
Perform (all) +4 (0 ranks, +4 Cha)
Profession (none) + N/A (0 ranks, +3 class skill, +1 Wis)
Ride +3 (0 ranks,+3 class skill, +3 Dex)
(1) Sense Motive +6 (2 ranks, +3 class skill, +1 Wis)
(1) Spellcraft +7 (2 ranks, +3 class skill, +2 Int)
Stealth +7 (0 ranks, +3 class skill +3 Dex, +4 size)
(1) Storm Giant Lore +6 (1 rank, +3 class skill, +2 Int)
Survival +1/+5* (0 ranks, +3 class skill, +1 Wis) (*+4 trait bonus to avoid becoming lost; can automatically determine where true north is)
Swim +4 (1 rank, +3 class skill, +0 Str)
(1) Use Magic Device +9 (2 ranks, +3 class bonus, +4 Cha)

Skills Plan:

3rd level Background Skills:

Linguistics +8 (3 ranks, +3 class skill, +2 Int) (Abyssal)
Sleight of Hand + 7 (3 ranks, +3 Dex)

The 3rd rank in Linguistics will be to represent his training in learning Abyssal from Captain Fergus is finally completed after about a century of casual lessons (being at the Worldwound really makes it worthwhile to understand what the demons are saying). Additional ranks of Linguistics will be used towards learning the native tongues of his allies and other languages they know.

3rd level Adventuring Skill Ranks (6 +2 Int bonus = 8):

6 ranks used
2 ranks remaining to be allocated
reminder: need 6 ranks of Disable Device when he levels up at 19th level so he gains the Subtle Hand ability of Magic Trick (Mage Hand).
Potential in-game roleplay of Philup 'Buckets' O'Gold teaching the basics of picking locks.

Acrobatics +3 (0 ranks, +3 Dex)
Appraise +2 (0 ranks, +2 Int)
(1) Bluff +10 (3 ranks, +3 class skill, +4 Cha)
Climb +0 (0 ranks,+3 class skill, +0 Str)
Craft +2 (0 ranks, +3 class skill, +2 Int)
Desna Lore +6 (1 rank, +3 class skill, +2 Int)
(1) Diplomacy +7 (3 ranks, +4 Cha)
Disable Device +4 (1 rank, +3 Dex)
Disguise +4 (0 ranks, +4 Cha)
Escape Artist +3 (0 ranks, +3 Dex)
Eye of Abendego Lore +6 (1 rank, +3 class skill, +2 Int)
Fly +3 (0 ranks, +3 class skill, +3 Dex)
Handle Animal +8 (1 rank, +3 class skill, +4 Cha)
Heal +1 (0 ranks, +3 class skill, +1 Wis)
Hero-god Lore +6 (1 rank, +3 class skill, +2 Int)
Intimidate +4 (0 ranks, +3 class skill, +4 Cha)
Knowledge (history) +4 (0 ranks, +3 class skill, +2 Int, +2 Immortal Spark)
Knowledges (remaining knowledges) +2 (0 ranks, +3 class skill, +2 Int)
Nirvana Lore +6 (1 rank, +3 class skill, +2 Int)
(1) Perception +7 (3 ranks, +3 class skill, +1 Wis)
Perform (all) +4 (0 ranks, +4 Cha)
Profession (none) + N/A (0 ranks, +3 class skill, +1 Wis)
Ride +3 (0 ranks,+3 class skill, +3 Dex)
(1) Sense Motive +7 (3 ranks, +3 class skill, +1 Wis)
(1) Spellcraft +8 (3 ranks, +3 class skill, +2 Int)
Stealth +7 (0 ranks, +3 class skill +3 Dex, +4 size)
Survival +1/+5* (0 ranks, +3 class skill, +1 Wis) (*+4 trait bonus to avoid becoming lost; can automatically determine where true north is)
Swim +4 (1 rank, +3 class skill, +0 Str)
(1) Use Magic Device +10 (3 ranks, +3 class bonus, +4 Cha)

4th level to 13th level: Same skill rank allocation as 3rd level (sans the unassigned skill ranks, which in-game events/circumstances will be part of decision which other skill will improve by a a rank.

14th level: Same skill allocation as earlier levels, but with an additional 14 unassigned skill ranks (due to Int increasing to 16), making a total of 17 unassigned skill ranks at this level.

15th level to 17th level: Same skill rank allocation as earlier levels, but now with three unassigned skill ranks to use for in-game events/circumstances.

18th level: Same skill allocation as earlier levels, but with an additional 18 sill ranks (due to Int increasing to 18), making a total of 22 unassigned skill ranks for in-game events/circumstances.

Reminder: Want 6 ranks in Disable Device by 19th level to gain the Subtle Hand ability of Magic Trick (Mage Hand), so use the extra skill ranks gained from the Int increase at 18th level to get ranks in Disable Device to at least 6 ranks. Probably will use the extra skill ranks to max out Disable Device ranks at 18th level.

19th and 20th levels: Same skill allocation as earlier levels, but now with 4 unallocated skill ranks to use for in-game events/circumstances.

Feats:

1st level: Divine Fighting Technique (Desna) (He uses his Charisma modifier for attack and damage bonuses with his starknife, instead of using Dex and Str).)

2nd level (Bonus Thrown Weapon] Combat Style feat): Precise Shot

Feat Plan:

Elephant in the Room rules are being used for the campaign.

1st level: Divine Fighting Technique (Desna) (He uses his Charisma modifier for attack and damage bonuses with his starknife, instead of using Dex and Str).)

2nd level (Bonus Thrown Weapon] Combat Style feat): Precise Shot

3rd level (Bonus feat): Endurance

3rd level: Magic Trick (mage hand)

5th level: Deft Hands (See the Magic Trick (Mage Hand) feat.)

6th level (Bonus Thrown Weapon] Combat Style feat): Close-Quarters Thrower

7th level: Craft Magic Arms & Armor (First item he imbues with this feat will be his MW cold iron starknife, so he no longer has to cast mage hand to retrieve it from enemy spaces.)

9th level: Deific Obedience for Desna

10th level (Bonus Thrown Weapon] Combat Style feat): Pinpoint Targeting

10th level (Tier 1 divine boon - Exalted list): Slumberer (Sp) sleep 3/day, silence 2/day, or deep slumber 1/day

11th level: Rapid Shot (prerequisite for the advanced benefit of the Desna divine fighting technique)

13th level: Diverse Obedience

14 level (Bonus Thrown Weapon] Combat Style feat): Quick Draw (Can use the advanced Desna fighting technique in a round even if his starfknife was not already in hand, in addition to the normal benefits of being able to throw multiple thrown weapons in around if he does not use the advanced fighting technique.)

14th level (Tier 2 divine boon - Evangelist list): Starlit Caster (Su) Over time you have learned to focus your magical power to better damage agents of evil . You add your Charisma bonus on your concentration checks, as well as on your caster level checks to overcome spell resistance. In addition, when you stand in starlight and cast a spell that deals hit point damage, you can have it deal an extra 2d6 points of damage. This bonus damage is untyped, and manifests as a glowing aura of starl ight around the spell's original effect.

15th level: Exotic Heritage (Swim) Possibly a gift from his deity, Desna, due to the magic of his homeland of Iblydos, and extension of his planar bond to Nirvana, the century of living within the edge of the Eye of Abendego imbuing him with latent powers connecting him to the Eye, or a combination of such factors. This new ability of Preacher manifests initially at this level as the supernatural trap, Sleet Trap, he gains from his ranger traps ability (thematically flavored that the trap is slippery due to him channeling a tiny portion of the Eye of Abendego (instead of sleet).

17th level: Eldritch Heritage - Seaborn

Water Blast (Sp): As a standard action, you can fire a bolt of water at a foe within 30 feet as a ranged touch attack. The foe is knocked prone, and at your option may be pushed 5 feet directly away from you. A reflex save (DC 10 +1/2 your sorcerer level + your Charisma modifier) negates this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces dehydrating touch.

18th level (Bonus Thrown Weapon] Combat Style feat): Shot on the Run (For throwing one of his daggers while he is moving.)

18th level (Tier 3 divine boon - Sentinel list): Shooting Star (Ex) You can throw your deity's star-shaped favored weapon with great speed and ease. Three times per day, you can make a single ranged attack with a starknife as a swift action. To throw a starknife as a swift action, you must have it in hand, have sufficient actions available to draw the starknife, or have the Quick Draw feat or a similar ability.

19th level: Improved Eldritch Heritage

Aquatic Adaptation (Ex): At 3rd level, you gain a swim speed of 30 feet. At 9th level, you gain the amphibious special quality and develop a fat layer that grants a +1 natural armor bonus and resist cold 5. When immersed in water, you gain blindsense 30 feet. At 15th level, you gain a swim speed of 60 feet and blindsense of 60 feet in water.

Spiritualist Spell Repertoire:

Psychic Spell casting components

0th level spells:

- Detect Magic (emotion, thought)
- Mage Hand (emotion, thought)
- Mending (emotion, thought)
- Stabilize (emotion, thought)
- Telekinetic Projectile (emotion, thought)

1st level spells:
- Cure Light Wounds (emotion, thought)
- Feather Fall (thought)
- Telempathic Projection (emotion, thought)

New Spells to Spiritualist Spell Repertoire Plan:

Spiritual Class Level: spell level (spells added to spell repertoire)

3rd: knack (Guidance); 1st (Deathwatch)
4th: 2nd (?, ?)
5th: 2nd (?)
6th: 2nd (?)
7th: 1st (Expeditous Retreat), 3rd (?, ?)
8th: 3rd (?)
9th: 3rd (?)
10th: 2nd (?), 4th (?,?)
11th: 1st (?), 4th (?)
12th: 4th (?)
13th: 3rd (?), 5th (?, ?)
14th: 2nd (?), 5th (?)
15th: 5th (?)
16th: 4th (?), 6th (?, ?)

Priest of the Fallen spiritualist class abilities:

Planar Scout ranger class abilities:

no levels in the class yet

Preacherelius' gear:

Preacherelius' Encumbrance Thresholds:

Str 11 (treated as 12 due to MW backpack)

Light Encumbrance Threshold: 32 lbs
Medium Encumbrance Threshold:64 lbs
Heavy Encumbrance Threshold: 97 lbs

On Person gear

small masterwork backpack (50 gold) (1 lb)
small adventurer's sash (from right shoulder to left hip) (20 gold) (3/4 lb)
small bandolier (from left shoulder to right hip) (5 silver) (-)
2 small wrist sheaths (2 gold) (1/2 lb)
small explorer's clothing (free) (2 lbs)
small MW lamellar leather armor (free) (12 lbs)
silver holy symbol of Desna (free) (hanging around neck) (worth 25 gold) (1lb)
small MW cold iron starknife (free + 24 gold to make it cold iron) (attached to bandolier at right hip position) (1 lb)
small mithral dagger (stored in right forearm wrist sheath) (free) (1/4 lb)
4 small daggers (on bandolier) (2 gold) (1/2 lb)
wand of cure light wounds with 5 charges remaining (stored in left forearm wrist sheath) (75 gold) (1 oz)

Total cost (and encumbrance) of On Person gear (excluding contents of MW backpack and adventurer's sash): 179 gold and 5 silver (20 lbs + 1/2 lb + 1 oz)

Shimmerella's pouch of the adventurer's sash (closest pouch to Preacher's waist)

wand of of mudball with 5 charges remaining (75 gold) (1 oz)
50 foot spool of string (1 copper) (1/2 lb)
2 lb bag of 'lucky' marbles (1 silver) (2 lbs)

Irohmentingham's pouch of the adventurer's sash (next closest pouch to Preacher's waist)

wand of Telempathic projection with 5 charges remaining (75 gold) (1 oz)

Captain Fergus the Furious' pouch of the adventurer's sash (next closest pouch to Preacher's waist)

unworked saltwater pearl worth 50 gp (-)
2 Iblydoisian platinum coins, 4 Iblydosian gold coins, 8 Iblydosian silver coins, 10 Iblydosian copper pieces (-)
set of bone dice (1 silver) (-)

Callistria's pouch of the adventurer's sash (next closest pouch to Preacher's waist)

7 platinum coins, 5 gold coins (-)

Philup 'Buckets' O'Gold's pouch of the adventurer's sash (next closest pouch to Preacher's waist)

thieves' tools (30 gold) (1 lb)
45 gold coins (from a variety of nations) (-)

Maiden Medusa's pouch of the adventurer's sash (top pouch to Preacher's waist)

wand of read magic with 10 charges remaining (75 gold) (1 oz)

Total cost (and encumbrance) of contents of the pouches of adventurer's sash (not including encumbrance of coins and gems): 450 gold and 1 silver + 1 copper (3 lbs + 1/2 lb + 3 oz = 3 lbs + 11/16 lb)

Current # of coins in pouches of adventurer's sash: 81
Current # of gems in pouches of adventurer's sash: 1

Gear in the satchel of the adventurer's sash (Preacherelius' section of the adventurer's sash):

waterproof bag (5 silver) (1/2 lb)
journal (in waterproof bag) (10 gold) (1 lb)
ink (in waterproof bag) (8 gold) (-)
inkpen (in waterproof bag) (1 silver) (-)
wand of ant haul with 5 charges remaining (75 gold) (-)
steel mirror (10 gold) (1/2 lb)
beast-hunter whistle (5 gold) (-)
sling (free) (-)
sling pouch with 10 (small) painted beach stones from Iblydos (free) (1 lb)
4 small belt pouches (coin pouches) (4 gold) (1/2 lb)
signal whistle (8 silver) (-)
2 pound bag of marbles (1 silver) (2 lb)
small sack (1 silver) (1/8 lb)

Total cost (and encumbrance) of gear in satchel of adventurer's sash (not including value and encumbrance of coins and gems): 113 gold and 6 silver (6 lbs + 1/8 lb + 1 oz)

Current # of coins in satchel of adventurer's sash: 1 gold, 1 silver, 4 copper
Current # of gems in satchel of adventurer's sash: none

Total # of coins in pouches and satchel of adventurer's sash: 87
Total # of gems in pouches and satchel of adventurer's sash: 1
Current encumbrance of coins and gems in adventurer's sash: 1 lb

Gear in (or attached) to the MW backpack:

bedroll (1 silver) (1 lb)
blanket (5 silver) (3/4 lb)
hammock (1 silver) (3/4 lb)
shaving kit (15 silver) (1/2 lb)
mess kit (2 silver) (1 lb)
small sack (1 silver) (1/8 lb)
soap (1 copper) (1/2 lb)
flint and steel (1 gold) (-)
4 full waterskins (4 gold) (4 lbs)
waterproof bag (5 silver) (1/2 lb)
14 days of wandermeal (in waterproof bag) (14 copper) (1 1/4 lb)
7 days trail rations (35 silver) (1 1/4 lb)

Total cost (and encumbrance) of items in/attached to MW backpack: 11 gold + 6 silver + 5 copper (11 lbs + 5/8 lb)

Total Encumbrance without MW backpack worn/carried (not including encumbrance of coins and gems): 27 lbs + 5/8 lb + 5 oz = 27 15/16 lbs (Lightly encumbered)

Current # of coins in pouches and satchel of adventurer's sash: 81 (in pouches) + 6 (in satchel)
Current # of gems in pouches and satchel of adventurer's sash: 1 (in pouches) + 0 (in satchel)
Current encumbrance of coins and gems in adventurer's sash: 1 lb

Total Encumbrance with MW backpack worn/carried (not including encumbrance of coins and gems): 39 lbs + 1/8 lb + 5 oz (mediumly encumbered) (Lightly encumbered while under effect of ant haul)

Current total encumbrance of on-person gear, not including backpack, adventuer's sash and their contents): 18 lbs + 1/16 lb

Current total encumbrance of adventurer's sash and its contents (not including coins and gems): 10 lbs + 5/8 lb

Current total encumbrance of backpack and its contents (not including coins and gems): 12 lbs + 5/8 lb

Current total encumbrance of coins and gems: 1 lb + 38/50 lb

Preacherelius' Level 2 Combat Summary:

WIP

Plot Hook:

Plot hook for Preacherelius (more specicially for Captain Fergus the Furious):

One (or more) summoned demons or devils that Captain Fergus slew with the actual Fiend-ender (his rapier, that is part of his ectoplasmic and incorporeal forms) BEFORE the Age of Lost Omens began, while Captain Fergus the Furious was still alive).

While the actual Fiend-ender was with Captain Fergus when he died (after being helpless to stop his hours-long, agony-filled death) while being compelled to watch the destruction that Ousmariku did to the city of Liachora), the current whereabouts of the real Fiend-ender has never been discovered by Preacherelius and Captain Fergus during the past century. That was until their travels to get to the Worldwound, when Preacherelius started to hear rumours of a someone fighting the demons at the Worldwound with a weapon called Fiend-ender.

Is it Captain Fergus' infamous weapon he used to slay many a demon with (and his crew the day he died due to the aboleth compelling him to slaughter).

Maybe Captain Fergus' first mate was brought back to life and was dominated and/or was twisted towards evil ends.

What happens if Captain Fergus, who hated all fiends (and tieflings) until the day he met his future first mate, who proved to to be a bastion for good, in his own chaotic way, and changed Fergus' life to a Good purpose [freeing slaves in addition to slaying fiends], that the aboleth forced him to slay) is now a pure representation of the evilness of fiends that defined Fergus' life before the day he met the tiefling who became his first mate, his confident, his brother.

I never gave Captain Fergus' first mate a name...but now he needs one. :)

Or maybe his first mate was raised back from the dead at some point, and has not been twisted to evil ends, and is the one using the actual Fiend-ender that belonged to Captain Fergus in life, against the demons against the Worldwound in living memory to his Captain and best mate, who died more than a century ago (and has absolutely no idea that his best mate, Fergus, has been 'living' all this time (though in a phantom state tethered to a gnome aasimar the first mate never met).