Elf

Prophet of the Purifying Flame's page

280 posts. Organized Play character for Beckett.


Full Name

Salubri (5,274-13)

Race

|| HP: 46/68 || AC: 22 (26), T: 20, FF: 17 (21), CMD: 27 || F: +13, R: +12, W: +13, <Evasion, Prot from Possession> || Speed: 40ft ||

Classes/Levels

Perc: +13 (DV 60ft), Sense Motive: +12 || Init: +4 || LG Aasimar Cleric 7/Monk 2, Scimitar +13/+13/, 1d6+5 (15/x2) or Unarmed Strike +11/+11/+6 1d8 (20/x2) ||

About Prophet of the Purifying Flame

Salubri, the Propet of the Purifying Flame
Male garuda-blooded aasimar (plumekith) cleric (theologian) of Sarenrae 7/unchained monk 2
LG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +13
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Defense
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AC 22, touch 20, flat-footed 17 (+4 Dex, +1 dodge, +2 natural, +5 Wis; +2 deflection bonus vs. evil)
hp 68 (9 HD; 7d8+2d10+18)
Fort +13, Ref +12, Will +13; +4 and one size larger to resist effects of wind; +2 resistance vs. evil
Defensive Abilities evasion; Resist acid 5, cold 5, electricity 5, fire 10
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Offense
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Speed 40 ft.
Melee
+1 keen adamantine scimitar +13/+13/+8 (1d6+5/15-20)
unarmed strike +11/+11/+6 (1d8)

Special Attacks battle/wrath variant channeling 3/day (DC 13, 4d6+1 plus 2 channel bonus), flurry of blows (unchained), stunning fist (3/day, DC 19)
Spell-Like Abilities (CL 9th; concentration +9)
1/day—see invisibility

Domain Spell-Like Abilities (CL 7th; concentration +12)
8/day—fire bolt (1d6+4 fire)

Cleric (Theologian) Spells Prepared (CL 9th; concentration +14)

4th—blessing of fervor (DC 19), restoration, wall of fire[D]
3rd—fireball[D] (DC 18), []fireball (DC 18)[/], magic vestment, speak with dead (DC 18)
2nd—burst of radiance (DC 17), grace, produce flame[D], silence (DC 17), sound burst (DC 17)
1st—ant haul, intensified burning hands[D] (DC 16), intensified burning hands (DC 16), divine favor, liberating command[UC], remove fear, shield of faith
0 (at will)—create water, detect magic, guidance, light, scrivener's chant, spark (DC 15)

D Domain spell; Domain Fire

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Statistics
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Str 10, Dex 18, Con 14, Int 12, Wis 21, Cha 10
Base Atk +7; CMB +7; CMD 27

Feats Crusader's Flurry, Deflect Arrows, Dervish Dance, Dodge, Improved Unarmed Strike, Snatch Arrows, Stunning Fist, Weapon Finesse, Weapon Focus (scimitar)

Traits blessed touch, magical knack

Skills Acrobatics +12 (+16 to jump), Climb +4, Diplomacy +12, Fly +6, Heal +9, Knowledge (arcana) +5, Knowledge (history) +9, Knowledge (nobility) +5, Knowledge (planes) +7, Knowledge (religion) +8, Linguistics +5, Perception +13, Perform (dance) +5, Sense Motive +12, Spellcraft +5, Stealth +8, Survival +7 (+9 to avoid becoming lost), Swim +4; Racial Modifiers +2 Acrobatics, +2 Fly

Languages Celestial, Common, Osiriani, Tien
SQ domain secret, focused domain

Combat Gear lesser acid elemental metamagic rod, lesser selective metamagic rod, scroll of breath of life (x2), scroll of lesser (x2) restoration, scroll of make whole, scroll of remove fear, scroll of remove paralysis, scroll of remove sickness, scroll of shield other, wand of bless , wand of comprehend languages , wand of cure light wounds, wand of endure elements , wand of mage armor , +1 keen adamantine scimitar, belt of incredible dexterity +2, clear spindle ioun stone, cloak of resistance +3, goz mask, handy haversack, headband of inspired wisdom +2, wayfinder, air bladder, bandolier, basic maps, bedroll, belt pouch (2), blanket, candle (10), canteen, celestial censer, celestial lamp, chalk (10), cleats, earplugs, flint and steel, grappling hook, grooming kit, hammock, holy symbol with compartment, ice skates, incense (10), journal, masterwork backpack, masterwork snorkel, mess kit, portable ram, reinforced scarf, sack (2), scrivener's kit, scroll box, shaving kit, signal horn, signet ring, silk rope (50 ft.), smoked goggles, snowshoes, spell component pouch, tabard, tattoo holy symbol of Sarenrae (2), waterproof bag, waterproof bag, waterskin, weapon cord, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, braid of a hundred masters <necklace> (worth 3,600 gp), x.) donations to smugglers of religious relics and medicines (worth 800 gp), z.) contributions to party resources (worth 225 gp)
1,013 gp, 7 sp, 4 cp

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Tracked Resources
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Battle/Wrath Variant Channeling 4d6+1 plus 2 channel bonus (3/day, DC 13) (Su) - [X] [] []
DM Star Reroll - []
Elemental metamagic rod (lesser, acid, 3/day) - [] [] []
Fire Bolt 1d6+4 fire (8/day) (Sp) - [X] [] [] [] [] [] [] []
See Invisibility (1/day) - []
Selective metamagic rod (lesser, 3/day) - [X] [] []
Stunning Fist (3/day, DC 19) - [] [] []
Temple (1/session) - []
Wand of bless (50 charges) - 0/50
Wand of comprehend languages (50 charges) - 1/50
Wand of cure light wounds - 16/50
Wand of endure elements (50 charges) - 2/50
Wand of mage armor (50 charges) - 1/50

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Special Abilities
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Battle/Wrath Variant Channeling (±2 Sacred) Grants a bonus/penalty to damage and confirming criticals
Battle/Wrath Variant Channeling 4d6+1 plus 2 channel bonus (3/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric (Theologian) Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Crusader's Flurry May use flurry of blows with deity's favored melee weapon
Darkvision (60 feet) You can see in the dark (black and white only).
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Domain Secret (Intensified Spell, Burning Hands) (Ex) Chosen domain spell permanently modified with metamagic.
Energy Resistance, Acid/Cold/Electricity (5) You have the specified Energy Resistance against Acid/Cold/Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fire Bolt 1d6+4 fire (8/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Focused Domain +2 to cleric level for domain powers.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Stunning Fist (3/day, DC 19) You can stun an opponent with an unarmed attack.

Scenarios:

1.) QfP1: The Edge of Heaven <DM>
2.) QfP2: On Hostile Waters <DM>
3.) The Confirmation <DM>
4.) DotS1: A Bitter Bargain <DM>
5.) DotS2: Race to Seeker's Folly <DM>
6.) The Infernal Vault <DM>
7.) QfP3: Defenders of Nesting Swallow <DM>
8.) The Hydra's Fang Incident <DM>
9.) The Citadel of Flame <DM>
10.) Assault on the Kingdom of the Impossible
11.) DotS3: Sanctum of the Sages <DM>
12.) The Prince of Augustina <DM>
13.) Murder on the Silken Caravan <DM>
14.) School of Spirits <DM>
15.) Slave Ships of Absalom <DM>
16.) Siege of Serpents
17.) The Beggar's Pearl <DM>
18.) Serpent's Rise
19.) In Wrath's Shadow <DM>
20.) The Sky Key Solution
21.) Through Maelstrom Rift <DM>
22.) Serpent's Ire <DM>
23.) The Waking Rune <DM>
24.) Tower of the Ironwood Watch
25.) The First Heresy

Boon List:
Braid of a Hundred Masters (3,600 gp; If the wearer of this necklace has levels in monk, his fast movement and unarmed damage are treated as a monk of 2 levels higher. If the character is not a monk, he gains the fast movement and unarmed damage of a 2nd-level monk. This fast movement functions just like the monk’s fast movement class feature. These bonuses do not stack with those granted by other items or effects. In addition, as a swift action three times per day, a character with the flurry of blows class feature can use the Braid of a Hundred Masters to apply 1-1/2 times his Strength bonus on damage rolls for successful attacks made with flurry of blows. This ability must be activated before the damage from the attack is rolled, though it may be activated after the attack roll is made and before the damage roll. Once this ability is activated, its effect lasts for 1 round.)
Timelost Chronicler: You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion’s history. You gain a permanent +1 bonus on Knowledge (history) checks from your first-hand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made.
Confirmed Field Agent: 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.
Explore, Report, Cooperate: 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 of your Chronicle sheet.
Friend of Janira Gavix: 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.
Seeking the Sages (x2): You are in pursuit of the legacy of the Jeweled Sages, which Amenopheus believes is very close at hand. Having this boon contributes to events later in the Destiny of the Sands storyline and does not grant any benefits at this time.
Axe Beak Companion: As long as you have Chronicle sheets for all three parts of the Quest for Perfection campaign arc, you may take an axe beak as a loyal mount or companion.
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.
Zamir joined the Pathfinder Society: Venture-Captain Mihir presents you with a copper coin that has the sigil of the open road on one side and the flag of Jalmeray on the other. When in Absalom or any major city (more than 5,000 residents) in Andoran, Cheliax, Jalmeray, Osirion, Qadira, or Taldor, you can present this coin to any citizen of Jalmeray (it takes 1d4 hours to locate one) and receive a +4 circumstance bonus on any one Appraise, Diplomacy, or Knowledge (any) skill check. You may only use this coin once per scenario.
New Recruit (J. Dacilane): Your team of Pathfinders sponsored J. to join the Pathinder Society. In exchange, she is eager to assist you on one of your future missions. You can direct J. to cast a spell from the spiritualistlist as a standard action. The spell’s level can be up to one third of your character level (minimum 0). J.’s caster level is equal to your character level – 3 (minimum 2), and her Wisdom score is 17. J. is a noncombatant, and she is considered to be in your square for the purpose of determining the origin of her spell. When you use this boon, cross it of your Chronicle Sheet.
Budding Friendship: You have done a favor for Lady Silviana in Absalom, and she is willing to repay the favor. If you would earn no Prestige Points at the end of an adventure that included one or more encounters in Absalom, you can cross this boon of your Chronicle sheet to earn 1 Prestige Point instead.
Hero of the Five Kings: For helping Torvic (and thus dwarves everywhere) find the Gallery of Wonders, you have gained a small amount of fame with the dwarves of the Five Kings Mountains. When dealing with any dwarf from that region from now on, you gain a +2 circumstance bonus on all Charisma-based checks.
Rune of Power: You have a single rune tattooed on your skin as a memento of the day you defeated Krune, and a hint of his power infuses it. -> Rune of Life: Your effective Constitution score or determining when you would die from hit point damage increases by 7.
Acrimony Veil: Acrimony veils are rare ancient magic devices created by Alaznist, the Runelord of Wrath. They are normally composed of several types of interconnected metal and human bones, each etched with complex designs. The device covers the wearer’s entire face (forehead, cheeks, and jaw), but provides no benefit to AC. This mask functions as a lesser empower metamagic rod, but only affecting spells of the evocation school. Additionally, the wearer of an acrimony veil may cast rage on himself once per day.
Pathfinder’s Excellence (Resilience): As a swift action, you can check one of the boxes preceding this boon to gain a number of temporary hit points equal to 1d8 plus twice your character level. These temporary hit points last for 10 minutes and do not stack with any other temporary hit points. So long as you have at least 1 of these temporary hit points remaining, you also have DR 2/— against attacks made by members of the Aspis Consortium and anyone in their direct employ. Alternatively, as a standard action you can check a box in order to heal 1d2 points of ability damage to one ability score. Once you check the last box, cross this entire boon off your Chronicle sheet. [ ] [ ]
Air Affinity (x1): Your connection to elemental air has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures—especially those set on the Elemental Planes.
Elemental Awakening: The Society has cast its gaze upon the Elemental Planes, and as you and your colleagues explore these wondrous realms, you develop a nuanced command of elemental forces and the ability to withstand a fraction of the local hazards. Whenever any of your characters earns a Chronicle sheet that grants the Air Affinity, Earth Affinity, Fire Affinity, or Water Affinity boon, you can include a copy of that sheet with this character’s records and check a box below corresponding to that boon’s element; Chronicle sheets applied to a different character do not grant you any benefit or rewards beyond serving as a record for this boon. So long as you have checked at least one box associated with an element, you gain an ongoing benefit and can cross the entire element’s entry of the Chronicle sheet in order to cast a spell-like ability, treating your caster level as 3 times the number of checked boxes.
[X] [X] [ ] [ ] Air: You gain electricity resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the air subtype equal to the number of boxes checked. You can cross this entry of your Chronicle sheet to cast feather fall as a spelllike ability. If you have two or more boxes checked, you can instead cast fly. If you have all four boxes checked, you can cast mass fly (Pathfinder RPG Advanced Player’s Guide 223).
[ ] [ ] [ ] [ ] Earth: You gain acid resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the earth subtype equal to the number of boxes checked. You can cross this entry of your Chronicle sheet to cast stone shield (Pathfinder RPG Advanced Race Guide 149) as a spell-like ability. If you have two or more boxes checked, you can instead cast stone shape. If you have all four boxes checked, you can instead cast either stone to flesh or stoneskin.
[ ] [ ] [ ] [ ] Fire: You gain ire resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the fire subtype equal to the number of boxes checked. You can cross this entry of your Chronicle sheet to cast burning hands (DC 16) as a spell-like ability. If you have two or more boxes checked, you can instead cast fireball (DC 18). If you have all four boxes checked, you can instead cast either fire shield or fire snake (Pathfinder RPG Advanced Player’s Guide 222, DC 20).
[ ] [ ] [ ] [ ] Water: You gain cold resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the water subtype equal to the number of boxes checked. You can cross this entry of your Chronicle sheet to cast touch of the sea (Pathfinder RPG Advanced Player’s Guide 250) as a spell-like ability. If you have two or more boxes checked, you can instead cast quench (DC 18) or water breathing. If you have all four boxes checked, you can instead cast either cone of cold (DC 20) or solid fog.
Esoteric Item Research: After the team at Slumbersun returned from its mission, the Aspis Consortium gained access to several unusual magic items. Ratarion sold temporary access to these items to a crater within the Consortium, who deduced their methods of creation. Several Aspis agents now carry copies of one of the crater’s recipes. When you defeat one or more agents of the Aspis Consortium, ask your GM to initial after one of these items, granting you access to purchase it. You can gain access to all three items below, but you can only gain access to one item during a single adventure.
Necklace of shattered dreams: (Aura moderate necromancy; CL 10th; Slot neck; Price 3,000 gp): This delicate steel chain with five obsidian beads functions as a necklace of fireballs (type II), but it deals negative energy damage rather than ire damage (Will DC 14 for half ) and is at risk of exploding when subjected to negative energy damage rather than fire. GM Initials: _______________
Scabbard of bleeding edges (Aura faint evocation; CL 5th; Slot —; Price 12,000 gp): This sheathe appears to be woven from sickly green spider silk. It functions as a scabbard of keen edges (Pathinder RPG Ultimate Equipment 318) except that it grants the affected weapon the wounding weapon enhancement for 5 minutes. When activated, sweet-swelling ichor sweats from between the threads for several seconds, and the affected blade appears noticeably serrated. GM Initials: ________________
Viridium moonbeast: (Aura moderate transmutation; CL 11th; Slot —; Price 10,000 gp): This statuette of a tentacle-headed, quadruped is cast in sickly green metal. It functions as a bronze griffon figurine of wondrous power but has a fly speed of only 20 feet (good). It bite attack sickens its target for 1d3 rounds (DC 15 Fortitude negates). While animate, it intermittently babbles telepathic nonsense and incensed proclamations of doom to its owner. GM Initials: ________________
Spoils of the Siege (Joliryn): If you bring this Chronicle Sheet to an adventure in which the Pathfinder Society deals with Joliryn or her schemes, you can qualify to receive a special boon at the end of the adventure to reflect Joliryn’s increased resources.
Joliryn’s Foe: You defeated the sadistic halfling Joliryn. You gain access to the following magic item at the listed discount.
Wrathful Ring of Spell Storing (Aura faint evocation; CL 5th; Slot ring; Price 16,000 gp): The ring acts as a minor ring of spell storing, but it is further enchanted to allow the wearer can apply the Empower Spell metamagic feat to one stored spell by only increasing the effective spell level by 1, not 2. The wearer does not need to have the Empower Spell feat to use this property.
Unwavering Resolve: The reports the Pathfinder Society has managed to piece together regarding the events at Wirholt’s Rictus paint a grisly picture. After hearing unnerving rumors about the Aspis Consortium’s recent activities, you have steeled yourself to face unspeakable horrors in the field. When you must attempt a saving throw against a fear or confusion effect, you can cross of this boon before rolling the save to gain a +2 bonus. Even if you fail the saving throw, your preparations give you some degree of protection. If you failed a saving throw against a fear effect, you experience a surge of adrenaline that grants a number of temporary hit points equal to twice your character level. These temporary hit points last as long as the fear effect persists. Alternatively, if you failed a saving throw against a confusion effect, you maintain unusual lucidity, which allows you to a roll the d100 to determine your action each round twice and take your preferred result. This benefit lasts until the confusion effect ends.
Trusted Pathfinder: In the wake of the Aspis Consortium’s siege on the Grand Lodge, venture captains have decided to release several items from the vaults to their most trusted agents. You may check the box preceding this boon in order to purchase one of the following items.
Armor of luck: (18,500 gp plus the price of a suit of masterwork armor of the appropriate type): You may purchase a suit of armor that has all of the properties of a banded mail of luck. This armor may be of any type (such as leather, breastplate, or full plate), but it cannot be made of a special material.
Circlet of persuasive disguise (7,200 gp): This splendid circlet functions simultaneously as a circlet of persuasion and a hat of disguise. Elven rune-cloak (price varies): This diaphanous cloak functions simultaneously as a cloak of elvenkind and a cloak of resistance. To calculate its price, add 3,750 gp to the market price of a cloak of resistance. You may upgrade the resistance bonus to saving throws granted by the cloak following this same calculation (e.g. upgrading an elven rune-cloak’s resistance bonus from +1 to +2 costs 3,000 gp).
Lesser versatile metamagic rod (6,000 gp): This functions as a metamagic rod (Pathfinder RPG Core Rulebook 484) and has 3 charges per day; however, these charges can be used to replicate the effects of any of the following metamagic feats: Extend Spell, Merciful, or Reach Spell.
Rune of Power: You have a single rune tattooed on your skin as a memento of the day you defeated Krune, and a hint of his power infuses it.
Rune of Life: Your effective Constitution score or determining when you would die from hit point damage increases by 7.
Student of Thassilon: Through the study of Krune's sanctum and personal effects, Pathfinder sages have deciphered many of the secrets of Thassilonian magic and how to avoid the sinful excesses that twisted Xin's magic. When building a new character or Pathfinder Society Organized Play, you may make use of the Thassilonian magic rules on page 17 of Pathfinder Campaign Setting Inner Sea Magic. As with other rules outside the core assumption, you must provide a legal copy of the book to use this option.