Cale the Calistrian

Reznor Misraria's page

97 posts. Organized Play character for pjrogers.


Full Name

Reznor Misraria

Race

| F +8, R +5, W +6 (+2 v underground traps & hazards) | Resist (cold, electricity, & fire) 5 | Init: +5

Classes/Levels

Perception: +2, darkvision 60 ft., Sense Motive: +6 | Speed 40 ft.

Gender

M Male CN Tiefling (Outsider (native)) Ftr 1/Cleric (evangelist) 3 | HP: 36/36 | AC: 18 (t 13, f 15) | CMB +3, CMD 16

Age

26

Alignment

Chaotic Neutral

Deity

Nocticula (Cult of the Redeemer Queen)

Languages

Abyssal, Common, Undercommon

Occupation

poet

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

About Reznor Misraria

Reznor Misraria
Holy Symbol of Nocticula (Cult of the Redeemer Queen)

PFS# 226993-2
Experience 9
Faction Dark Archive
Wealth 485.5
Fame 18
Prestige 14

Chronicle Sheets
Faction Reward Sheet

Bot Me – General:
Reznor is friendly, talkative, and always happy to tell people about Nocticula the Redeemed. He’s getting used to folks being put off by his Tiefling physical features. When exploring or moving, Reznor would prefer being toward the middle of the party. He’s fine being in the second row but like to avoid being right up front.

Bot Me – Combat:
Reznor will generally use his first round of combat to start his Inspire Courage +1 Sermonic/Bardic Performance. In following rounds, he will attack with his bow using Rapid Shot and moving to a range of 30 ft or less in order to gain the benefits of Point-Blank Shot (both factored in below).

[dice=Darkwood Composite Longbox to hit]1d20+6[/dice]
[dice=Darkwood Composite Longbox damage]1d8+2[/dice]

He has Liberating Command and will use it as an immediate action if another member of the party is grappled. He also has a Wand of Cure Light Wounds which he’s willing to use during combat if necessary.

______________________________________________________________
Reznor Misraria
Male tiefling cleric (evangelist) of Nocticula (Cult of Redeemer Queen) 1/fighter 3
CN Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +2

Defense
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 36 (2 HD; 13d8+1d10+11)
Fort +8, Ref +5, Will +6 (+2 v. underground traps & hazards)
Resist cold 5, electricity 5, fire 5

Offense
Speed 40 ft.
Melee mwk dagger +4 (1d4/19-20) or
mwk cold iron dagger +4 (1d4/19-20) or
mwk silver dagger +4 (1d4-1/19-20)
Ranged +1 Darkwood Composite Longbow +7 (1d8+1/×3)
Special Attacks channel positive energy 6/day (DC 14, 1d6) (1 used), countersong, fascinate, inspire courage +1, sermonic performance
Cleric (Evangelist) Spells Prepared (CL 3rd; concentration +5)
2nd – locate objectD
1st—divine favor, liberating command, longstriderD
0 (at will)—detect magic, guidance, read magic
D Domain spell; Domain Travel

Statistics
Str 10, Dex 16, Con 14, Int 10, Wis 14, Cha 16
Base Atk +3; CMB +3; CMD 16
Feats Point-Blank Shot, Precise Shot, Rapid Shot
Traits dungeon dweller (any subterranean dungeon), maestro of the society
Skills Acrobatics +3 (+7 to jump), Bluff +3 (+7 to tell a lie) Craft (Poetry) +2, Diplomacy +7, Heal +6, Intimidate +7, Knowledge (religion) +4, Perform (oratory) +7, Sense Motive +6, Spellcraft +4
Languages Abyssal, Common, Undercommon
SQ agile feet (5/day), prehensile tail, public speaker, spontaneous casting, beguiling liar, darklands guide
Gear scroll of magic weapon, scroll of magic weapon, wand of cure light wounds, acid, alchemist's fire (2), antitoxin, blood-boiling pill (3), blood-chilling pill, holy water, +1 mithral chain shirt, arrows (40), dagger, blunt arrows (20), +1 darkwood composite longbow, mwk consecrated cold iron dagger, mwk consecrated silver dagger, mwk consecrated dagger, cloak of resistance +1, bandolier, belt pouch, masterwork backpack, silver holy symbol of Nocticula (2), spell component pouch
Tattoo holy symbol of Nocticula in white and blue ink on the palm of left hand

Special Abilities
Agile Feet (5/day) (Su) For 1 rd, ignore difficult terrain.
Bardic Performance: Fascinate (1 target, DC 14) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus.
Beguiling Liar: +4 Bluff to tell a lie
Cleric (Evangelist) Domain (Travel): Increase base speed by 10 feet.
Darkvision (60 feet)
Energy Resistance: Cold, Electricity, Fire (5)
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot Avoid -4 to hit when shooting or throwing into melee.
Prehensile Tail: Tail can retrieve small objects as a swift action.
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.
Rapid Shot: Extra attack with ranged weapons at -2 each attack.
Sermonic Performance (standard action, 14 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.
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Spontaneous Casting: Cast the following spells by sacrificing a prepared spell of the noted level or above - command