Cayden Cailean

Ricmorn Loyalar's page

3 posts. Alias of ObsessiveWiz.


Race

hp 46/46 | AC 22 TC 11 FF 21 | Spd 20ft | Sermon 17/17 Bit of Luck 7/7 Good Fortune 1/1

About Ricmorn Loyalar

Statistics:
Male Aasimar Cleric (Evangelist) 6
CG Medium Humanoid (Human) and Outsider (native)
Init +5; Senses Darkvision 60ft. Perception +12
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DEFENSE
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AC 22, touch 11, flat-footed 21 (+9 armor, +1 dex, +2 shield)
hp 46 (6d8+18)
Fort +8, Ref +4, Will +10
Resist acid 5 cold 5 elec 5
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OFFENSE
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Speed 20 ft.

Melee Touch +2
Melee Morningstar +2 (1d8-2 [x2])
Melee Dagger +2 (1d4-2 [19-20/x2])

Ranged Touch +5
Ranged Dagger +5 (1d4-2 [19-20/x2]) Range 10ft
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STATISTICS
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Str 7, Dex 12, Con 14 (13 +1 at LV4), Int 13, Wis 19(15 +2 rac +2 headband), Cha 16(14 +2 rac)
Base Atk +4; CMB +2; CMD 13
Traits Fate's Favored

Feats
Medium Armor Proficiency
Heavy Armor Proficiency
Scribe Scroll
Improved Initiative
Combat Casting

Skills (2+INT = 3 ranks/level; 18 ranks)
Diplomacy +12 (+4 points; +3 class, +3 CHA, +2 rac)
Knowledge (religion) +7 (+3 point, +3 class, +1 INT)
Perception +12 (+6 points; 0 class, +4 WIS, +2 rac)
Sense Motive +12 (+5 points; +3 class, +4 WIS)

ACP -10
*ACP applies to these skills

Background Skills (2 ranks/level; 12 ranks)
Appraise +7 (+3 ranks; +3 class, +1 INT)
Perform (oratory) +12 (+6 ranks; +3 class, +3 CHA)
Profession (gambler) +10 (+3 ranks; 3 class, +4 WIS)

Languages Common, Halfling

Special Abilities:

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SPECIAL ABILITIES
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Aasimar Racial Traits:

--Celestial Resistance Resist acid 5 cold 5 elec 5

--Skilled +2 racial bonus on Diplomacy and Perception checks

--Spell-like Ability can use daylight once per day as a spell-like ability (caster level equal to my class level)

--Scion of Humanity counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. Can pass for human without using the Disguise skill

Aura of Chaotic Good Has a powerful aura of Chaotic Good (see detect evil for details).

Channel Energy can release a wave of positive energy by channeling the power of his faith through his holy symbol as a standard action that does not provoke an attack of opportunity. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. The amount healed or damaged is 2d6.

Luck Domain
--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

--Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

--Domain Spells: -1st- true strike 2nd- aid 3rd- protection from energy 4th- freedom of movement 5th- break enchantment 6th- mislead 7th- spell turning 8th- moment of prescience 9th- miracle

Public Speaking has Perform as a class skill. In addition, he is trained to project his voice with great skill and effect; the DC to hear him speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier.

Sermonic Performance 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 as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the evangelist’s performance skill. However, an evangelist gains only the following types of bardic performance: countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level.

--Countersong Counters magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (oratory) skill check. Any creature within 30 feet of the evangelist (including the evangelist himself) that is affected by a sonic or language-dependent magical attack may use the evangelist’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 evangelist’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 An Evangelist 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 evangelist, and capable of paying attention to him. The evangelist 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 an evangelist 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 evangelist’s level + the evangelist’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the evangelist 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 evangelist 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 An evangelist 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 evangelist’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 evangelist 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 evangelist must choose which component to use when starting his performance.

Spontaneous Casting evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the spells listed in the Spontaneous Casting chart by sacrificing a prepared spell of the noted level or above.

Spells Prepared:

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Spells Prepared (CL 6th; Concentration check +10(+4 to cast defensively or when grappled); domain spells)
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0th (at will) detect magic, light, read magic, create water

1st true strike, liberating command, bless, divine favor, obscuring mist

2nd aid, weapon of awe, spiritual weapon, silence, [1 empty slot]

3rd protection from energy, prayer, chain of perdition, magic vestment

Spontaneous Casting
-1st command
-2nd enthrall
-3rd tongues
-4th suggestion
-5th greater command
-6th quest
-7th mass suggestion
-8th sympathy
-9th demand

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-66 lb. Medium 67-133 lb. Heavy 134-200 lb.

Combat Equipment
Mwk Full Plate (1,650 gp)
Headband of Inspired Wisdom +2 (4,000 gp)
Cloak of Resistance +1 and Muleback Cords (2,500 gp) (combined with these rules, in case you're not familiar)
Heavy Steel Shield (20 gp)
Morningstar (8 gp)
Dagger (2 gp)

Other Gear
1st level Pearl of Power (1,000 gp)
Wand of Cure Light Wounds (50 charges) (750 gp)
Scroll of Invisibility Purge (187 gp 5 sp)
Scroll of Remove Paralysis (75 gp)
Scroll of Communal Ant Haul (75 gp)
Scroll of Lesser Restoration (75 gp)
Scroll of Gentle Repose (75 gp)
Scroll of Communal Endure Elements (75 gp)
Scroll of Liberating Command (CL 6) (75 gp)
Scroll of Remove Sickness (12 gp 5 sp)
Scroll of Comprehend Languages (12 gp 5 sp)
Scroll of Remove Fear (12 gp 5 sp)
Scroll of Air Bubble (12 gp 5 sp)
Scroll of Protection from Evil (12 gp 5 sp)
Scroll Case (4) (4 gp)
Ring of Sustenance (2,500 gp)
Explorer's Outfit
Backpack (2 gp)
Silver Holy Symbol (25 gp)
Wood Holy Symbol (25) (25 gp)
2 sets of cards (common and good quality) (50 gp 1 sp)
2 sets of dice (2 sp)

Money 19 GP 15 SP 20 CP

Background:

Ricmorn was born the son of a carpenter named Domien. His mother was accounted a fair beauty by the small town named Baerlon in which he grew up, but Ricmorn never knew her; Jazneh died of illness when he was too young to remember. Domien rarely spoke of Jazneh to Ricmorn, and he got the feeling that his father felt he was a poor replacement for his mother. Damien was often disappointed with little Ric, who was small for his age and generally just wanted to play instead of helping around the house.

The trouble truly started when Ricmorn reached the age he would normally have begun to help his father in the family business. He was the size of a young child despite his 14 years of age, and had the temperament of one. Up until this point, Damien had forced himself to believe that his son had simply not hit his growth yet, despite the years' passing making it more and more obvious that there was something different about his son. He began to drink when alone, stuck in the house with the last thing left of the wife he loved: the son he did not.

By the time Ricmorn turned 30, his father was a changed man. Dark and brooding, Damien would strike out at Ricmorn whenever he was not working in the shop or asleep. Ricmorn had borne this growing mistreatment for years with a growing miscontent; it was not his fault he was different! He decided to run away, and hid among a merchant's goods as he left Baerlon. The merchant did not discover the apparent young boy until he had reached the city of Everlund, and as he did not know what to do with the child, let him scamper off and put the incident out of his mind.

Ricmorn spent the rest of his childhood on the street, passing messages for spare change, begging, and even turning to picking pockets. At first he felt bad for the people whose coin he stole, but an empty stomach felt worse. Over the years taking advantage of distracted tourists and bored merchants, he lost even more of the innocent playfulness that had been his core trait as a child, though he didn't notice. He spent much of his time with other street children, though he moved around enough that no one noticed how slowly he aged.

As Ricmorn approached adulthood, little was left of the carefree child he had once been. He had learned to gamble, and found that he was good at it; so he rarely needed to pick pockets anymore, and instead took money from fools in front of their faces. However, every gambler has unlucky streaks, and he was in the middle of a slump that left him in debt with some unsavory characters when he went to one of his favorite taverns to gamble, the Stag at Bay. Filled with adventurers and hunters, they were often boasting of their exploits, and with a little prodding, would bet large amounts of coin to show how tough and brave they were.

He picked out a gray-bearded man sitting by himself for his first mark of the evening; the man wore a silver coin around his neck, and when Ricmorn sat with him and introduced himself, the man named himself Thaen. After some quick conversation, Ricmorn suggested a game of dice to pass the time, to which Thaen smiled gently before agreeing. Ricmorn lost the first roll, then the second; he lost the third roll. After losing for the fourth time in a row, he was beginnning to become truly afraid. Even during his bad luck lately, he could usually win at least one toss in three! He watched Thaen carefully for cheating but saw nothing amiss save that Thaen won the fifth toss as well.

At this point, all Ric had left on his side of the table was a single copper. He considered simply leaving; he would have to leave Everlund and find a new place to live, and a new name to avoid his debts. However, Thaen seemed to read his mind and said, "In for a silver, in for a copper, boy. Remember: a copper to the Lady returns tenfold in gold." Then he took off his silver amulet that was shaped like a silver coin and placed it in front of him. Ricmorn stared at the man in disbelief: a finely worked piece of silver like that against a single copper? Was there some sort of trick? He stared a moment longer before sliding his last coin to the center of the table.

His hand trembled as he picked up his dice. Please, he thought, though he didn't know who he was begging to. He and Thaen both threw, and when he looked up from his winning throw, Thaen was smiling. "Lady Luck smiles on the bold, young man. If you'd like to learn what I'm talking about, I have a room here for a few days before I move north." With that, he pushed himself away from the table, leaving Ricmorn relieved. He could sell that amulet and pay back his debts. He left the Stag behind and went to the flophouse he had been sleeping in.

Over the next day, however, he found himself unable to sell the amulet, or to stop thinking about Thaen. The older man had reminded Ric of himself, in happier days. When had he lost that smiling, relaxed love of life and turned into a sweating debtor? He couldn't remember the last time he had gone to a tavern just to enjoy himself. When he found his way back to Thaen that evening, the priest of Tymora didn't even have the grace to look surprised; he just welcomed the young man to his table. Ricmorn found himself telling the older man his life story, and learning about both Tymora and himself (an aasimar! part celestial?) as night wore down to dawn. Thaen agreed to pay Ricmorn's debts if the young man dedicated himself to The Lady Who Smiles. Ricmorn, looking to find his way back to the happiness he had lost, which this man displayed with such nonchalance, agreed.

Ricmorn spent the next several years training to be a cleric of Tymora, and upon his induction to a full priest, Thaen officially forgave him his debt. Ric now travels the world, spreading knowledge of Lady Luck to all who seem receptive, wearing Thaen's old amulet around his neck.

Appearance and Personality:

Ricmorn is a smiling, fairly handsome man with dusty brown hair to his shoulders. His dark eyes have a mischievous twinkle, and his voice is pleasant but strong. He wears Tymora's silver coin on a chain around his neck, but apart from that tends to dress fairly plainly. His clothes are well-worn, and his armor has clearly seen use, with scrapes and scratches on the smooth plate. Underneath the armor his body is scrawny and thin, but healthy.

Ricmorn tends to be kind, even to complete strangers, telling jokes and laughing at others'. He is quick to make small bets on even the most trivial thing, such as how many days it will be until the next rainfall. He is never without a pair of dice, and often rolls them around or plays with them when he has nothing else to do with his hands. He will speak about Lady Luck to anyone who will listen, and often uses his uncommon luck to demonstrate to others why they should join in devotion to The Lady Who Smiles. However, Ricmorn doesn't try to force anyone into joining the faith. He honestly believes that if he is a good example for others, being kind, taking risks and earning rewards, that people will join of their own accord. He only offers the chance, and it is up to others to take it.

Apart from gambling and spreading the faith, Ricmorn enjoys drinking with his friends, exploring new places, meeting new people, and comedy. Despite his lighthearted demeanor and deceptively simple hobbies, he is a steadfast friend, and will always stand up for what he believes is right.