Lantern Bearer

Taendael Caliean's page

20 posts. Alias of TheWaskally.


Race

Elf-Human Hybrid|Wo/Vi 134/100 |AC: 31 (29 Tch, 22 Fl)| DR 5/good, cold iron, silver, magic |F: +23, R: +23, W: +20|Init: +16 |Resist acid, cold, and electricity 10 |

Classes/Levels

Gestalt Godling (mighty)/Godling(Eldritch)/6th Gestalt Mythic Champion/Heirophant/3rd| Speed 30ft (30ft) | Active conditions: None.|Smite Good 1/day, +1 atk, +2 dmg|Perc: +28, SM: 22, Diplo +23

Gender

Male

Size

Medium

Age

125

Special Abilities

See tab

Alignment

Chaotic Good

Languages

Common, Elven, Sylvan, Celestial, Draconic, Halfling, Abyssal, Infernal, Aklo, Giant

Strength 26
Dexterity 28
Constitution 26
Intelligence 25
Wisdom 26
Charisma 32

About Taendael Caliean

Fortune-Blessed Holy Seelie Half-Celestial Outsider (native, elf, human, chaotic, good, extraplanar)
>Appearance<
Initiative: +16 (+9 Dex, +4 Improved Initiative, 3 Mythic Tiers)
Senses: Perception +28, Low-Light Vision, Darkvision 120 ft., Seelie Sight (Ex)
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Defense
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AC 31 (26 Touch, 17 FF)(+9 Dex, +1 Dodge, +3 Natural, +7 Deflection, +2 Luck)
Wounds [134] Cha-based | Grazed (-1) [100] | Wounded (-2) [67] | Critical (-3) [33] | Disabled 0 to -1
Vigor (d12) 100|100 Cha-based Fast Healing 2
DR 5/good, cold iron, silver, magic Immunity to disease, Resist acid, cold, and electricity 10, SR 16 (equal to CR + 11, maximum 35).
Fort +23, Ref +23, Will +20
Defense Special Every nongood creature within 30 ft. of a holy creature automatically takes a –1 penalty on all attack rolls, checks, and saves.
A holy creature gains a +2 resistance bonus on saves against attacks by evil creatures. Furthermore, it is immune to any attempt by an evil creature to possess, charm, or influence it.
A holy creature gains double the normal amount of healing from positive energy.
A seelie creature gains a +4 luck bonus on all saves against figment-based illusions and compulsion effects.
Half-celestials gain a +4 racial bonus on saves vs. poison
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Speed 50 ft (50 ft Base), Fly 100ft. (good), Faerie Walk (Su)
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Offense
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Melee +1 Unarmed Strike +15/+10 (1d6 + 8 (+1d6 holy), 19-20/x2)
Ranged Spray of Shooting Stars (Su) + 15 (6d4, 19-20/x2, 5-foot burst, 60 ft. range, 1x/day, Reflex DC 21 for half damage)
Special Attacks Augmented Criticals (Su), Lucky Strike (Su) 1x/minute, Smite Evil (Su) (+11 to attack, +6 Dmg., +11 to Deflection bonus against smite target)
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Spell Points | 41 [30 (as sorcerer) + 11 Wis]
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Constant Endure Elements, Expeditious Retreat, Phase Door, Telekinesis (save DC 21), Water Walk.
At Will Jump, Knock, Force Punch, Whirlwind (save DC 27).
Spell-like Abilities Caster level is equal to character's level). The save DCs are Charisma-based.
3/day Dancing Lights, Ghost Sounds, Protection From Evil, Silent Image, Speak With Animals, Speak With Plants
1/day Aid, Alter Self, Bless, Cure Serious Wounds, Detect Evil, Dream, Magic Mouth, Neutralize Poison, Plane Shift (to and from the Fey Realms only), Quench, Sleep.
Spells Known
0-level [7] Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Stabilize
1st-level [4] Cure Light Wounds, Detect Evil, Remove Fear, Shield of Faith
2nd-level [2] Cure Moderate Wounds, Shatter
3rd-level [1] Cure Serious Wounds
Special Conditions Dreamspeakers add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. A holy creature’s effective caster level for spells and spell-like abilities with from the healing subschool and those with the good or light descriptor increases by +1 over that of the base creature. This benefit stacks with itself, so the holy creature’s effective caster level for a spell with both good and light descriptors is higher by +2 than that of the base creature.
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BAB +6/+1, CMB +14, CMD 37
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Feats by Level:

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Skills 9/level + 1/human + 2/background
Acrobatics +20 (6 Ranks, 3 Class, 9 Dex, 3 Physical Avatar, 2 Luck)
Appraise +13 (1 Rank, 3 Class, 7 Int, 2 Luck)
Bluff +13 (0 Rank, 11 Cha, 2 Luck)
Climb +17 (1 Rank, 3 Class, 8 Str, 3 Physical Avatar, 2 Luck)
Craft +7 (0 Rank, 0 Class, 7 Int)
Diplomacy +23 (6 Rank, 3 Class, 11 Cha, 1 Trait, 2 Luck)
Fly +23 (6 Rank, 3 Class, 9 Dex, 3 Physical Avatar, 2 Luck)
Handle Animal +17 (1 Rank, 3 Class, 11 Cha, 2 Luck)
Heal +14 (0 Rank, 8 Wis, 4 Racial, 2 Luck)
Intimidate +19 (3 Rank, 3 Class, 11 Cha, 2 Luck)
Knowledge (arcana) +17 (5 Ranks, 3 Class, 7 Int, 2 Luck)
Knowledge (history) +13 (1 Ranks, 3 Class, 7 Int, 2 Luck)
Knowledge (local) +13 (1 Ranks, 3 Class, 7 Int, 2 Luck)
Knowledge (nature) +17 (1 Rank, 3 Class, 7 Int, 4 Racial, 2 Luck)
Knowledge (planes) +17 (5 Rank, 3 Class, 7 Int, 2 Luck)
Knowledge (religion) +17 (5 Rank, 3 Class, 7 Int, 2 Luck)
Linguistics +9 (0 Rank, 0 Class, 7 Int, 2 Luck)
Perception +28 (5 Rank, 3 Class, 8 Wis, 4 Sacred, 4 Luck, 2 Keen Senses, 2 Luck)
Perform (sing) +20 [background] (3 Rank, 3 Class, 11 Cha, 1 Trait, 2 Luck)
Perform (string instrument) +19 [background] (3 Rank, 3 Class, 11 Cha, 2 Luck)
Profession (gambler) +19 [background] (6 Rank, 3 Class, 8 Wis, 2 Luck)
Ride +14 (0 Rank, 0 Class, 9 Dex, 3 Physical Avatar, 2 Luck)
Sense Motive +22 (5 Rank, 3 Class, 8 Wis, 4 Sacred, 2 Luck)
Stealth +19 (2 Rank, 3 Class, 9 Dex, 3 Physical Avatar, 2 Luck)
Survival +18 (1 Rank, 3 Class, 8 Wis, 4 Racial, 2 Luck)
Swim +17 (1 Rank, 3 Class, 8 Str, 3 Physical Avatar, 2 Luck)
Skill Specials A fortune-blessed creature gains a +2 luck bonus on all saves and opposed checks.

SQ:

Weapon and Armor Proficiency: A mighty godling is proficient with all simple and martial weapons; with light, medium, and heavy armor; and with all shields (other than tower shields). Eldritch godlings are proficient with simple weapons, but no armor or shields.
Lineage Domain Travel and Luck
As a result of their divine bloodline, mighty godlings gain access to the powers (though not spells) of a cleric domain. The mighty godling selects his first lineage domain at 1st level, and gains additional lineage domains at 8th and 16th level. Once these domains are selected they cannot be changed. (While the player selects these domains, the mighty godling character gains these as inherent powers with no choice or effort required). Lineage domains need not be the ones the godling’s divine parent grants to clerics—not all godlings have powers related to their parent’s realm of authority. The godling uses his class level for his effective cleric level. A mighty godling uses his Wisdom modifier to determine save DCs and uses/day of all his lineage domain powers.
A multiclass cleric/godling who has the same domain from both classes adds the two classes together when determining what granted powers the character has and their effectiveness, but uses only the character’s cleric level to determine what domain spells are gained.
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Agile Feet (Su) As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp) At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
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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.
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Ascendancy
As expressions of the godling’s innate mystic power, her spells are subject to her desires, and can be altered through pure acts of will. This power is known as the godling’s ascendancy and is divined into minor and major powers. An eldritch godling has one minor and one major ascendancy at 1st level. Eldritch godlings receive additional minor ascendancies at 5th and 9th level, and major ascendancies at 13th and 17th level. Once an ascendancy has been selected, it cannot be changed. An eldritch godling may always select a minor ascendancy instead of a major, if she prefers.
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Major Ascendances
Uncommon Element (Su) Choose one of the following damage types: acid, force, sonic. Whenever the godling casts a spell from her godling spell list that deals hit point damage, she may change the type of damage it does to the selected damage type. The spell loses any of the following descriptors: acid, cold, electricity, fire, force, and sonic. It gains the type of damage it now deals as a descriptor. This ascendancy may be selected more than once.
Minor Ascendances
Chaotic Ascendancy (Su) Only godlings with a chaotic alignment may select this ascendancy. The godling cannot cast spells with the lawful descriptor. The godling may cast any spell that has a save DC and is from her godling spell list as a chaotic spell. Such spells gain the [chaotic] descriptor. Lawful creatures suffer a –1 penalty to saving throws against spells the godling casts with the [chaotic] descriptor.
The godling may imbue additional chaos into a spell with the [chaotic] descriptor, causing it to have a secondary effect on one creature affected by the spell. The godling may do this a number of times per day equal to 3 + her spellcasting attribute modifier. If the chaotic spell affects multiple targets, randomly select which one is targeted by the additional spell effect.
If the target saves against the chaotic spell, it also saves against the additional spell effect. If the chaotic spell does not have a saving throw, the target is allowed a Fortitude save against the additional spell effect (with a DC of 10 + chaotic spell’s level + the godling’s spellcasting attribute modifier) to negate the additional spell effect. Roll 1d4 and consult Table: Chaotic Additional Spell Effects to see what spell the additional spell effect functions as.
Good Ascendancy (Su) Only godlings with a good alignment may select this ascendancy. The godling cannot cast spells with the evil descriptor. The godling may cast any spell that does not include her as a target and is from her godling spell list as a good spell. Such spells gain the [good] descriptor. Evil creatures suffer a –1 penalty to saving throws against spells the godling casts with the good descriptor.
The godling may imbue additional good into a spell with the [good] descriptor, causing it to have a secondary effect on one creature affected by the spell. The godling may do this a number of times per day equal to 3 + her spellcasting attribute modifier. If the good spell affects multiple targets, randomly select which one is targeted by the additional spell effect. The affected creature gains a +1 luck bonus to AC and saving throws for 1 round.
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Divine Traits
Divine traits are special powers a mighty godling gains through his divine heritage. Players may select any divine traits for his character, regardless of the godling’s divine parentage. A godling gains the benefit of all the degrees of a trait he possesses (though in some cases higher degrees make lower degrees superfluous).
A godling gains divine trait ranks at 2nd, 6th, 10th, 14th, and 18th levels. The number of ranks gained increases each time, 1 rank at 2nd level, 2 ranks at 6th, and so on. Each time a godling gains divine trait ranks, he may spend them on one or more traits. Raising a trait up one degree costs a number of ranks equal to its new degree, but the godling must buy each degree separately. Thus taking a new trait at degree I costs 1 divine trait rank, while taking a trait a godling already has at degree I to degree III costs 5 ranks (2 ranks to bring it from degree I to degree II, and 3 more ranks to bring it from degree II to degree III).
A godling may save unspent ranks if he wishes, but can only spend them when he gains a new level. Once ranks are spent, the trait chosen is permanent and the ranks cannot be regained.
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Battle Lord I (Ex) The godling gains a +4 bonus to his CMD against disarm and sunder maneuvers.
Battle Lord II (Ex) When the godling makes an attack with a weapon with which he is not proficient, he suffers only a –2 penalty (rather than the normal –4). Also, if the godling has the Quick Draw feat, he may put away a weapon, or put‑away one weapon and draw another, as a free action.
Legendary Beauty I (Ex) Diplomacy and Perform skills are always class skills. The godling gains a bonus equal to half his class level to Diplomacy checks made to make a request of a creature that is at least indifferent toward him (see the Diplomacy skill).
Additionally, once per day he may make a Diplomacy check to make a request of a creature that is unfriendly or hostile toward him (though he does not gain the benefit of this trait on such checks, as the targets are not at least indifferent). Each time he uses this ability on a specific creature, it becomes immune to this ability until the godling gains a level.
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Scion Talents
As a mighty godling gains experience, he learns a number of talents that aid him and confound his foes. At 3rd, 5th, 7th, and 9th levels, a mighty godling gains one scion talent. A mighty godling cannot select an individual talent more than once unless the talent states otherwise.
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Physical Avatar (Ex) The godling adds half his level to all ability checks and skill checks based on Strength, Dexterity, or Constitution.
Channel Energy (Su) You may channel energy as a cleric does, using your godling level as your cleric level. You may do this a number of times per day equal to 1 + 1/2 the modifier of one ability score of your choice.
Retribution (Su) When foes dare to strike your person, which is a vessel for the divine energies that make you a godling, you can call upon those divine energies to strike down the heathens who dare defile your physical perfection. When you are hit by a melee attack, you may make a melee attack at your full attack bonus against the attacker. Alternatively, you may cast a touch or ranged touch spell with a casting time of 1 standard action or less at the attacker.
Using this ability counts against your attacks of opportunity for the round, and you cannot use it if some condition or circumstance prevents you from making attacks of opportunity. You may use this ability a number of times per day equal to 3 + your highest ability modifier.
Smite Rival (Su) Once per day, a godling can call focus his internal divine power to strike down those who dare oppose him. As a swift action, the godling chooses one target within sight to smite. If this target has dealt damage to the godling within the past 24 hours, the godling adds his Constitution bonus (if any) to his attack rolls and adds his godling level to all damage rolls made against the target of his smite. The smite rival effect remains until the target of the smite is dead or the next time the godling rests and regains his use of this ability.

Mythic Abilities:

Path Abilities
Hard to Kill (Ex)
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su) 9/day
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su) +1d6
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Amazing Initiative (Ex)
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.
Recuperation (Ex)
At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Champion
Bonus Hit Points 5 x 3 = 15
Champion’s Strike Sudden Attack (Ex)
As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
1st-Tier Abilities
Mythic Smite (Su)
As a free action, you can expend one use of mythic power to regain one use of your smite evil ability. For the rest of your turn, your successful attacks against evil creatures bypass all damage reduction. You must have the smite evil class feature to select this ability.
Mythic Sustenance (Su)
Your mythic power is enough to sustain you. You no longer need to eat, drink, or breathe to live. You’re immune to inhaled poisons and any spell or effect that requires breathing, though you are still affected by any food or drink you intake.
3rd-Tier Abilities
Divine Source (Su)
You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching your alignment if possible, unless your alignment is neutral. You grant access to these domains as if you were a deity. Creatures that gain spells from you don’t receive any spells per day of levels higher than your tier; they lose those spell slots. In addition, you can cast spells from domains you grant as long as their level is equal to or less than your tier. Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source domains). If you’re a cleric or you venerate a deity, you may change your spell domains to those you grant others. At 6th tier and 9th tier, you can select this ability again, adding one domain and two subdomains to your list each time and adding their spells to the list of those that you can cast.

Hierophant
Bonus Hit Points 4 x 3 = 12
Divine Surge Recalled Blessing (Su)
You can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today; if you’re a spontaneous caster, this spell must be one of your spells known. You can’t apply metamagic feats to this spell. If the spell requires a saving throw, non-mythic creatures roll twice and take the lower result. If the spell heals damage or requires you to attempt a caster level check to cure an affliction or remove a condition, roll twice and take the higher result.
1st-Tier Abilities
Divine Countenance (Su)
Whenever you encounter a creature whose alignment is within one step of yours, treat its attitude as one step better. If the creature’s starting attitude is helpful, you can make requests of the creature with a +5 bonus on your Diplomacy or Intimidate skill check.
Faith’s Reach (Su)
Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack.
3rd-Tier Abilities
Divine Potency (Su)
Choose one of your divine spellcasting classes. You gain four bonus 1st-level divine spell slots for that class (like the bonus spells gained from a high ability score). This doesn’t change your number of spells known. You can select this ability more than once. If you choose the same divine spellcasting class a second time, you gain four bonus 2nd-level spell slots; if you choose it again, you gain 3rd-level slots for choosing it a third time, and so on. This ability can’t grant you bonus spells for a spell level that you don’t have the ability to cast.

Racial Traits +2 Dex, +2 Int, -2 Con; +2 to One Ability Score (Con), Medium, Normal Speed, Low-Light Vision, Dream Speaker (replaces Elven Immunities), Elven Magic, Keen Senses, Weapon Familiarity, Bonus Feat, Skilled, Languages
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Traits Charming (Social), Dilettante Artist (Elf), Planar Negotiator (Regional), Fey Protection (Magic), Starchild (Religion).
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Legendary Item:

The Starheart
Base Item Star Ring
Item Abilities Eternal Bond, Legendary Fortification, Unyielding.
Lore The Starheart was forged from the remaining solar matter left over from a super-giant sun what was just going to collapse on itself to create a black hole. Desna weaved that dense material into a ring, which the Song of The Spheres slipped lovingly on her newborn son's finger to protect him and keep him safe. The differences in appearance between The Starheart and other star rings are the luminescent silver band and golden shine from the star rune that crowns it. It was made only for Desna's son and now one else may use it.

Items
Combat items

Wealth
Carrying Capacity
Light (306 lbs or less); Medium (307-613 lbs.); Heavy (614-920 lbs.)
Current Load:
Height 6'0", Weight 128 lbs., Eyes Midnight Blue, Hair Jet Black
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The Unnamed Elf's Identity:
The elf's true name is Taendael Caliean. He is the love child and son of Desna; Goddess of Dreams, The Night Sky, and Luck, and Cayden Cailean; God of Freedom, Bravery, and Wine. Raised mostly by his mother, Taendael spent most of his adolescence within the Sevenfold Cynosure, with some time spent with his father in Cayden Cailean's Domain in Elysium. The elf demigod was trained to control his divine magic but his mother, while Cayden taught his son the art of combat, and his art of charm when Taendael was of age. The elf-human hybrid quickly became a known force of good, not only on Elysium, but throughout the universe. Ever a dutiful son, Taendael would assist his parents in any way he could, from routing demonic incursion with his father, to sending messages to devout followers on the Material Plane for his mother.
Taendael's legend was just beginning, when one day, the elf demigod could not be found. Both parents scrambled their servitors and high-powered faithful and searched the known universe for any signs of the divine son. Sadly, both Desna's and Cayden Cailean's forces found nothing. One piece of good news was when both parents journeyed to Pharasma's Place in The Boneyard to confirm whether Taendael was still alive. The Lady of Graves did confirm that wherever the elf demigod was, he was still alive. Both parents mourn their lost son and continue to search for him to this day.