Summoner

Talus Tar-Kös's page

58 posts. Alias of Oceanshieldwolf.


Full Name

Talus Tar-Kös

Race

HP 14/14| AC: 15/T 10/ FF 15 | Fort: +4 ; Ref: +0; Will: +5| Init: +0 | Per +3 ; SM: +7 | Spd 20 ft. |

Classes/Levels

CMB: +2 CMD 12 | Darkvision 60ft |O: detect magic, guidance, read magic, ; 1st: obscuring mist, bless; D: disguise self

Gender

Male N Half-Orc Cleric (Magic/Trickery) 1 |

Size

6’2”

Age

24

Special Abilities

Channel Positive Energy, Spellcasting, Domain spells, Orc Ferocity, Darkvision, Spontaneous Casting

Alignment

N

Deity

Jamboor, God of Magic, Knowledge, Trickery

Location

Grimmsgate

Languages

Common, Orc, Goblin, Abyssal, Draconic

Occupation

Mendicant

Strength 15
Dexterity 10
Constitution 15
Intelligence 15
Wisdom 17
Charisma 8

About Talus Tar-Kös

Quick View Stats for Combat:
Status: Healthy
HP:
AC:15, 10 touch, 15 flat-footed
Saves: Fort: +4 ; Reflex: +0 ; Will: +5
BAB +0
CMB +2 CMD 12

Initiative: +0 (Dex +0)
Conditions:
Spells currently in Effect:
Currently wearing: Scale mail
Items in Hand: Falchion

SPELLS
DC: 14
Prepared Spells/day: 3 Orisons, 2 1st level + 1 Domain

Orisons :detect magic, guidance, read magic,
First Level: obscuring mist, bless
Domain Spell: disguise self

Ability Scores Score (bonus) [rolled on 3d6] [racial bonus]
Str : 15 (+2)
Dex: 10 (+0)
Con: 15 (+2)
Int: 15 (+2)
Wis: 17 (+3) [+2]
Cha: 8 (+2)

DEFENSE:
AC: 15 touch 10, flat-footed 15 (+5 armor, +0 dex, +0 size)
HP: 14 (Full first level = 8, +2 Con, +1 Favored Class, +3 Toughness)
Fort +4 (2 + 2), Ref +0 (0 + 0), Will +5 (2 + 3)

OFFENSE:
Initiative: +0 (+0 Dex)
Speed 20 ft
Base Atk: +0

Melee:
Falchion +2, 2d4 +3, 18-20 x2 (S)
Longspear +2, 1d8 +3, x3 (P), brace, reach
(Light mace +2, 1d6 +2, x2 (B))
Dagger +2, 1d4 +2, x2 (P/S)
Spiked Gauntlet +2, 1d4 +2, x2 (B)

Ranged:
Falchion +3 (hand of the acolyte), 2d4 + 2, 18-20 x2 (S) Range 30 ft

CMB: +2 (+0 BAB, +2 str)
CMD: 12 (10, +0 BAB, +2 str, +0 dex)

Favored Class Bonus Hit points

Feats:

Toughness

Domain Powers: Jamboor, God of Magic:

Magic
Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.
Domain Spells: 1st—identify, 2nd—magic mouth, 3rd—dispel magic, 4th—imbue with spell ability, 5th—spell resistance, 6th—antimagic field, 7th—spell turning, 8th—protection from spells, 9th—mage's disjunction.

Trickery
Bluff, Disguise, and Stealth are class skills.
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelive this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.
Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop.

SKILLS:

Skills: (4 ranks – 2 Class, +2 int,)
Skill/Class/Ranks/Ability Modifier/Bonus ( * = ACP, # = no untrained)

The Cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Added from Trickery Domain: Bluff (Cha), Disguise (Cha), Stealth (Dex).

Chosen at 1st level: Bluff, Knowledge (arcane), Sense Motive and Spellcraft.
Acrobatics (Dex)/No/0/+0 = +0 *#
Appraise (Int)/ Yes, +3/0/+2 = +2
Bluff (Cha)/Yes, +3/1/+0 = +4
Climb/No/0/+2 = +2 *
Craft (xxx) (Int)/Yes, +3/0/+2 = [b]+2
Diplomacy (Cha) /Yes, +3/0/+0 = +0
Disable Device/No/0/+0 = +0 *#
Disguise/Yes, +3/0/+0 = +0
Escape Artist/No/0/+0 = +0 *
Fly/No/0/+0 = +0 *
Handle Animal (Cha)/No/0/+0 = +0
Heal (Wis)/Yes, +3/0/+3 = +3
Intimidate (Cha) /No/0/+0 = +0
Knowledge (arcana) (Int) /Yes, +3/1/+2 = +6 #
Knowledge (history) (Int) /Yes, +3/0/+2 = +2 #
Knowledge (nobility) (Int) /Yes, +3/0/+2 = +2 #
Knowledge (planes) (Int) /Yes, +3/0/+2 = +2 #
Knowledge (religion) (Int) /Yes, +3/0/+2 = +2 #
Linguistics (Int) /Yes, +3/0/2 = +2 #
Perception (Wis)/No/0/+3 = +3
Perform (Cha) /No/0/+0 = +0
Profession (xx) (Int) /Yes, +3/0/+2 = +2 #
Ride (Dex)/No/0/+0 = +0 *
Sense Motive (Wis)/Yes, +3/1/+3 = +7
Sleight of Hand (Dex)/No/0/+0 = +0 *#
Spellcraft (Int)/Yes, +3/1/+2 = +6 #
Stealth (Dex)/Yes, +3/0/+0 = +0 *
Survival (Wis)/No/0/+3 = +3
Swim (Str)/No/0/+2 = +2
Use Magic Device (Cha) /No/0/+0 = +0 #

Languages: Common, Orc, Abyssal, Draconic, Goblin

RACIAL TRAITS:

+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.

CLERIC CLASS ABILITIES

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Spells:
A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Channel Energy (Su):
: Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

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. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). 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 channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Domains:
A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action.

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting:
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).

Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

About Jamboor, God of Magic, Knowledge and Death:
Jamboor - God of Knowledge, Magic, and Death; He Who Hears the Secrets of the Dead. An ancient god of Hyperborea who has clung to his influence tenaciously, this mysterious deity is seen as benign or malignant depending on who is viewing him, but all rulers and leaders value him because his priests know a great many secrets and will offer counsel in rulership to anyone without regard to political or religious allegiance. Many superstitions of the Borderland Provinces and beyond find their roots in the practices of the followers of Jamboor, and entire sects of his priesthood are tasked with sussing out the secrets of existence through listening to the whispers of the dead. The dates and times for the High Holy Days of the continent of Akados are determined and published each year by the priests of Jamboor and are recognized by those of all faiths. However, his age-old mastery of the magical arts is now being challenged as the traveling deity Belon the Wise gains more and more followers.

GEAR
Weapons:
Falchion, 2d4, 18-20 x2, 75 gp, 8lbs
Longspear 1d8, x3, 9 lbs., 5 gp
(Not purchased yet) Light Mace, 1d6, x2 4 lbs., 5 gp
Spiked Gauntlet, 1d4 x2, 1 lb., 5 gp
Dagger, 1d4, 19-20 x2, 1 lb., 2 gp

Armor:
Scalemail: Scale mail ACB: +5, MDB +3, ACP –4, ASF 25%, 20 ft speed., 30 lbs., 50 gp
(Not purchased yet) Buckler: ACB: +1, MDB —, ACP –1, ASF 5% , 5 lbs., 5 gp

Miscellaneous:
Bedroll 1sp, 5lbs.,
Backpack 2gp, 2lbs.
Blanket, winter, 5 sp, 3lbs.,
Caltrops 1gp, 2lbs.
Chalk, 1cp,
3 x pint oil (flask), 3sp, 3 lbs.,
2 belt pouch, 2 gp, 1 lb,
Flint and steel, 1gp
Hammer, 5sp, 2 lbs.,
Rations 2 days, 1 gp, 2 lbs.,
2 x Pitons. 2 sp, 1 lb
Signal whistle, 8 sp,
(Not purchased yet) Tattooing tools, 5 gp, 5lbs
Whetstone, 2cp, 1 lb
Waterskin, 1gp, 4lbs,

Remaining: 5 silver, 5 copper.