Teodor Niculescu's page

1,008 posts. Alias of joerice.

Full Name

Teodor Niculescu


Human (Ustalavian)


Cleric of Groetus 3/Slum Shaman 1/Evangelist of Groetus 5












Common, Celestial



Strength 14
Dexterity 11
Constitution 15
Intelligence 10
Wisdom 19
Charisma 17

About Teodor Niculescu

Male Human Cleric of Groetus 3 (Void/Dark Tapestry and Madness/Nightmare Domains)/ Shaman of the Slums 1/Evangelist of Groetus 5
CN Medium Humanoid (Human)
Init +0 ; Perception +14
AC 20,(12 touch, 20 flat)
hp 68
Fort +8, Ref +6, Will + 12 (+4 vs disease, nauseated, sickened)
Speed 20 ft.
Melee: Totul Moare, +1 Vicious Scythe +4 (2d4+4+2d6)x4, trip, 1d6 to self
Melee w/proficiency spell: Totul Moare, +1 Vicious Scythe +8 (2d4+4+2d6)x4, trip, 1d6 to self
Melee: Heavy Flail +7 (1d10+3)19/20 disarm, trip
Melee: Morningstar +7 (1d8+2)
Melee: Sickle +7 (1d6+2)
Str 14, Dex 11, Con 15, Int 10, Wis 19 , Cha 17
Base Atk +5; CMB +7; CMD 17
Feats : Extra Channel, Skill Focus: Bluff, Selective Channeling, Deific Obedience, Filth Forager, Weapon Proficiency Scythe
Traits: Drug Addict (Personal), Fast Talker

Skills: Bluff 22 (3+9+3+1+3+3), Diplomacy 15 (3+9+3), Sense Motive 18 (+4+9+3+2), Heal 13 (4+5l6+3), Survival 13 (4+6+3) Knowledge Religion 8 (0+5+3), Perception 14 (4+5+3+2)
Spells and Special Abilities
Channel Energy (Su) 4d6 8/day
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 a neutral cleric 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 a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undeadcreatures. A neutral cleric of 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 can cast 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 channel 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. DC 16
A cleric must be able to present her holy symbol to use this ability.

Domain Abilities:

It Came From Beyond (Ex): Once per day, when you cast a summoning spell, any one creature you summon is more powerful than normal. The creature gains the advanced creature simple template. If you summon more than one creature with a spell, only one of the summoned creatures gains the advanced creature simple template. A summoned creature that gains the advanced creature simple template in this manner appears unnervingly deformed or unnaturally hideous, bringing with it a whiff of the emptiness of the void. This ability only works on spells you cast as a cleric—it does not work on spellcasting abilities gained from any other spellcasting classes you might have.

Fearful Touch (Su): As a standard action, you can make a melee touch attack against a creature, causing it to experience terrible hallucinations for 1 round. During this time, the creature loses any immunity to fear effects it might possess and takes a –2 penalty on attack rolls made against you. In addition, the creature takes a penalty onWill saves made against fear effects equal to 1/2 your cleric level (minimum –1). This power is a mind-affecting effect. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

Spirit Animal: Rat the Viper:

N Tiny animal
Init +7; Senses low-light vision, scent; Perception +9


AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 17 (1d8–1)
Fort +1, Ref +5, Will +7


Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d2–2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.


Str 4, Dex 17, Con 8, Int 6, Wis 13, Cha 2
Base Atk +0; CMB +1; CMD 8 (can't be tripped)
Feats Weapon Finesse, Alertness
Skills Climb +11, Perception +11, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth


Poison (Ex)

Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

The shaman's spirit animal looks like a leaner version of its species, with hungry eyes and a wiry frame. It gains a +4 bonus on initiative checks.
Improved Evasion, Share Spells, Empathic Link

Spirit Ability

A shaman who chooses the slums spirit as her spirit or wandering spirit gains the following ability.

Doors to Everywhere (Ex) As a standard action, the shaman can step through any door and instantly exit through another distant doorway. Regardless of what spell this functions as, it can transport only you, and both your departure and arrival spaces must be adjacent to a door or similar opening. Initially, this functions as per jester's jaunt. At 9th level, the shaman can use this ability as per dimension door. At 14th level, the shaman can use this ability as per tree stride (treating all doors as generic coniferous trees). You can use this ability three times per day, plus one additional time per day at 12th level and at 20th level.

Obedience (Ex)

In order to maintain the abilities granted by this prestige class, including all abilities gained from aligned class, an evangelist must perform a daily obedience to her chosen deity.


Evangelists possess a range of skills across multiple disciplines. At 1st level, an evangelist selects two skills to add to her class skill list. Once selected, these class skills can't be changed. Bluff and Sense Motive

Aligned Class: Cleric

Protective Grace +1

Divine Boon 1: Bestow Curse 1/day

Gift of Tongues: (Celestial)
At 4th level, the evangelist may select a new language as a gift from her chosen deity. She gains the ability to speak and write this new language fluently, so as to better communicate with those she meets in the course of her travels. At 8th level, the evangelist selects a second language to learn. The ability to comprehend these languages is an instantaneous divine gift, and spells and effects that dispel persistent effects can’t remove the evangelist’s gift of tongue

Multitude of Talents (Ex)
The evangelist finds herself in many strange situations requiring a variety of skills. Starting at 5th level, the evangelist gains a +4 sacred or profane bonus on any skill check attempted with a skill in which the character has no ranks. This bonus applies only to skill checks that can be made untrained

Cleric Spells:
Domain Spells:
1st: Feather Fall or Lesser Confusion
2nd: Touch of Idiocy or Summon Monster II
3rd: Fly or Rage
4th: Phantasmal Killer or Lesser Planar Binding
Cleric Spells a Day:
0 (3): Guidance, Stabilize, Purify food and Drink, Detect Magic
1 (5+1): Doom, Lesser Confusion, Summon Monster, Protection from Law, Diagnose Disease, Summon Monster
2 (5+1): Protection From Law (Communal), Summon Monster II, Hold Person, Touch of Idiocy, Hold Person
3 (3+1): Searing Light, Badger's Ferocity, Screaming Flames, Fly
4 (2+1): Phantasmal Killer (DC 18), Terrible Remorse, Hallucinogenic Smoke
Shaman Spells:
Spirit Spells:
1st: Charm Person (DC 14)
0 (3): Resistance, Create Water, Detect Poison
1 (2+1): Charm Person, Magic Weapon, Entangle
Heavy Flail
Heavy Wooden Shield
Wooden Holy Symbol
20gp bottle of Absinthe
Spell Components Pouch
Headband of Wisdom +2
+1 vicious scythe
Wand of REmove Disease (8 charges)
Scroll of Restoration
Scroll of Raise Dead
3 blocks insense of meditation
Breastplate +1
Healer's Kit
Cloak of Resistance +2
Ring of Protection +1
Awesome Blue Blanket with Constellations in Silver
Amulet of Natural Armor +1
440.62 gp

Backstory in brief:
Teodor grew up poor but witty and ever curious. A fast-talking hedonist, he fancied himself an up-and-coming rake or conman. But the partying eventually took its toll, and he found himself in the depths of addiction. The night he bottomed out, the last time he took Shiver, he had a religious revelation. All things end. Everything. Even the torment and the pain. Groetus, the mysterious moon in Pharasma's graveyard, the God that will one day draw the curtain on existence, appeared to him. All things must end.
This, as you might imagine, left quite a mark on young Teodor. Some think him mad, some eccentric, and perhaps a few find him charmingly devout. He's definitely not the man he once was, but his endgame remains mysterious. He seems to preach about the end of all things, but he has been seen helping the less fortunate as well. One thing is for certain: he would quite like to meet the man that set him on his current path, and to thank him in a very special way.

Important People: Teodor is long estranged from his family, including sisters Cristina and Anca. He has no idea what they're up to at this point. He has various street contacts ...he's almost a local celebrity, the man who preaches the end of the world with wit and a smile ...almost comforting.

Lifestyle: He's been living on donations and friendly faces for a bit now as he gathered information.