Cleric of Pharasma

Terrance Welby's page

80 posts. Alias of AGM Lemming.


Race

Terrance Welby (Trip) | Cleric of Desna 13 |HP: 96/98| AC: 22/26 (12/16 touch, 16/20 FF) DR2/- | F: +10, R: +6, W: +15 |Init: +8| BAB: +9/+4, Melee+2, Range+2| Diplomacy+12, Perception+24, Sense Motive+23, Heal+14

Classes/Levels

|| Temporary Changes: Resist Fire(30) 110 Minutes | Heroes Feats-+1 Morale Bonus Attack & Will,+4 Moral to Poison & Fear | Magic Vestment+3 Enhancement to AC | Gr Magic Weapon+3 Enhancement to Starknife

Size

Medium

Age

32

Alignment

Chaotic Good

Deity

Desna - Travel/Exploration and Luck Domain/Subdomain

Languages

Common, Elf, Dwarf, Brevoy, Taldoran

Strength 15
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 24
Charisma 18

About Terrance Welby

Point buy:

Strength: 13/15 (3 points + Belt)
Dexterity: 12/14 (2 points + Belt)
Constitution: 12/14 (2 points + Belt)
Intelligence: 10
Wisdom: 18/24 (5 points +2 Human Bonus +2 Level up +6 Headband)
Charisma: 14/18 (3 points +1 Level up +4 Rod of Splendor)
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Hit Points: (8 + Con(2)) x 13 = 130 x .75 = 97.5 (98)

Defense:

Armor Class: 22 (Base: 10, Dex +2, Armor +6, Shield +4)
Flatfooted Armor Class : 16
Touch Armor Class: 12

Special Armor Class Notes: DR 2/-


Saves:

Save vs. Fortitude: +10 (Base: +8, Con: +2)
Save vs. Reflex: +6 (Base: +4, Dex:+2)
Save vs. Will: +15 (Base: +8, Wis: +7)

Offense:

Initiative Modifier: +8 (Dex+2, Trait+2, Feat+4)
Base Attack Bonus: +9+4
Melee Attack Bonus: +2
Ranged Attack Bonus: +2

Weapons:

+1 Holy Returning Starknife: d4 x3 20' P +2d6 Holy damage
Light crossbow, d8, 19-20 x2, 80', 4 lbs, 35 GP
10 quarrels, 1 lb, 1 GP

Skills:

Core Skills: 4/level (Class:2 + Human(1) + Favored Class(1)) = 52 Ranks
Acrobatics: = -4 (Dex 2)
Bluff: = +4 (Cha 4)
Climb: = -4 (Str 2)
Diplomacy: = +12 (Cha 4) 5 Ranks +3 [Class Skill]
Disguise: = +4 (Cha 4)
Escape Artist: = -4 (Dex 2)
Heal: = +14 (Wis 7) 4 Ranks +3 [Class Skill]
Intimidate: = +4 (Cha 4)
Knowledge (arcana): = +4 (Int 0) 1 Ranks +3 [Class Skill]
Knowledge (planes): = +4 (Int 0) 1 Ranks +3 [Class Skill]
Knowledge (religion): = +8 (Int 0) 5 Ranks +3 [Class Skill]
Perception: = +24 (Wis 7) 13 Ranks +3 [Class Skill] +1 Trait
Perform: = +4 (Cha 4)
Ride: = -4 (Dex 2)
Sense Motive: = +23 (Wis 7) 13 Ranks +3 [Class Skill]
Spellcraft: = +6 (Int 0) 3 Ranks +3 [Class Skill]
Stealth: = -4 (Dex 2)
Survival: = +7 (Wis 7)
Swim: = -4 (Str 2)
Use Magic Device: = +14 (Cha 4) 7 Ranks +3 [Class Skill] +1 Trait

Background Skills: (2/level) = 26 Ranks
Appraise: = +0 (Int 0)
Artistry: = +0 (Int 0)
Craft: = +0 (Int 0)
Handle Animal: = +7 (Cha +4) 3 ranks
Knowledge (engineering): = +1 (Int 0: Trained) 1 rank
Knowledge (geography): = +7 (Int 0: Trained) 7 ranks
Knowledge (history): = +5 (Int 0: Trained) 2 ranks (Class Skill+3)
Knowledge (nobility): = +5 (Int 0: Trained) 2 ranks (Class Skill+3)
Linguistics: = +4 (Int 0) 4 ranks
Perform: = +4 (Cha +4)
Profession(Soldier/Medic): = +14 (Wis +7:Trained) 7 Ranks


Feats:

1st Level: Additional Traits: Gain two traits. Standard rules apply
Human Bonus: Extend Spell (Metamagic)
Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.
3rd Level: Improved Initiative (Combat)
Benefit: You get a +4 bonus on initiative checks.
5th Level: Blind-Fight (Combat)
Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.
7th Level: Point-Blank Shot (Combat)
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
9th Level: Precise Shot (Combat)
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
11th Level: Selective Channeling
Prerequisite: Cha 13, channel energy class feature.
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.
13th Level: Reach Spell (Metamagic)
Benefit: You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long. A reach spell uses up a spell slot one level higher than the spell's actual level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher. Spells modified by this feat that require melee touch attacks instead require ranged touch attacks.
Spells that do not have a range of touch, close, or medium do not benefit from this feat.

Race and Class Skills, Abilities & Features:

Race: Human
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class: Cleric
Hit Die: d8

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).

Channel Energy (Su): 30' Radius, 7d6 healing or harm undead. Will save DC: 10 + 1/2 the cleric's level + the cleric's Charisma modifier for half. 3 + Charisma modifier times per day. (5 of 7 used)

Domains/SubDomains:
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 that 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.

Travel/Exploration:
Travel Domain
-Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
-Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power 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.
-Domain Spells: 1st—expeditious retreat, 2nd—locate object, 3rd—fly, 4th—locate creature, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—world wave.

Spontaneous Casting: Sacrifice any non-domain spell for Cure spell of equal level


Traits:

Traits:
Combat: Reactionary: +2 bonus to Initiative
Social: Seeker: +1 to Perception and it becomes a Class skill
Faith: Fate's Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Magic: Dangerously Curious: +1 with Use Magic Device and it becomes a Class skill

Equipment:

Adamantine Breastplate - MW & DR: 2/-
10,225 GP (10K for Adamantine, 200 for Breastplate, 25 for Silver Holy Symbol on chest)
Armor Bonus: +6, Max DEX Bonus: +3, Armor Check: -4, Speed reduced: 10', 30 lbs.
+2 Heavy Shield, +4 AC, ACP-2, 15 lbs: 4170 GP
+1 Holy Returning Starknife: 32,308 GP
Headband of Inspired Wisdom: Slot headband: +6 Wisdom 36,000 gp
Rod Of Splendor: +4 CHA 25,000 gp
1/day garbs holder in rich clothing and jewels
1/week creates palatial tent and food sufficient for 100 people
Belt of Physical Perfection: +2 Bonus to all physical, Slot belt; 16,000 gp
Ring of Sustenance: 2,500 gp
Handy Haversack: 2,000 gp
Boots of Levitation: 7,500 gp

Traveler's Outfit, 5 lbs, 1 GP

In Haversack:
Bedroll, 5 lbs, 1 SP
Waterskin, 4 lbs, 1 GP
Flint & Steel, 1 GP
Lantern, Hooded, 2 lbs, 7 GP
Oil, 5 flasks, 5 lbs, 1 SP
Inkpen, 1 SP
Ink, 8 GP
Journal, 1 lbs, 10 GP
Rope, Silk(50'), 5 lbs, 10 GP
Healer's Kit, 1 lb, 50 GP
Coffee Pot, 4 lbs, 3 GP
Coffee Ground(High quality), 5 lbs, 1 GP
Powdered Milk, 1 lb, 1 SP
Honey, .5 lbs, 1 GP
Coffee mugs(4), 4 lbs, 8 CP
Case, Map or Scroll, .5 lbs, 1 GP
Acid: 10 Flasks, 10 lbs. 100 GP
Alchemist's Fire: 10 Flasks, 10 lbs. 200 GP
Alkali Flask: 10 Flasks, 10 lbs. 150 GP
TangleBurn Bag: 2 bags, 10 lbs, 300 GP
Antitoxin, 5 vials, 250 GP
Antidote Kit, 3 lbs, 100 GP

Spell Component Pouch, 2 lbs, 5 GP
Holy Water, 5 flasks, 5 lbs, 125 GP
Powdered Silver: (Consecratex5) 125 GP
Diamond Dust: 1,200 GP
Ointment for True Seeing(x2): 500 GP
Diamond: 1,000 GP

Silver Holy Symbol, 1 lb, 25 GP

Ioun Torch, 75 GP

Total weight carried: Weapons: 8 lbs, Armor/Shield: 45 lbs, Equipment: 30 lbs = 83 lbs

Carrying capacity : Light: 66 lbs, Medium: 133 lbs

Money:

Remaining Gold: 11 GP, 1 SP, 2 CP

Movement:

Base Speed: 30 ft. (-10 for armor, +10 for Domain)
Normal Speed : 30 ft.
Maximum DEX Bonus: +3

Divine Magic:

Level 0: 4
Level 1: 4 + WIS(2) + Domain
Level 2: 4 + WIS(2) + Domain
Level 3: 4 + WIS(2) + Domain
Level 4: 4 + WIS(1) + Domain
Level 5: 3 + WIS(1) + Domain
Level 6: 2 + WIS(1) + Domain
Level 7: 1 + WIS(1) + Domain

Spells ready:
Level 0: Detect Poison, Guidance, Light, Purify Food and Drink
Level 1: Comprehend Languages, Divine Favor, Endure Elements, Obscuring Mist, Protection from Evil, Shield of Faith, (D): True Strike
Level 2: Consecrate, Make Whole, Remove Paralysis, Resist Energy, Restoration, Lesser, Spiritual Weapon, (D): Aid
Level 3: Daylight, Magic Vestment, Prayer, Remove Curse, Remove Disease, Searing Light, (D): Fly
Level 4: Blessing of Fervor, Dismissal, Magic Weapon, Greater, Restoration, Spiritual Ally, (D): Freedom of Movement
Level 5: Breath of Life, Dispel Evil, Flame Strike, True Seeing, (D): Teleport
Level 6: Banishment, Heal, Heroes' Feast, (D): Mislead
Level 7: Holy Word, Regenerate, (D): Spell Turning

Save DC: 10 + Spell Level + WIS(7)


History:

Terrence, Trip to his friends, was born 32 years ago to Michelle and Chad Welling. He was an only child and well loved by his mother Michelle. He couldn't make the same statement about his father.

Chad Welling was a sailor in the Taldoran navy in his early years. He served slightly over a decade and worked his way up to a lower officer rank, but eventually was wounded and no longer seen fit for duty and released. Like many sailors he had "wives" in several ports, but he did accept his commitment to Michelle even though she was over a decade younger than he was. Michelle was from a moderate merchant family in Cassomir, shipping up and down the Sellen River. While the Taldoran navy no longer accepted Chad's service, he was still fit for a position on a trading ship.

Chad's military and merchant service gave him experience commanding sailors and marines aboard the ships. While the men usually followed his orders, and his wife did likewise most of the time, I tended to be a bit more rebellious. I honestly feel that I was just being a normal young man, rebelling against authority, but Chad took it as a serious sign that I needed more discipline. I was sent away to formal schooling at a church of Heironeous.

I'd like to say that I lasted a year at the church. At least the schooling was interesting, but the disciple was unbearable! Perhaps I could say most of a year, but the truth would be closer to six months, then I escaped. You might notice that my last name isn't quite the same as my parents? That was my younger self's "smart" idea, changing it to make escape more likely to succeed. Actually I don't think the church sent anyone after me! I hopped a boat to Absalom and tried to keep a low profile, for a short while at least.

Again time is relative. I needed lodging and was getting quite hungry. My coin was long gone and the strange city wasn't friendly. I almost entered the Heironious temple in Absalom, but something steered me to a different deity. I felt drawn to a small temple, shrine really, to the god of travelers, Desna. The cleric tending it wasn't local, as I learned was normal for Desna. I'd never heard of her but was immediately struck by the pure truth in Desna's tenets of faith, chaos, goodness, liberation, luck and travel. I dedicated myself to the cleric, Sesna Toth, and traveled with him for several years until I was old enough and experienced enough to start my own path is Desna's service.

I returned to Absalom for a while, servicing the shrine and helping out where I could. There are many travelers through that port city, and Lamashtu's servants are everywhere. I established some connections with a couple of the factions there, and made some friends with the Pathfinder Society. I found a sense of brotherhood with the Silver Crusade, doing what they could to help the downtrodden along their journeys.

A quest took me to Osirion for a couple of years, tracking down clues to the validity of local legends of their ancient Pharaohs. Another to Cheliax, but that ended up aborted as my skill set wasn't adequate to the task. Following the coast I eventually reached Varisia, then tracked inland for a few years learning the lay of the land and setting up additional shrines as I passed through Korvosa, Janderhoff, and Kaer Maga.

Unsure exactly why, but I started to feel a desire to return home. I had gained enough power by now to aid in my travels, so I prayed to Desna and teleported myself back to Cassomir. I had considered transporting directly into my old room at my parents home, but didn't want to terrify anyone that might be home. It was just as well that I did not. I discovered that they both were dead. My father had gone down with his ship, and my mother had struggled working to survive on just the little bit she could earn and the bit of savings that she had. She had fallen in with a few bad men and had crossed the wrong people a few times.

Desna's faith again saved me. While I was upset at my parents fate, Desna isn't about retribution. I certainly had the power, and connections to track down the guilty and destroy them. But Desna guided me to other pursuits, people that needed help and intelligent monsters that preyed on innocent travelers. I spent the next several years traveling around Taldor, helping the people and making a name for myself, and teaching the people of my country about my god.