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About {The} HeraldMedium Male Humanoid (Human):
A gaunt middle aged man with clumps of wispy white hair extending in all directions as if trying to flee the madness in his brain, the Herald nonetheless is fit and able to hold his own in a fight. He's faced enough angry mobs to know how to land a punch and take one. He cares little for personal cleanliness, but does it anyway because he recognizes that more people will listen to him if his beard is not too unkempt and he doesn't smell (quite so) bad. The lines on his face are deep, but deeper still are the back of his eyes, which (if you look carefully) extend for hundreds of millions of light years. And way back in that darkness, something *moves*. It is not recommended to look too deeply into his eyes.
Backstory:
He no longer has a name. He used to, before he was chosen as the Herald. Once a moderately powerful wizard (or sorceror? his memories are fuzzy), skilled in the summoning of creatures of all Planes, one dark night by chance he caught the attention of an entity older than Time and more ravenous than a supermassive black hole (whatever that is). He now wanders the countryside warning the populace that She-He-Them-It is coming. She-Them lives (no, that's the wrong word - *exists*) beyond the stars, beyond the night, beyond the edge of consciousness, beyond the veil of reality. And now that They-He knows of our existence, They-It are coming. This doesn't make sense, you say? Ha! That's only the start of it. Prepare! Prepare! We have only 10,000 years to prepare! We will not be ready! He-Them thinks I am preparing the world for them, but instead I am warning you! You know not the danger of which you laugh. The Herald's most prominent vestment is his large rectangular shield, covered top to bottom, back and front, with equations, quotes, prose, mathematical graphs, and intricate drawings of geometric figures which seem to get more detailed the closer you look. The Herald understands only a tiny portion of it at any one time, but he understands more and more every day. This worries him more than he can express. Every night, he wakes up screaming in terror, imbued with the spells he will need for the coming day. He does not choose them, but they have an uncanny knack for being the spells he needs. His goal is to seek a creature so horrible, so breathtakingly terrible, that it can consume his soul completely and forever. Only this way can he escape the fate that awaits him when It-She arrives.
HP/Init/Move/Vision/BAB:
Max HP 23 ((d8)+0)x4 Initiative +1 Vision Normal Move 30ft BAB +3 Init=(Dex +1) Classes/Alignment/Deity/XP/Prestige/Point Buy:
AC 18 (Touch 11, Flat Footed 17):
(Base +10, Armor +4, Shield +3, Dex +1, Size +0, Natural Armor +0, Dodge +0, Deflection +0) Spell Failure 70% Armor Check -12 Max Dex +2 SR 0% Fort +4 Refl +2 Will +7 (+2 vs Fear):
Fortitude Base +4 Con +0 Magic +0 Reflex Base +1 Dex +1 Magic +0 Will Base +4 Wis +3 Magic +0 Feat +2 vs. Fear Skills/Languages:
+ Acrobatics -2 (DEX +1, Ranks +0, Armor -1, Shield -2, Encumbrance -0) * Appraise +0 (INT +0, Ranks +0) + Bluff +1 (CHA +1, Ranks +0) + Climb -1 (STR +2, Ranks +0, Armor -1, Shield -2, Encumbrance -0) * Craft (Untrained) +0 (INT +0, Ranks +0) * Diplomacy +7 (CHA +3, Ranks +1, Class +3) + Disguise +3 (CHA +3, Ranks +0) + Escape Artist -2 (DEX +1, Ranks +0, Armor -1, Shield -2, Encumbrance -0) + Fly -2 (DEX +1, Ranks +0, Armor -1, Shield -2, Encumbrance -0) * Heal +7 (WIS +3, Ranks +1, Class +3) + Intimidate +3 (CHA +3, Ranks +0) * Knowledge, Arcana +4 (INT +0, Ranks +1, Class +3) * Knowledge, Dungeoneering +1 (INT +0, Ranks +1) * Knowledge, History +5 (INT +0, Ranks +1, Class +3, Trait +1) * Knowledge, Local +1 (INT +0, Ranks +1) * Knowledge, Nobility +4 (INT +0, Ranks +1, Class +3) * Knowledge, Planes +5 (INT +0, Ranks +1, Class +3, Trait +1) * Knowledge, Religion +4 (INT +0, Ranks +1, Class +3) * Linguistics +0 (INT +0, Ranks +0) + Perception +7 (WIS +3, Ranks +4) + Perform (Dance) +3 (CHA +3, Ranks +0) * Profession +3 (WIS +3, Ranks +0) + Ride -2 (DEX +1, Ranks +0, Armor -1, Shield -2, Encumbrance -0) * Sense Motive +7 (WIS +3, Ranks +1, Class +3) * Spellcraft +4 (INT +0, Ranks +1, Class +3) + Stealth -2 (DEX +1, Ranks +0, Size +0, Armor -1, Shield -2, Encumbrance -0) + Survival +3 (WIS +3, Ranks +0) + Swim -1 (STR +2, Ranks +0, Armor -1, Shield -2, Encumbrance -0) (* = Class Skill, + = Useable Untrained) Concentration (Cleric) +9 (CL (+4) + Ability (+3) + Trait (+2)) Languages: Common
=== Special Qualities ===
=== Weapons === BAB +3 STR +2 DEX +1 WIS +3
=== Spells === *=Domain +=Spontaneous
+Cure Moderate Wounds C healing,VS,Touch,creature touched,Instant,Will half,SR yes 2d8+lvl healed, max 2d8+10 Cleric 1 DC14 4+1/day
+Cure Light Wounds C healing,VS,Touch,creature touched,Instant,Will half,SR yes d8+lvl healed, max d8+5 Cleric 0 DC13 unlimited use
CMB/CMD Grapple +5/16 Trip +5/16 Disarm +5/16 Sunder +5/16 BullRush +5/16 Overrun +5/16
Ability Scores: STR 14 (+2) DEX 12 (+1) CON 10 (+0) INT 10 (+0) WIS 17 (+3) CHA 16 (+3) Equipment:
Armored Coat, masterwork (200gp, AC +4, Max Dex +3, Armor Check -1, Arcane Failure 20%, 20ft/15ft, 20 lbs) Shield +1, large metal (1170gp, AC +3, Max Dex -, Armor Check –2, Arcane Failure 15%, 15 lbs) Dagger Dagger, Alchemical Silver +1 Morningstar Sling (—,—) x2 Bullets, sling (10) Alchemist's Fire x2 Acid flask Alchemical Glue Alkali flask x10 Oil flask Rope, silk 50ft Cleric's vestments Pathfinder's Kit Survival Kit Wand of Cure Light Wounds 45/50 charges Wand of Shield of Faith 49/50 charges Wand of Stabilize 50/50 charges coins (1700.7gp) Weight Allowance: Light 58 Medium 116 Heavy 175 === Feats ===
=== Class Features ===
=== Madness Domain ===
(Future):
Aura of Madness (Su) At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + ½ your Cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive. Domain Spells 1st-Lesser Confusion, 2nd—Touch Of Idiocy, 3rd—Rage, 4th—Confusion, 5th—Nightmare, 6th—Phantasmal Killer, 7th—Insanity, 8th—Scintillating Pattern, 9th—Weird. === Magic Domain ==
(Future):
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. === Racial Qualities ===
=== Traits ===
=== Meta ===
Bot me if:
If you're motivated enough to find this and I'm holding up the game, go ahead and bot me. Feel free to use any consumables (potions, spells, daily abilities, etc.) that you feel are necessary to get the job done. Levelup History:
1 Cleric HP d8+0=8 ST 13+2-1 (3 pts) DX 13-1 (3 pts) CN 11-1 (1 pts) IN 9+1 (-1 pts) WS 15+1 (7 pts) CH 15+1 (7 pts) Skills 2+1+1: Knowledge History, Knowledge Planes, Spellcraft, *Perception Feats: Selective Channeling, Saving Shield 2 Cleric HP d8+0=5 Skills 2+1+1: Diplomacy, Heal, Sense Motive, *Perception 3 Cleric HP d8+0=5 Skills 2+1+1: Knowledge Arcana, Knowledge Nobility, Knowledge Religion, *Perception Feat: Versatile Channeler 4 Cleric HP d8+0=5 Ability: WS Skills 2+1: Intimidate, Perception, Survival Favored Class: +1 Spell Penetration vs. Outsiders Pathfinder Society:
Player: Caro Cogitatus Character: (The) Herald PFS#: 106336-15 Faction: Liberty's Edge Day Job: Preaching in the town square. Not much money in it, actually. Mostly rotten fruit. #7 Among The Living #58030 +1XP, +2PP, +420gp; buy mwk morningstar -308gp, Wand CLW -2PP #49 Among The Dead #58030 +1XP, +2PP, +509gp; buy mwk armored coat -200gp GM101 Phantom Phenomena #96163 +1XP, +2PP, +500gp; buy 2 acid, 1 alkali, 10 oil, 1 alchemical glue -20-15-1-20; Wand Shield of Faith -750gp Draw from the Deck You have recovered a psychically charged harrow deck, commonly used for telling fortunes. You can expend its remaining energy to draw a card at random as a standard action, and you gain a +2 enhancement bonus to the ability score that matches the suit of the card drawn until the end of the adventure. If you do not have a harrow deck available, instead roll 1d6 to determine the suit (1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma). When you use this boon, cross it off your Chronicle sheet. Impressive Find A representative from the Pathfnder Society—an organization of archaeologists and explorers—has heard of your discoveries in Ustalav and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost. Well-Earned Reward Dr. Quolorum’s principle interest in these missions was uncovering the secret behind the strange phenomena near Lantern Lake, and any treasure recovered was merely a pleasant surprise. Although a share of the treasure was not in the original contract, he subsidizes the cost as a favor to you. You may purchase any of the three treasures below at a reduced price: gloves of swimming and climbing (5,000 gp), necklace of fireballs (300 gp), and robe of useful items (2,500 gp). The Prince of Augustana #152539 +1XP, +2PP, +462gp Assault on the Kingdom of the Impossible #253109 +1XP, +2PP, +553gp #5-22 Scars of the Third Crusade +1XP, +2PP, +510gp; upgrade to Heavy Steel Shield +1 -1150gp; purchase wand of Stabilize -375gp #6-12 Scions Of The Sky Key, Part 1 +1XP, +2PP, +1194gp #6-12 Scions Of The Sky Key, Part 2 +1XP, +2PP, +1175gp; upgrade Mwk morningstar to +1 Morningstar -2000gp Gripplis' Favor +2 CHA-based checks to influence Gripplies. #6-16 Scions Of The Sky Key, Part 3 +1XP, +2PP, +1209gp; Sky Key Component (Sargava) You have recovered one of the five lost components of the Sky Key. () Stinkeye's Friend One time only, gain +4 vs. Gaze attack. Blade of the Open Road Longswords specialized vs. Aspis Consortium are available to you. |