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52 posts. Organized Play character for Phillip Goettsch.


Race

Male Halfling Cleric of Calistria 3 HP: 22/22 | AC 18 | T 14 | FF 15 | Fort +5 | Ref +5 | Will +7 | CMD 14 | Init. +5 | Percpetion +10 | Sense Motive +3

About Tobe Named

PFS information for the GM:
PFS # 8548-5
XP: 8 (normal advancement)
Faction: Grand Lodge
Fame: 12 / Prestige: 12
Prestige Spent: 0

Chronicles applied:
6/9/12 - Module: Master of the Fallen Fortress
11/9/12 - Scenario 4: Frozen Fingers of Midnight
11/10/12 - Scenario 3-09: Quest for Perfection, Part 1: The Edge of Heaven
1/19/13 - Scenario 48: The Devil We Know, Part 4: Rules of the Swift
9/3/13 - Scenario 4-12: The Refuge of Time (to be applied at level 7)
11/23/13 - Module: Murder's Mark
10/6/14 - Module: Risen from the Sands

Appearance:
The small child before you is dressed much like an adventurer, his armor of leather is studded like that of most adventurer's just much smaller. You can see that he has a bladed whip at his side and at least one dagger. A glint of silver cathes your eye and as he moves you see a circular pendant with three blades.

Male Halfling Cleric of Calistria 3
Chaotic Good Humanoid (Halfling)
Init +5; Senses Perception +10

Defense
AC 18, touch 14, flat-footed 15 (+4 Armor, +4 Dex, +1 Size)
hp 22 (3d8+3)
Fort +5, Ref +5, Will +7

Offense
Speed 20 ft.
Melee Calistria's Sting (MW scorpion whip) +7 (1d3) or dagger +6 (1d3)
Ranged Sling +6 (1d3)
Spell-Like Abilities (CL 3rd; Concentration +6)
Bit of Luck (6/day)
Copycat (6/day)
Spells Prepared (CL 3rd; Concentration +6)
Level 0 detect magic, guidance, Light, stabalize
Level 1 bless, disguise self, endure elements, magic stone
Level 2 align weapon, invisibility, lesser restoration
Domains: Luck, Trickery

Statistics
Str 10, Dex 16, Con 12, Int 10, Wis 16, Cha 13
Base Atk +2; CMB +4; CMD 14

Feats Agile Manuevers, Weapon Finesse

Traits Observant (Perception), Reactionary

Skills acrobatics +5(+9), bluff +5, diplomacy, +7, knowledge (religion) +5, linguistics +4, perception +10

Languages Common, Elven, Halfling

Combat Gear +1 Studded leather armor, Belt of Tumbling, Calistria's Sting, 2 daggers, Sling (with 7 bullets) Other Gear backpack, belt pouch, cleric's vestments, cold weather oufit, silver holy symbol of Calistria, scroll case (scroll of hide from undead), 2 sunrods, 5 tindertwigs, traveler's outfit

Special Abilities
Aura (Chaotic Good) 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 Positive Energy (2d6, 4/day, DC 12) 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.
Luck Domain You are infused with luck, and your mere presence can spread good fortune.
Bit of Luck: 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.
Trickery Domain You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copycat: 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.

Boons/Prestige Awards
Masterful Performance As a reward for exonerating the Umbra Carnival, Amara Delisen taught you a few tricks of stage presence and misdirection. You gain one of the following benefits, chosen at the time you use this ability (a swift action): a +3 bonus on a Bluff check to feint in combat or create a diversion to hide, a +3 bonus on an Intimidate check to demoralize an opponent, a +3 bonus on any Sleight of Hand check, or a +1 bonus to the caster level and DC of any one enchantment or illusion spell you cast. When you use this ability, cross it off the Chronicle sheet.
Back to the Grave While exploring the tomb of Pharaoh Sekh-pa-Mefer III, you encountered many undead creatures, and with each one you and your companions vanquished, you learned another trick to destroy them even more quickly. You can use this boon as a swift action to gain a +1 insight bonus on attack rolls made against undead creatures. Each time you successfully hit an undead creature, this bonus increases by 1 (maximum +3). The boon lasts for 5 rounds. When you use this boon, cross it off your Chronicle sheet.

Personality:

History: