Torrel the Sacred Exorcist's page

186 posts. Organized Play character for Beckett.

Full Name

Torrel the Sacred Exorcist (5,274-28)


Init: +2, Perc: +11, <3rd Cont. Flame/Blindsense 20>, CG Male Human Cleric 4, Bladed Scarf: +4 (1d6+1) 20/x2


Night's Star:
13/13 || AC 17, T 16, FF 15 || F +2 R +4 (Imp Evasion) W +6 || Perception +12 (LLV/Blind Sense 20), Stealth +14


HP: 25/27, AC: 15, T: 12, FF: 13, CMD: 14, F: +5, R: +3, W: +7

About Torrel the Sacred Exorcist

Torrel the Sacred Exorcist
Male human (Taldan) cleric (roaming exorcist) of Ashava 4
CG Medium humanoid (human)
Init +2; Senses Perception +11 (+13 to detect haunts and incorporeal creatures.)
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 27 (4d8+4)
Fort +5, Ref +3, Will +7; +2 trait bonus vs. charm and compulsion
Speed 30 ft.
Melee mwk bladed scarf +5 (1d6+1)
Ranged mwk sling +6 (1d4+1)
Special Attacks channel positive energy 5/day (DC 14, 2d6)
Cleric (Roaming Exorcist) Spells Prepared (CL 4th; concentration +7)
2nd: admonishing ray, align weapon (good only)[D], sound burst (DC 15), spiritual weapon
1st: bless, divine favor, endure elements, expeditious retreat[D], protection from evil
0 (at will)—detect magic, guidance, mending, read magic
D Domain spell; Domain Good (Azata[APG] subdomain)

Str 12, Dex 14, Con 13, Int 12, Wis 16, Cha 14
Base Atk +3; CMB +4; CMD 16

Feats Alertness, Cosmopolitan, Eldritch Heritage, Skill Focus (Knowledge [religion])

Traits birthmark, vagabond child (urban)

Skills Diplomacy +9 (+11 vs. people from chosen country), Disable Device +12, Fly +5, Heal +9, Intimidate +2 (+4 vs. people from chosen country), Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (local) +5, Knowledge (planes) +5, Knowledge (religion) +10, Linguistics +6, Perception +11 (+13 to detect haunts and incorporeal creatures.), Sense Motive +10 (+12 to detect whether a creature is possessed, under the effects of an enchantment or curse, or otherwise magically controlled.), Spellcraft +7, Survival +5 (+7 to avoid becoming lost)
Languages Abyssal, Celestial, Common, Draconic, Infernal, Osiriani

SQ elysium's call, spirit sleuth, unseen revealed

Combat Gear wand of comprehend languages (50 charges), acid, alchemist's fire, alkali flask[APG], antiplague, antitoxin, holy water (4); Other Gear mwk andoran parade armor, mwk bladed scarf, mwk sling, sling bullets (10), handy haversack, wayfinder, alexandrite gem (750 gp; glows as affected by continual lame heightened to a 3rd-level spell [cl 5th (worth 750 gp), bandolier, bandolier, basic maps, belt pouch, candle (10), canteen, chalk (10), charcoal stick (10), flint and steel, haunt detector, holy text (Ashava), journal, masterwork backpack, masterwork thieves' tools, mess kit, mirror, scroll box, shovel, signet ring, spell component pouch, tattoo holy symbol of Ashava, waterproof bag, wrist sheath, spring loaded
1,835 gp, 1 cp
Tracked Resources
Acid - [ ]
Alchemist's fire - [X]
Alkali flask - [ ]
Antiplague - [ ]
Antitoxin - [ ]
Cleric Channel Positive Energy 2d6 (5/day, DC 14) (Su) - [X] [X] [X] [X] [ ]
DM Star Reroll +4 - [X]
Elysium's Call (2 rounds, 5/day) (Su) - [X] [X] [X] [ ] [ ]
Holy water - [ ] [ ] [ ] [ ]
Sling bullets - [X] [X] [X] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Temple - [ ]
Wand of comprehend languages -
[X] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [10]
[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [20]
[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [30]
[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [40]
[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [50]
Wand of Cure Light Wounds -
[X] [X] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [10]
[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [20]
[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [30]
[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [40]
[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [50]
Special Abilities
Cleric (Roaming Exorcist) Domain (Azata (Good))
Cleric Channel Positive Energy 2d6 (5/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Elysium's Call (2 rounds, 6/day) (Su) With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Fly checks You gain the Alertness feat while your familiar is within arm's reach.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spirit Sleuth (Ex) Free action: Sense Motive to determine action(s) required to neutralize spirit/haunt.
Unseen Revealed +2 (Ex) +2 to perception to detect haunts/incorporeal & sense motive to detect possession/magic control.

Boons and Scenarios:

1.) Master of the Fallen Fortress
2.) We Be Goblins 1
3.) The Wounded Wisp
4.) The Consortium Compact <DM>
5.) Portent's Peril <DM, Temple>
6.) Hall of the Flesh Eaters <DM, Riftwarden>
7.) The Horn of Aroden <DM, Wand of Comp Languages>
8.) The Labyrinth of Hungry Ghosts <DM>
9.) The Hydra's Fang Incident
Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it of your Chronicle sheet.
Prized Find: You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon of your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).
Inside Knowledge: As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization’s activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon of the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.
Lord Avid’s Recommendation: Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon of your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.
Draconic Sidekick: You returned several stolen pseudodragon eggs to their clutch. Now, the pseudodragons of the Frisky Unicorn have selected you as the traveling companion and mentor for one of their hatchlings. The young pseudodragon has not yet chosen her name, and she allows you to help her decide. As long as you do not mistreat your new ally and your alignment does not become evil at any time, she agrees to travel with you. You may use this boon in one of two ways. First, you may take a pseudodragon (Pathfinder RPG Bestiary 229) as a familiar with the Improved Familiar feat as long as you are a spellcaster of at least 5th level (rather than 7th). This pseudodragon’s sting counts as silver for the purposes of bypassing damage reduction.
Fortune’s Return: Despite the ill omens of the Yellow Prophet, you saved Lady Qualstair from assassination and prevented unfortunate accidents from carrying deadly consequences. You gain up to four of the six abilities below (your GM will tell you if you did not earn all four). Cross of the ones you do not choose. You may activate an ability that you did not cross of by checking of the box next to it. Doing so grants you a +1 luck bonus on an attack roll, saving throw, skill check, or ability check associated with the corresponding ability score. Apply the bonus before you roll. The bonus increases to +2 if you use if for the specific use listed below.
[] The Suit of Keys (Dexterity): Picking a lock
[] The Suit of Books (Intelligence): Performing research
[] The Suit of Stars (Wisdom): Avoiding getting lost or otherwise navigating
[] The Suit of Crowns (Charisma): Speaking to a person in a position of authority

Gloomspire Explorer: Despite having studied only a small portion of Sevenfingers’s tomb, you are now one of the Society’s foremost authorities on the enigmatic Gloomspires. While adventuring in the Gloomspires, you receive a +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors. If you check the box included with this boon, you gain the benefits of this boon for the duration of one scenario set anywhere other than the Gloomspires.
Ectoplasmic Enhancement: You recovered a sample of concentrated ectoplasm from the Gloomspires. You may activate this ectoplasm as a swit action to treat all of your natural attacks, unarmed strikes, and weapon attacks as if they had the ghost touch property for 1 round. If you have at least one level in the spiritualist class, the ghost touch property persists for 3 rounds and also affects her phantom’s natural attacks. When you use this boon, cross it of your Chronicle sheet.
Savior of Old Flotsam: In thanks for retrieving her precious folding boat, Venture Captain-Benarry commissions you a single token made out of a splinter of Old Flotsam herself. This special feather token functions as a feather token (swan boat), except that the boat appears stocked with a wooden chest full of useful items. The chest contains a potion of cure light wounds, a set of masterwork thieves’ tools, 100 sheets of parchment, a vial of ink with an inkpen, a fishing net, 20 days worth of trail rations, and 10 gallons of cheap ale. The chest and its items persist after the boat’s duration expires. You may purchase the feather token (Old Flotsam) for 450 gp or 1 Prestige Point.
Freedom Fighter: Gain a +1 bonus on attack rolls and weapon damage rolls against known slavers. For the purposes of this reward, a slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to control a creature for at least one day, or is explicitly cited as trafficking slaves.
Undercover Emancipator: You gain the assistance of a member of the Belllower Network who is skilled at liberating slaves without being detected. Once per scenario, you can call upon this ally to gain a bonus equal to half the number of goals you have completed on one Disguise, Sleight of Hand, Stealth, or Survival check. This ally is a noncombatant. <+2>
* The Chelish Embassy of Absalom recognizes you for your outstanding service to the Empire. You are given a boon that grants you one free use of the divination spell from a Cleric of Asmodeus. You can only use this boon in Egorian, Cheliax’s diabolical capital city.
* The Andoren Embassy of Absalom regards you as an upstanding free citizen of the Republic.


Night's Star
N Diminutive magical beast (animal)
Init +2; Senses blindsense 20 ft., low-light vision; Perception +12
AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural, +4 size)
hp 13 (1d8-2)
Fort +2, Ref +4, Will +6; +8 circumstance bonus vs. visual-based attacks
Speed 5 ft., fly 40 ft. (good)
Melee bite +9 (1d3-5)
Space 1 ft.; Reach 0 ft.
Str 1, Dex 15, Con 6, Int 7, Wis 14, Cha 5
Base Atk +3; CMB +1; CMD 6
Feats Weapon Finesse
Skills Acrobatics +2 (-10 to jump), Diplomacy +1, Disable Device +4, Fly +16, Heal +5, Linguistics +0, Perception +12, Sense Motive +4, Spellcraft +1; Racial Modifiers +4 Perception
SQ improved evasion
Other Gear exotic riding saddle, monster mask, saddlebags, silver holy symbol of Ashava, smoked goggles
Special Abilities
Blindsense (20 feet) (Ex) Sense things and creatures without seeing them.
Fly (40 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.