Barbarian

Tseghet's page

208 posts. Organized Play character for Hawthwile.


Full Name

Tseghet Vundar

Race

| HP 35/35 | AC *16 T *12 FF *16 | CMB +4, CMD 14 | F: +9, R: +4, W: +11 | Init: +0 | Perc: +12, SM: +10, Darkvision 60 ft

Classes/Levels

| Speed 30ft | Spells: 1st 2/5 2nd 2/4 | Performance 8/11 | Active conditions: Shield of Faith

Gender

M LG Half-Orc Evangelist Cleric 4

About Tseghet

Now raise your blades and give praise to the Inheritor! For glory! For honor! May She guide our arms as we strike down evil!

PFS # 264524-20
Experience 9
Faction Silver Crusade
Wealth 92 GP, 5 PP 13 Fame
Deity Iomedae

Male Half-Orc Evangelist Cleric 4
LG Medium Humanoid (human, orc)
Init +0; Senses Perception +12, Sense Motive +10, Darkvision 60 ft
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DEFENCE
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AC 14, touch 10, flat-footed 14 (+3 armor, 1 shield)
hp 27
Fort +9, Ref +4, Will +11
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OFFENSE
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Speed 30 ft.

Melee Masterwork Cold Iron Longsword +6 (1d8+2, 19-20/x2)
Masterwork Silver Morningstar +6 (1d8+2)
Dagger +5 (1d4+2, 19-20/x2)

Ranged Light Crossbow +3 (1d8, 19-20/x2)
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STATISTICS
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Str 14, Dex 10, Con 14, Int 14, Wis 18, Cha 12
Base Atk +3; CMB +5; CMD 15
Traits Fate’s Favored, Seeker
Feats Endurance, Lingering Performance, Toughness
Skills (20 points; 8 class, 8 INT, 4 FCB)
ACP -0
(1) Appraise +6
(2) Diplomacy +6
(1) Heal +8
(1) Knowledge (arcana) +6
(1) Knowledge (history) +6
(1) Knowledge (planes) +6
(1) Knowledge (religion) +6
(1) Linguistics +6
(4) Perception +12
(3) Perform (oratory) +9 (+10 day job)
(3) Sense Motive +10
(1) Spellcraft +6
*ACP applies to these skills

Non-Standard Skill Bonuses
+1 Perception (trait)
+1 Perform (oratory) (boon)
Languages Abyssal, Celestial, Common (Taldane), Infernal, Orc

Special Abilities:
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SPECIAL ABILITIES
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Darkvision: Half-orcs can see in the dark up to 60 feet.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Sacred Tattoo: Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Shaman’s Apprentice: Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.

Fate’s Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Aura: A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment.

Domain: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action.

Single-Minded: An evangelist focuses her skills and learning on proclamation rather than the fine details of the church’s deeper mysteries or martial training. Thus, she may select only one domain and does not gain Medium Armor Proficiency or Shield Proficiency.

Public Speaker: An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (minimum 0).

Sermonic Performance: An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the evangelist’s performance skill. However, an evangelist gains only the following types of bardic performance: countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level. Sermonic performance replaces the 1st-, 9th-, and 15th-level channel energy abilities. This caps the cleric’s channel energy damage at 7d6 points.

Spontaneous Casting: An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:
- 1st: command
- 2nd: enthrall
- 3rd: tongues
- 4th: suggestion
- 5th: greater command
- 6th: quest
- 7th: mass suggestion
- 8th: sympathy
- 9th: demand

Channel Energy: Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy 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 one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.

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 3rd (2d6 at 5th, 3d6 at 7th, 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.

Sermonic Performances:
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SERMONIC PERFORMANCES
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Countersong: At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Fascinate: At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage: A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Spells:
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SPELLS
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Orisons (4/day)
(*) Create Water
(*) Detect Magic
(*) Guidance
(*) Stabilize

1st (4+1/day)
(1) Divine Favor
(1) Liberating Command (Will 15)
(1) Magic Weapon
(~) Shield of Faith
(1) Weapons Against Evil (Fort 15)

2st (3+1/day)
(~) Bless Weapon
(1) Grace
(1) Spiritual Weapon
(1) Weapon of Awe

~Domain Spell

Feats:
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FEATS
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Endurance: You gain a +4 bonus on the following checks and saves:
- Swim checks made to resist nonlethal damage from exhaustion
- Constitution checks made to continue running
- Constitution checks made to avoid nonlethal damage from a forced march
- Constitution checks made to hold your breath
- Constitution checks made to avoid nonlethal damage from starvation or thirst
- Fortitude saves made to avoid nonlethal damage from hot or cold environments
- Fortitude saves made to resist damage from suffocation

In addition, you may sleep in light or medium armor without becoming fatigued.

Lingering Performance: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Gear/Possessions:
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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-66 lb. Medium 67-133 lb. Heavy 134-200 lb.
Current Load Carried 62 lb.
Headband of Wisdom +2 (4000 gp) (1 lb)
Cloak of Resistance +1 (1000 gp) (1 lb)
Masterwork Cold Iron Longsword (330 gp) (4 lb)
Masterwork Silver Morningstar (398 gp) (6 lb)
Dagger (2 gp) (1 lb)
Light Crossbow (35 gp) (4 lb)
Bolt x 10 (1 gp) (1 lb)
Masterwork Hide Shirt (170 gp) (18 lb)
Masterwork Buckler (155 gp) (5 lb)
Spring-loaded Wrist Sheath (5 gp) (1 lb)
Masterwork Backpack (50 gp) (4 lb)
*Cleric’s Kit (without torches) (13 gp) (10 lb)
*Silk Rope (10 gp) (5 lb)
*Acid Flask (10 gp) (1 lb)
*Alchemist’s Fire (20 gp) (1 lb)
*Scroll: Lesser Restoration (150 gp) (0 lb)
*Scroll: Lesser Restoration (150 gp) (0 lb)
*Scroll: Comprehend Languages x2 (50 gp) (0 lb)
*Scroll: Magic Weapon x2 (50 gp) (0 lb)
*Scroll: Protection from Evil x2 (50 gp) (0 lb)
*Scroll: Protection from Chaos x2 (50 gp) (0 lb)
**Wand: Cure Light Wounds (45 charges) (- gp) (0 lb)

*Stored in Backpack
**Stored in Wrist Sheath

Bot Me!:
In combat, Tseghet alternates between Inspire Courage and Bless to help his allies drive back the forces of evil. He’ll also flank with allies when possible, but considers getting his buffs up a higher priority.

Outside of combat, Tseghet is happy to tell anyone who will listen about the Inheritor’s glory and fearlessness in battle. He keeps a close eye on his surroundings, always watchful for the presence of evil, and listens to those around him carefully since simple lies have been the beginning of many a noble knight’s downfall into corruption.

Boons:
Goblin Bane: You gain a +2 bonus on Intimidate checks against humanoids with the goblinoid subtype.

Trap Intuition: When you attempt a Reflex save to avoid a trap, but before you know whether you failed, you can use this boon to reroll the save with a bonus equal to half your character level (rounded down). You must use the second reroll result, even if it is lower. When you use this boon, cross it off your Chronicle sheet.

Splinter Slayer: When a sneak attack is scored against you, you can use this boon to negate up to 2 dice of sneak attack damage from the attack. When you use this boon, cross it off your Chronicle sheet.

Background:

Appearance and Personality: