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About Vahid SarvatmandVahid Sarvatmand
PFS Journal:
Chronicle 1: 01 Silent Tide, 1 xp, 1 pp, 453 gp Chronicle 2: 29 The Devil We Know Part I: Shipyard Rats, 1 xp, 2 pp, 538 gp Chronicle 3: 30 The Devil We know part II: Cassomir's Locker, 1 xp, 2 pp, 505 gp Chronicle 4: 33 Assault on the Kingdom of the Impossible, 1 xp, 2 pp, 553 gp Chronicle 5: 2-13 Murder on the Throaty Mermaid, 1 xp, 2 pp, 523 gp Chronicle 6: Pathfinder Module: The Godsmouth Heresy, 3 xp, 4 pp, 1250 gp Chronicle 7: 55 The Infernal Vault, 1 xp, 2 pp, 1634 gp Chronicle 8: 2-17 Shades of Ice Part II: Exiles of Winter, 1xp, 2 pp, 1872 gp Chronicle 9: 41 The Devil We know Part III: Crypt of Fools, 1 xp, 2 pp, 1279 gp Chronicle 10: 48 The Devil We Know Part IV: The Rules of the Swift, 1 xp, 2 pp, 1250 gp Chronicle 11: 45 Delirium's Tangle, 1 xp, 2 pp, 1867 gp Chronicle 12: Pathfinder Module: Tomb of the Iron Medusa, 3 xp, 4 pp, 6250 gp Chronicle 13: 3-02 Sewer Dragons of Absalom, 1 xp, 2 pp, 3165 gp Chronicle 14: 2-25 You Only Die Twice, 1 xp, 2 pp, 2645 gp Chronicle 15: 2-12 Below the Silver Tarn, 1 xp, 2 pp, 4376 gp Chronicle 16: 2-26 The Mantis's Prey, 1 xp, 2 pp, 4550 gp Chronicle 17: 4-06 The Green Market, 1 xp. 2 pp, 4151 gp Boons:
If Zamir is coerced into joining the Pathfinder Society (c4): Venture-Captain Mihir presents you with a copper coin that has the sigil of the open road on one side and the flag of Jalmeray on the other. When in Absalom or any other major city (more than 5,000 residents) in Andoren, Cheliax, Jalmeray, Osirion, Qadira, or Taldor, you can present this coin to any citizen of Jalmeray (it takes 1d4 hours to locate one) and receive a +4 circumstance bonus on any one Appraise, Diplomacy, or Knowledge (any) skill check. You may only use this coin once per scenario. Pharasma's Blessing (c6): Pharasma blesses you for your service to the Godsmouth Cathedral, you may reroll any single roll targeting an undead creature or any single saving throw against an undead creature's ability or effect, always taking the result of the second roll. You must take this reroll before the results of the first roll are known. If Pharasma is your patron deity, you receive a +4 bonus on your reroll. Once this ability has been used, cross it off the Chronicle. You Rescued the Minotaur Prince (c11): You rescued Nuar Spiritskin, the Minotaur Prince of Absalom and he is quite grateful that you have done so. Though he is absolutely unclear how he got into the Tangle in the first place, he pays this no mind and spread the tale of your daring-do to his many contacts throughout the city. You gain a permanent +1 circumstance bonus to any Intelligence or Charisma based checks made while in Absalom. Koboldfriend (c13): You negotiated a truce between the Pathfinder Society and Yiddlepode of the Sewer Dragon tribe. As part of the bargain, she gave you a token of kobold. When worn about your neck (occupying the neck magic item slot), the token grants you a +2 bonus on all Diplomacy checks with humanoids of the reptilian subtype. Greenheart's Blessing (c17): The peaceful and benevolent spirit of Galdron Greenheart infuses you when you set it to rest in the shrine beneath the Green Market. A small fraction of the luck and fortune in business that imbues the market stays with you as a result, and brings you success for the rest of your life. You receive a +2 bonus on all Day Job checks.
Old Qadira Prestige Awards Earned Before the Faction Changes:
Master of Trade (Fame 20, 4 PP) Using faction contacts and mercantile experience, you can always get yourself the best deal when buying goods. Once per game session, you may make any single purchase you could normally at a 10% discount. This discount is not available on spellcasting services or material components. Trade Prince (Fame 20, 1 PP) You gain the honorific title of "Trade Prince" and become specialized in Appraise.
Human (Keleshite) Cleric of Abadar 8
Defense
Offense
Special Attacks
Statistics
Feats
Traits
Suspicious (Basic-Social): You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. Skills (-3 armor check penalty included in skill modifiers)
Languages Common (Taldane), Kelish, Osiriani, Terran, Undercommon, Aklo SQ Aura, Orisons, Channel Energy, Spontaneous Casting Combat Gear: +2 Breastplate, Amulet of Natural Armor +1, Crossbow, 10 bolts, Dagger Magical Gear: Standard Wayfinder with Pink Rhomboid Ioun Stone, Headband Of Mental Prowess +2 (Wisdom, Charisma), Pearl of Power (1st), Cloak of Resistance +1, Wand of Cure Light Wounds (38 charges), Potion of Cure Light Wounds, Scroll of Comprehend Languages, Scroll of Detect Evil, Scroll of Endure Elements, Scroll of Detect Poison, Scroll of Purify Food and Drink, Scroll of Remove Paralysis, Scroll of Delay Poison Other Gear: Traveller's Outfit, bedroll, backpack, flint/steel, scroll case, belt pouch, silver holy symbol, wooden holy symbol, waterskin, 9249 gp, 6 sp Mount "Raksh" Light Horse, Riding Saddle, Bit and Bridle, Saddle Bags (Cold Weather Outfit) Class Features:
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). Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again. Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) 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. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting). 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. Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name). Domains:
Earth Domain Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures. Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid. Domain Spells: 1st—magic stone, 2nd—soften earth and stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—stoneskin, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth spell only). 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. Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability 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—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection. Racial Traits:
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.
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