Obsik Shalehammer

Varocles Seaworthy's page

614 posts. Alias of Zahir ibn Mahmoud ibn Jothan (RPG Superstar 2014 Top 16).


Full Name

Varocles Seaworthy

Race

Dwarf

Classes/Levels

Seapriest 9 (AC: 29[T: 15 FF: 26] | HP: 66/66 (0NL) | F+9*, R+8*, W+15* | Init: +3 |Perc: +18)

Gender

Male

Size

4'3"; 192lb

Age

63

Special Abilities

Agile Feet 8/8; Channel 6/6; Icicle 7/8; Pearl 1 (2/2); Pearl 2 (1/1)

Alignment

Neutral Good

Deity

Poseidon

Languages

Dwarven, Egyptian, Greek, Persian

Occupation

Seapriest

Strength 11
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 20
Charisma 8

About Varocles Seaworthy

25gp

Wand of CLW (26)
Wand of Longstrider (25)
Scroll of Lesser Restoration
Headband of the Ascetic Shaman: This simple headband has a symbol of a setting sun over the horizon emblazoned on it. After being worn for 24 hours, this headband acts as a +2 Headband of Wisdom and imparts half this bonus to Armor Class and the full bonus versus critical threat rolls. Unlike most named items, this headband can be upgraded by paying the normal associated costs.

Varocles 9:

Varocles Seaworthy #9
Dwarf cleric of Poseidon 9
NG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +18
--------------------
Defense
--------------------
AC 29, touch 15, flat-footed 26 (+8 armor, +1 deflection, +3 Dex, +2 natural, +4 shield, +1 untyped bonus)
hp 66 (9d8+18)
Fort +9, Ref +8, Will +15; +2 vs. poison, spells, and spell-like abilities
Resist cold 10
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 adamantine trident +8/+3 (1d8+1) or
. . dagger +6/+1 (1d4/19-20) or
. . mwk trident +8/+3 (1d8)
Ranged mwk underwater light crossbow +10 (1d8/19-20)
Special Attacks channel positive energy 6/day (DC 13, 5d6)
Domain Spell-Like Abilities (CL 9th; concentration +14)
. . At will—dimensional hop (90 feet/day)
. . 8/day—icicle (1d6+4 cold)
Cleric Spells Prepared (CL 9th; concentration +14)
. . 5th—breath of life (DC 20), flame strike (DC 20), ice storm[D]
. . 4th—air walk, blessing of fervor[APG] (DC 19), dimension door[D], freedom of movement
. . 3rd—daylight, disrupt silence[UI] (DC 18), fly[D], invisibility purge, searing light
. . 2nd—fog cloud[D], hold person (DC 17), ironskin, communal protection from evil[UC], remove paralysis, silence (DC 17)
. . 1st—ant haul[APG] (DC 16), hide from undead (DC 16), liberating command[UC] (2), longstrider[D], remove fear, sun metal[UC] (DC 16)
. . 0 (at will)—create water, detect magic, purify food and drink (DC 15), read magic
. . D Domain spell; Domains Travel, Water
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 12, Int 14, Wis 20, Cha 8
Base Atk +6; CMB +6; CMD 21 (25 vs. bull rush, 25 vs. trip)
Feats Endurance, Extra Channel, Extra Channel, Iron Will, Sea Legs[UC], Weapon Focus (trident)
Traits seeker, shackles seafarer
Skills Acrobatics +1 (+5 to jump), Appraise +2 (+4 to assess nonmagical metals or gemstones), Climb -2, Heal +9, Knowledge (history) +12, Knowledge (religion) +12, Perception +18, Profession (sailor) +17, Sense Motive +9, Survival +5 (+7 while at sea), Swim +8; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Common, Dwarven, Egyptian, Greek
SQ agile feet (8/day), saltbeard[ARG]
Combat Gear pearl of power (1st level) (2), pearl of power (2nd level); Other Gear +2 buoyant dragonhide breastplate, mwk chain shirt, +2 buoyant heavy wooden shield, +1 adamantine trident, crossbow bolts (30), dagger, mwk trident, mwk underwater light crossbow[ARG], amulet of natural armor +2, boots of striding and springing, cloak of resistance +2, headband of inspired wisdom +2, ring of feather falling, ring of protection +1, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Poseidon)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Poseidon, 7 sp, 5 cp
--------------------
Special Abilities
--------------------
Agile Feet (8/day) (Su) For 1 rd, you ignore difficult terrain.
Cleric Channel Positive Energy 5d6 (6/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Travel) 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.
Cleric Domain (Water) Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Darkvision (60 feet) You can see in the dark (black and white only).
Dimensional Hop (18 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Icicle 1d6+4 cold (8/day) (Sp) As a standard action, ranged touch attack deals cold dam to foe in 30 ft.
Saltbeard +1 to attack/+2 to AC Gain bonus to att/AC vs. aquatic/water foes. +2 to Sailor/Survial checks at sea.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Varocles 8:

Varocles Seaworthy #8
Dwarf cleric of Poseidon 8
NG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +17
--------------------
Defense
--------------------
AC 27, touch 15, flat-footed 24 (+7 armor, +1 deflection, +3 Dex, +2 natural, +3 shield, +1 untyped bonus)
hp 59 (8d8+16)
Fort +8, Ref +6, Will +12; +2 vs. poison, spells, and spell-like abilities
Resist cold 10
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 adamantine trident +8/+3 (1d8+1) or
. . dagger +6/+1 (1d4/19-20) or
. . mwk trident +8/+3 (1d8)
Ranged mwk underwater light crossbow +10 (1d8/19-20)
Special Attacks channel positive energy 6/day (DC 13, 4d6)
Domain Spell-Like Abilities (CL 8th; concentration +13)
. . At will—dimensional hop (80 feet/day)
. . 8/day—icicle (1d6+4 cold)
Cleric Spells Prepared (CL 8th; concentration +13)
. . 4th—air walk, blessing of fervor[APG] (DC 19), dimension door[D], freedom of movement
. . 3rd—daylight, disrupt silence[UI] (DC 18), fly[D], invisibility purge, searing light
. . 2nd—fog cloud[D], hold person (DC 17), communal protection from evil[UC], remove paralysis, silence (DC 17)
. . 1st—ant haul[APG] (DC 16), hide from undead (DC 16), liberating command[UC] (2), longstrider[D], remove fear, sun metal[UC] (DC 16)
. . 0 (at will)—create water, detect magic, purify food and drink (DC 15), read magic
. . D Domain spell; Domains Travel, Water
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 12, Int 14, Wis 20, Cha 8
Base Atk +6; CMB +6; CMD 21 (25 vs. bull rush, 25 vs. trip)
Feats Endurance, Extra Channel, Extra Channel, Sea Legs[UC], Weapon Focus (trident)
Traits seeker, shackles seafarer
Skills Acrobatics +1, Appraise +2 (+4 to assess nonmagical metals or gemstones), Climb -2, Heal +9, Knowledge (history) +11, Knowledge (religion) +11, Perception +17, Profession (sailor) +16, Sense Motive +9, Survival +5 (+7 while at sea), Swim +8; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Common, Dwarven, Egyptian, Greek
SQ agile feet (8/day), saltbeard[ARG]
Combat Gear pearl of power (1st level), pearl of power (2nd level); Other Gear +1 buoyant dragonhide breastplate, mwk chain shirt, +1 buoyant heavy wooden shield, +1 adamantine trident, crossbow bolts (30), dagger, mwk trident, mwk underwater light crossbow[ARG], amulet of natural armor +2, cloak of resistance +1, headband of inspired wisdom +2, ring of feather falling, ring of protection +1, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Poseidon)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Poseidon, 7 sp, 5 cp
--------------------
Special Abilities
--------------------
Agile Feet (8/day) (Su) For 1 rd, you ignore difficult terrain.
Cleric Channel Positive Energy 4d6 (6/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Travel) 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.
Cleric Domain (Water) Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Darkvision (60 feet) You can see in the dark (black and white only).
Dimensional Hop (16 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Icicle 1d6+4 cold (8/day) (Sp) As a standard action, ranged touch attack deals cold dam to foe in 30 ft.
Saltbeard +1 to attack/+2 to AC Gain bonus to att/AC vs. aquatic/water foes. +2 to Sailor/Survial checks at sea.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Varocles 7:

Varocles Seaworthy #7
Dwarf cleric of Poseidon 7
NG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +15
--------------------
Defense
--------------------
AC 27, touch 15, flat-footed 24 (+7 armor, +1 deflection, +3 Dex, +2 natural, +3 shield, +1 untyped bonus)
hp 52 (7d8+14)
Fort +7, Ref +6, Will +10; +2 vs. poison, spells, and spell-like abilities
Resist cold 10
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 adamantine trident +7 (1d8+1) or
. . dagger +5 (1d4/19-20) or
. . mwk trident +7 (1d8)
Ranged mwk underwater light crossbow +9 (1d8/19-20)
Special Attacks channel positive energy 6/day (DC 12, 4d6)
Domain Spell-Like Abilities (CL 7th; concentration +11)
. . 7/day—icicle (1d6+3 cold)
Cleric Spells Prepared (CL 7th; concentration +11)
. . 4th—air walk, blessing of fervor[APG] (DC 18), dimension door[D]
. . 3rd—daylight, disrupt silence[UI] (DC 17), fly[D], invisibility purge
. . 2nd—fog cloud[D], hold person (DC 16), communal protection from evil[UC], remove paralysis, silence (DC 16)
. . 1st—hide from undead (DC 15), liberating command[UC] (2), longstrider[D], remove fear, sun metal[UC] (DC 15)
. . 0 (at will)—create water, detect magic, purify food and drink (DC 14), read magic
. . D Domain spell; Domains Travel, Water
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 12, Int 14, Wis 19, Cha 8
Base Atk +5; CMB +5; CMD 20 (24 vs. bull rush, 24 vs. trip)
Feats Endurance, Extra Channel, Extra Channel, Sea Legs[UC], Weapon Focus (trident)
Traits seeker, shackles seafarer
Skills Acrobatics +1, Appraise +2 (+4 to assess nonmagical metals or gemstones), Climb -2, Heal +8, Knowledge (history) +10, Knowledge (religion) +10, Perception +15, Profession (sailor) +14, Sense Motive +8, Survival +4 (+6 while at sea), Swim +8; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Common, Dwarven, Egyptian, Greek
SQ agile feet (7/day), saltbeard[ARG]
Combat Gear pearl of power (1st level), pearl of power (2nd level); Other Gear +1 buoyant dragonhide breastplate, mwk chain shirt, +1 buoyant heavy wooden shield, +1 adamantine trident, crossbow bolts (30), dagger, mwk trident, mwk underwater light crossbow[ARG], amulet of natural armor +2, cloak of resistance +1, headband of inspired wisdom +2, ring of feather falling, ring of protection +1, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Poseidon)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Poseidon, 7 sp, 5 cp
--------------------
Special Abilities
--------------------
Agile Feet (7/day) (Su) For 1 rd, you ignore difficult terrain.
Cleric Channel Positive Energy 4d6 (6/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Travel) 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.
Cleric Domain (Water) Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Icicle 1d6+3 cold (7/day) (Sp) As a standard action, ranged touch attack deals cold dam to foe in 30 ft.
Saltbeard +1 to attack/+2 to AC Gain bonus to att/AC vs. aquatic/water foes. +2 to Sailor/Survial checks at sea.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Varocles 6:

Varocles Seaworthy #6
Dwarf cleric of Poseidon 6
NG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +14
--------------------
Defense
--------------------
AC 27, touch 15, flat-footed 24 (+7 armor, +1 deflection, +3 Dex, +2 natural, +3 shield, +1 untyped bonus)
hp 45 (6d8+12)
Fort +7, Ref +6, Will +10; +2 vs. poison, spells, and spell-like abilities
Resist cold 10
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 adamantine trident +6 (1d8+1) or
. . dagger +4 (1d4/19-20) or
. . mwk trident +6 (1d8)
Ranged mwk underwater light crossbow +8 (1d8/19-20)
Special Attacks channel positive energy 4/day (DC 12, 3d6)
Domain Spell-Like Abilities (CL 6th; concentration +10)
. . 7/day—icicle (1d6+3 cold)
Cleric Spells Prepared (CL 6th; concentration +10)
. . 3rd—daylight, disrupt silence[UI] (DC 17), fly[D], invisibility purge
. . 2nd—air step[ACG], fog cloud[D], hold person (DC 16), remove paralysis, silence (DC 16)
. . 1st—liberating command[UC] (2), longstrider[D], remove fear (1/2)
. . 0 (at will)—create water, detect magic, purify food and drink (DC 14), read magic
. . D Domain spell; Domains Travel, Water
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 12, Int 14, Wis 19, Cha 8
Base Atk +4; CMB +4; CMD 19 (23 vs. bull rush, 23 vs. trip)
Feats Endurance, Extra Channel, Sea Legs[UC], Weapon Focus (trident)
Traits seeker, shackles seafarer
Skills Acrobatics +1, Appraise +2 (+4 to assess nonmagical metals or gemstones), Climb -2, Heal +8, Knowledge (history) +9, Knowledge (religion) +9, Perception +14, Profession (sailor) +13, Sense Motive +8, Survival +4 (+6 while at sea), Swim +8; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Common, Dwarven, Egyptian, Greek
SQ agile feet (7/day), saltbeard[ARG]
Combat Gear pearl of power (1st level); Other Gear +1 buoyant dragonhide breastplate, mwk chain shirt, +1 buoyant heavy wooden shield, +1 adamantine trident, crossbow bolts (30), dagger, mwk trident, mwk underwater light crossbow[ARG], amulet of natural armor +2, cloak of resistance +1, headband of inspired wisdom +2, ring of feather falling, ring of protection +1, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Poseidon)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Poseidon, 7 sp, 5 cp
--------------------
Special Abilities
--------------------
Agile Feet (7/day) (Su) For 1 rd, you ignore difficult terrain.
Cleric Channel Positive Energy 3d6 (4/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Travel) 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.
Cleric Domain (Water) Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Icicle 1d6+3 cold (7/day) (Sp) As a standard action, ranged touch attack deals cold dam to foe in 30 ft.
Saltbeard +1 to attack/+2 to AC Gain bonus to att/AC vs. aquatic/water foes. +2 to Sailor/Survial checks at sea.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Varocles 5:

Varocles Seaworthy #5
Dwarf cleric of Poseidon 5
NG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 25, touch 15, flat-footed 22 (+7 armor, +1 deflection, +3 Dex, +3 shield, +1 untyped bonus)
hp 38 (5d8+10)
Fort +6, Ref +5, Will +9; +2 vs. poison, spells, and spell-like abilities
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 adamantine trident +5 (1d8+1) or
. . dagger +3 (1d4/19-20) or
. . mwk trident +5 (1d8)
Ranged mwk underwater light crossbow +7 (1d8/19-20)
Special Attacks channel positive energy 4/day (DC 11, 3d6)
Domain Spell-Like Abilities (CL 5th; concentration +9)
. . 7/day—icicle (1d6+2 cold)
Cleric Spells Prepared (CL 5th; concentration +9)
. . 3rd—daylight, fly[D], invisibility purge
. . 2nd—air step[ACG], fog cloud[D], hold person (DC 16), silence (DC 16)
. . 1st—liberating command[UC] (2), longstrider[D], remove fear, sun metal[UC] (DC 15)
. . 0 (at will)—create water, detect magic, purify food and drink (DC 14), read magic
. . D Domain spell; Domains Travel, Water
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 12, Int 14, Wis 19, Cha 8
Base Atk +3; CMB +3; CMD 18 (22 vs. bull rush, 22 vs. trip)
Feats Endurance, Extra Channel, Sea Legs[UC], Weapon Focus (trident)
Traits seeker, shackles seafarer
Skills Acrobatics +1, Appraise +2 (+4 to assess nonmagical metals or gemstones), Climb -2, Knowledge (history) +9, Knowledge (religion) +9, Perception +13, Profession (sailor) +12, Survival +4 (+6 while at sea), Swim +8; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Common, Dwarven, Egyptian, Greek
SQ agile feet (7/day), saltbeard[ARG]
Combat Gear pearl of power (1st level); Other Gear +1 buoyant dragonhide breastplate, mwk chain shirt, +1 buoyant heavy wooden shield, +1 adamantine trident, crossbow bolts (30), dagger, mwk trident, mwk underwater light crossbow[ARG], cloak of resistance +1, headband of inspired wisdom +2, ring of feather falling, ring of protection +1, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Poseidon)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Poseidon, 7 sp, 5 cp
--------------------
Special Abilities
--------------------
Agile Feet (7/day) (Su) For 1 rd, you ignore difficult terrain.
Cleric Channel Positive Energy 3d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Travel) 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.
Cleric Domain (Water) Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Icicle 1d6+2 cold (7/day) (Sp) As a standard action, ranged touch attack deals cold dam to foe in 30 ft.
Saltbeard +1 to attack/+2 to AC Gain bonus to att/AC vs. aquatic/water foes. +2 to Sailor/Survial checks at sea.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Varocles 4:

Varocles Seaworthy #4
Dwarf cleric of Poseidon 4
NG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 18 (+7 armor, +1 Dex, +1 untyped bonus)
hp 31 (4d8+8)
Fort +5, Ref +4, Will +8; +2 vs. poison, spells, and spell-like abilities
--------------------
Offense
--------------------
Speed 0 ft.
Melee +1 adamantine trident +5 (1d8+1) or
dagger +3 (1d4/19-20) or
mwk trident +5 (1d8)
Ranged mwk underwater light crossbow +7 (1d8/19-20)
Special Attacks channel positive energy 4/day (DC 11, 2d6)
Domain Spell-Like Abilities (CL 4th; concentration +8)
7/day—icicle (1d6+2 cold)
Cleric Spells Prepared (CL 4th; concentration +8)
2nd—air step[ACG], fog cloud[D], hold person (DC 16), silence (DC 16)
1st—liberating command[UC] (2), obscuring mist[D], remove fear, sun metal[UC] (DC 15)
0 (at will)—create water, detect magic, purify food and drink (DC 14), read magic
D Domain spell; Domains Travel, Water
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 12, Int 14, Wis 19, Cha 8
Base Atk +3; CMB +3; CMD 17 (21 vs. bull rush, 21 vs. trip)
Feats Endurance, Extra Channel, Weapon Focus (trident)
Traits seeker, shackles seafarer
Skills Appraise +2 (+4 to assess nonmagical metals or gemstones), Knowledge (history) +9, Knowledge (religion) +9, Perception +12, Profession (sailor) +11, Survival +4 (+6 while at sea), Swim -5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Common, Dwarven, Egyptian, Greek
SQ agile feet (7/day), saltbeard[ARG]
Other Gear +1 dragonhide breastplate, mwk chain shirt, mwk heavy wooden shield, +1 adamantine trident, crossbow bolts (30), dagger, mwk trident, mwk underwater light crossbow[ARG], headband of inspired wisdom +2, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Poseidon)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Poseidon, 1,887 gp
--------------------
Special Abilities
--------------------
Agile Feet (7/day) (Su) For 1 rd, you ignore difficult terrain.
Cleric Channel Positive Energy 2d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Travel) 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.
Cleric Domain (Water) Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Icicle 1d6+2 cold (7/day) (Sp) As a standard action, ranged touch attack deals cold dam to foe in 30 ft.
Saltbeard +1 to attack/+2 to AC Gain bonus to att/AC vs. aquatic/water foes. +2 to Sailor/Survial checks at sea.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Varocles 3:

Varocles Seaworthy
Dwarf cleric of Poseidon 3
NG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
hp 24 (3d8+6)
Fort +4, Ref +3, Will +6; +2 vs. poison, spells, and spell-like abilities
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4/19-20) or
mwk trident +4 (1d8)
Ranged mwk underwater light crossbow +5 (1d8/19-20)
Special Attacks channel positive energy 4/day (DC 10, 2d6)
Domain Spell-Like Abilities (CL 3rd; concentration +6)
6/day—icicle (1d6+1 cold)
Cleric Spells Prepared (CL 3rd; concentration +6)
2nd—air step[ACG], fog cloud[D], hold person (DC 15)
1st—liberating command[UC], longstrider[D], sun metal[UC] (2, DC 14)
0 (at will)—create water, detect magic, purify food and drink (DC 13), read magic
D Domain spell; Domains Travel, Water
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Statistics
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Str 11, Dex 15, Con 12, Int 14, Wis 17, Cha 8
Base Atk +2; CMB +2; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Endurance, Extra Channel, Weapon Focus (trident)
Traits seeker, shackles seafarer
Skills Appraise +2 (+4 to assess nonmagical metals or gemstones), Knowledge (history) +8, Knowledge (religion) +8, Perception +10, Profession (sailor) +9, Survival +3 (+5 while at sea), Swim -5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Common, Dwarven, Egyptian, Greek
SQ agile feet (6/day), saltbeard[ARG]
Other Gear mwk chain shirt, mwk heavy wooden shield, crossbow bolts (30), dagger, mwk trident, mwk underwater light crossbow[ARG], backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Poseidon)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Poseidon, 1,887 gp
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Special Abilities
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Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Cleric Channel Positive Energy 2d6 (4/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Travel) 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.
Cleric Domain (Water) Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Icicle 1d6+1 cold (6/day) (Sp) As a standard action, ranged touch attack deals cold dam to foe in 30 ft.
Saltbeard +1 to attack/+2 to AC Gain bonus to att/AC vs. aquatic/water foes. +2 to Sailor/Survial checks at sea.

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Background:

Varocles was born to a family of farm dwarves in the lowlands of Macedonia, but his maternal grandsire had been a sailor. He was raised on tales of the sea at his grandsire's knee, and they seemed far more interesting to young Varocles than the daily routines of the farm. On his 40th birthday, Varocles took leave of his parents, grabbed his grandsire's magnificent trident and armor, and set out for Thessaloniki where he signed on with a merchant trader. It did not take too many years for Varocles to realize he was a natural at seamanship, gifted of Poseidon himself, and he has dedicated himself to the service of the Lord of the Seas. He has been at sea for 23 years now, and the ship he just left came to Athens to drop off cargo, but Varocles wanted to enjoy the festival.

Description:

Personality and Outlook:

Skill Shortcuts:

[dice=Acrobatics]1d20+1[/dice] +9 to Jump
[dice=Appraise]1d20+2[/dice] +2 for nonmagical metals and gemstones
[dice=Bluff]1d20-1[/dice]
[dice=Climb]1d20-2[/dice]
[dice=Diplomacy]1d20-1[/dice]
[dice=Disguise]1d20-1[/dice]
[dice=Escape Artist]1d20-1[/dice]
[dice=Fly]1d20-1[/dice]
[dice=Heal]1d20+9[/dice]
[dice=Intimidate]1d20-1[/dice]
[dice=Knowledge(history)]1d20+12[/dice]
[dice=Knowledge(religion)]1d20+12[/dice]
[dice=Perception]1d20+18[/dice]
[dice=Profession(sailor)]1d20+17[/dice]
[dice=Ride]1d20-1[/dice]
[dice=Sense Motive]1d20+9[/dice]
[dice=Spellcraft]X[/dice]
[dice=Stealth]1d20-1[/dice]
[dice=Survival]1d20+5[/dice] +2 at sea
[dice=Swim]1d20+8[/dice] +4 to resist nonlethal damage from exhaustion

Combat Shortcuts:

[dice=Initiative]1d20+3[/dice]

[dice=+1 Adamantine Trident Hit Melee]1d20+8[/dice]
[dice=+1 Adamantine Trident Damage]1d8+1[/dice]

[dice=+1 Adamantine Trident Hit Melee]1d20+8-5[/dice]
[dice=+1 Adamantine Trident Damage]1d8+1[/dice]

[dice=+1 Adamantine Trident Hit Ranged]1d20+11[/dice]
[dice=+1 Adamantine Trident Damage]1d8+1[/dice]

[dice=Dagger Hit Melee]1d20+6[/dice]
[dice=Dagger Damage]1d4[/dice]

[dice=Dagger Hit Ranged]1d20+9[/dice]
[dice=Dagger Damage]1d4[/dice]

[dice=Icicle Hit Ranged]1d20+9[/dice] vs touch AC
[dice=Icicle Damage]1d6+4[/dice] Cold

[dice=MW Underwater Light Crossbow Hit]1d20+10[/dice]
[dice=MW Underwater Light Crossbow Damage]1d8[/dice]

Healing Shortcuts:

[dice=CLW Wand]1d8+1[/dice]

[dice=CLW]1d8+5[/dice]

[dice=CMW]2d8+9[/dice]

[dice=CSW]3d8+9[/dice]

[dice=CCW]4d8+9[/dice]

[dice=Channel Energy]5d6[/dice] 30' radius, DC13

Saving Throw Shortcuts:

[dice=Fortitude]1d20+9[/dice] +4 vs hot/cold environment, and to resist suffocation; +2 vs poisons, spells, SLAs
[dice=Reflex]1d20+8[/dice] +2 vs poisons, spells, SLAs
[dice=Will]1d20+15[/dice] +2 vs poisons, spells, SLAs

Ability Check Shortcuts:

[dice=Strength]1d20+0[/dice]
[dice=Dexterity]1d20+3[/dice]
[dice=Constitution]1d20+1[/dice]
[dice=Intelligence]1d20+2[/dice]
[dice=Wisdom]1d20+5[/dice]
[dice=Charisma]1d20-1[/dice]