Jozan

Verdan priest of Pelor's page

101 posts. Alias of Buckshot Bob.


Full Name

Vardan Kase priest of Pelor

Race

Human

Classes/Levels

Cleric 5 / Radiant servant of Pelor 3 HP: 50 / 50 AC: 22 (10 Touch, 22 Flat-Footed)(Armor +8, Shield +3) Init +0 Fort: +9 Ref: +2 Will: +11

Gender

M

Size

M

Age

25

Alignment

NG

Deity

Pelor

Location

Garyhawk

Languages

Common, Ancient Suloise

Occupation

Herbilest

Strength 12
Dexterity 10
Constitution 12
Intelligence 12
Wisdom 17
Charisma 12

About Verdan priest of Pelor

BACK STORY:

Vaerdan as born to the noble house of Kase. The House of Kase was in charge if the Duke's Navy. Verdan grew up with a dislike of being on the water, and hated being told that one day he would be a captain in the Navy. Luckily his calling was in the church of Pelor. Even as an acolyte the priests were surprised at Verdan's connection with Pelor.
One day Verdan meet a visiting acolyte from the City of Grayhawk, named Altamaic, he was becoming a priest with the church of Boccob. Verdan and Altamaic would have long debates about the differant philosophical ideals between the two churches. They would even have some friendly banter between them.
Verdan became a priest of Pelor in the Duchy of Urnst and his friend Altamaic became a priest of Boccob in the City of Grayhawk. Verdan kept in touch with his friend and they would exchange ideas and discoveries with each other. They would also tell each other about their adventures.
One day Verdan received a letter that his friend was going into the fabled Castle Grayhawk and would tell him all about it in a few days. The days turned into weeks and one night Verdan had a divine dream the Altamaic was in trouble and he needed to help Altamaic. That morning a letter arrived, but not from his friend. The letter stated that Altamaic was missing and had Verdan heard anything from him?
Verdan quickly packed his gear and rode as fast as he could to the City of Grayhawk. Verdan knew the first stop would be the temple of Boccob to see what information they may have about his friend.

APPEARANCE:

Blond Hair
Dark Blue Eyes
5'9"
160lb
Normally has a look on his face like he expects you to ask him a question

RACIAL BENEFITS:

"Racial Abilities:
× Base land speed of 30 feet.
× Bonus Feat: 1st level bonus feat
x Extra Skill Points: Gain 4 points at first and 1 at every level after
× Favored Class: Any
x Languages: Common, Ancient Suloise

COMBAT STATS:

HP: 50

AC: 22 (10 Touch, 22 Flat-Footed)(Armor +9, Shield +3)

Init +0

Fort: +10
Ref: +3
Will: +12

BAB: +5
Melee: +6
Range: +5

Grapple +6

+1 Holy Silver Heavy Mace +7 Dam:1d8+2 (+2d6 vs. evil)Crt 20/x2 Blug

Light Crossbow +5 Dam:1d8 Crt 19-20/x2 Per Range 80'

Master work Cold Iron Light Mace +7 Dam: 1d6+1 Crt 20/x2 Blug

Dagger +6/ +5 thrown Dam:1d4+1 Crt 19-20/x2 Per Range 10'

CLASS ABILITIES:

Class Abilities:
× Aura of Good(Ex): You have a strong aura of Good.
× Spontaneous Casting: Can spontaneously cast Cure spells; by sacrificing
a pre-prepared spell of equal or higher level.
× Restricted Spells: cannot cast Evil spells.
× Turn Undead(Su): Can turn undead 8 / 8 times per day. A turning check is
made on 1d20+3; turning damage is equal to 2d6+9 on a successful check.
× Domains:
× Healing: You cast healing spells at +1 caster level.
× Sun: Once per day, you can perform a greater turning in place of a
regular turning attempt. Any undead affected by this are destroyed
instead of turned or rebuked.
× Divine Health(Ex): You are immune to all diseases; including magical
diseases such as mummy rot and lycanthropy.
× Radiance: When you cast a spell with the light descriptor; the radius
of illumination is doubled; and the spell is treated as if it were one
level higher than it actually is for all purposes; including determining
whether it can counter or dispel a spell with the darkness descriptor.
× Extra Greater Turning: You can perform a greater turning 4/4 times per day.
× Empower Healing(Ex): When you cast a domain spell from the Healing
domain; that spell is affected as though by the Empower Spell feat.

FEATS:

× Combat Casting(PH 92) : +4 bonus on Concentration checks for defensive
casting.
× Extra Turning(PH 94) : Can turn or rebuke 3 more times per day.
× Augment Healing(CD 79) : Healing spells do +2 per spell level.
× Sacred Boost(CD 84) : Nearby cure spells are maximized for 1 round.

SKILLS:

NAME KEY ABILITY SKILL MODIFIER = ABILITY MODIFIER + RANKS + MISC. BONUS (armor check -5)

Appraise¹ INT 1 = 1 + 0 + 0

Balance¹ DEX* -5 = 0 + 0 + -5

Bluff¹ CHA 1 = 1 + 0 + 0

Climb¹ STR* -4 = 1 + 0 + -5

× Concentration¹ CON 5 = 1 + 4 + 0

× Craft skills…¹ INT 1 = 1 + 0 + 0

× Diplomacy¹ CHA 5 = 1 + 4 + 0

Disguise¹ CHA 1 = 1 + 0 + 0

Escape Artist¹ DEX* -5 = 0 + 0 + -5

Forgery¹ INT 1 = 1 + 0 + 0

Gather Information¹ CHA 1 = 1 + 0 + 0

× Heal¹ WIS 10 = 3 + 7 + 0

Hide¹ DEX* -5 = 0 + 0 + -5

Intimidate¹ CHA 1 = 1 + 0 + 0

Jump¹ STR* -10 = 1 + 0 + -11

× Knowledge (arcana) INT 4 = 1 + 3 + 0

× Knowledge (history) INT 4 = 1 + 3 + 0

× Knowledge (religion) INT 11 = 1 + 10 + 0

× Knowledge (the planes) INT 4 = 1 + 3 + 0

Listen¹ WIS 3 = 3 + 0 + 0

Move Silently¹ DEX* -5 = 0 + 0 + -5

Perform skills ...¹ CHA 1 = 1 + 0 + 0

× Profession (Herbilest) WIS 4 = 3 + 1 + 0

Ride¹ DEX 0 = 0 + 0 + 0

Search¹ INT 1 = 1 + 0 + 0

× Sense Motive¹ WIS 7 = 3 + 4 + 0

× Spellcraft INT 6 = 1 + 5 + 0

Spot¹ WIS 3 = 3 + 0 + 0

Survival¹ WIS 3 = 3 + 0 + 0

Swim¹ STR** -9 = 1 + 0 + -10

Use Rope¹ DEX 0 = 0 + 0 + 0

EQUIPMENT:

ITEM
Light Riding Horse
-Saddle, riding
-Bit and bridle
-Saddle Bags
-10 days feed
-Tent
-Soap
+1 Full Plate Armour
Master Work Full Plate Armour
+1 Heavy darkwood shield in hand
Quiver with 20 crossbow bolts
Dagger on left hip
Master Work cold Iron light Mace on Left Hip
+1 Holy Silver heavy mace on right hip
Cloak of Restisance
Ring of Feather Falling on left hand
Ring of energy resistance fire right hand :10 points of resistance
Backpack
-Bedroll
-Travelers Outfit
-Waterskins x2
-50' Slik rope
-Grapling Hook
-6 Days Rations
-Silver Holy symbol
-Winter Blanket
-light crossbow
-Climbers Kit
-Everburning Tourch
2 Cure light wounds wands-50 charges/ 43 charges

Spell pouch

x2 Belt Pouch
-Whetstone
-Flint & Steel
-flask
-2 Holy water
-4 cure light wounds potion
-2 Antitoxin
-2 Tanglefoot Bag
-Pearl of Power 1st level

PP
GP 472
SP 1
CP 5

SPELL LIST:

6 0 level, 5+1 1st level, 4+1 2nd level, 4+1 3rd level, 2+1 4th level

Note: All healing spells are (spell +3 per spell level) X 1.5

0 level

-Create Water. Creates 2 gallons/level of pure water

-Detect Magic. Detects spells and magic items within 60 ft.

-Detect Magic. Detects spells and magic items within 60 ft.

-Purify Food and Drink. Purifies 1 cu. ft./level of food or water

-Resistance. Subject gains +1 on saving throws

-Read Magic. Read scrolls and spellbooks

1st level

*Cure Light Wounds* Cure (1d8+10)x1.5 points of damage

used-Bless. Allies gain +1 attack and +1 on saves against fear

-Comprehend Languages. Understand all spoken and written languages

Used -Protection from Chaos/Evil/Good/Law. +2 AC and saves,
counter mind control, hedge out elementals and outsiders

-Bless. Allies gain +1 attack and +1 on saves against fear

-Divine Favor: You gain +1 per three levels on attack and
damage rolls.

2nd level

Used*Heat Metal. Make metal so hot it damages those that touch it

-Consecrate. Fills area with positive energy, making undead weaker

-Lesser Restoration. Dispels magic ability penalty or repairs 1d4
ability damage

-Shield Other. You take half of subject’s damage

-Spiritual Weapon. Magical weapon attacks on its own

3rd level

-*Cure Serious Wounds (3d8+14) x 1.5
-Daylight. 120-ft. radius of bright light
converted -Magic Vestment. Armor or shield gains +1 enhancement/three
levels
-Remove Blindness/Deafness. Cures normal or magical conditions
used-Searing Light. Ray deals 1d8/two levels, more against undead

4th level

*Fire Shield. Creatures attacking you take fire damage; you’re
protected from heat or cold
- Air Walk. Subject treads on air as if solid (climb at 45-degree angle).
- Freedom of Movement. Subject moves normally despite
impediments

Turning Chart:

1d20 + Cha Mod.
Turning Check Most Powerful Undead Affected(Max HD)
Up to 0: 4
1-3: 5
4-6 : 6
7-9: 7
10-12: 8
13-15: 9
16-18: 10
19-21: 11
22+: 12

Damage: 2d6 + cleric Lvl + Cha Mod.