Jozan

Verdan priest of Pelor's page

268 posts. Alias of Buckshot Bob.


Full Name

Vardan Kase priest of Pelor

Race

Human

Classes/Levels

Cleric 6 / Radiant servant of Pelor 4 HP: 61 / 61 AC: 22 (10 Touch, 22 Flat-Footed)(Armor +8, Shield +3) Init +0 Fort: +12 Ref: +3 Will: +14 Stalwart Pact

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

SPELL LIST:

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

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

-Comprehend Languages. Understand all spoken and written languages

-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

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

-Remove Paralysis

X-Iron Silence: Armor touched has no armor check penalty
on Hide and Move Silently checks for 1 hour/level.

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

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

X -Spiritual Weapon. Magical weapon attacks on its own

3rd level

-*Searing Light. Ray deals 1d8/two levels, more against undead
-Daylight. 120-ft. radius of bright light
-Invisibility Purge
X -Magic Vestment. Armor or shield gains +1 enhancement/three
levels
-Remove Blindness/Deafness. Cures normal or magical conditions

4th level

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

5th Level
X*Cure Light Wounds, Mass 1d8+1 per level.

-SURGE OF FORTUNE: Upon casting this spell, you gain a +2 luck bonus on attack rolls and damage rolls, saving throws, skill checks, ability checks, and spell penetration checks, as well as to Armor Class. [Complete Champ 129]

Character Name: Verdan Kase
Character Race: Human (Oerdian)
Character Class/Level (if multi-class): Cleric 6 / Radiant Servant of Pelor 3
Alignment: Neutral Good
Deity: Pelor

Gender: Male
Age: 25
Height: 5'9"
Weight: 160 lb.
Eyes: Dark blue
Hair: Blond

Character Level: 10
EXP Points Gained: 37600
EXP To Next Level: 45000

Known Languages: Common, Ancient Suloise

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Strength: 12 (+1)
Dexterity: 10 (+0)
Constitution: 12 (+1)
Intelligence: 12 (+1)
Wisdom: 17 (+3)
Charisma: 12 (+1)

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Hit Points: 61

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Armor Class: 22 [BASE (10) + ARMOR (8) + SHIELD (3)]

Flatfooted AC: 22
Touch AC: 10
AC Penalty: -5 [-6 with shield in hand]
Maximum DEX Bonus: +1

Armor Type/Weight: +1 Full Plate Armor [50.0 lb.], Magical Darkwood Heavy Shield +1 (set with shield sconce that holds a torch) [5.5 lb.]

Special Armor Class Notes: None

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Total Encumbrance: Heavy Load
Overall AC Penalty: -6 (Armor & Shield / Heavy Load)
Overall Maximum DEX bonus: +1 (Armor & Shield / Heavy Load)

Base Movement: 30’/round
Encumbered Move: 20’/round [Maximum Run at 3x Normal Move Rate] (Armor & Shield / Heavy Load)

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Save vs. Fortitude: +12 [BASE (10) + CON (1) + RESISTANCE (1)]
Save vs. Reflex: +3 [BASE (2) + DEX (0) + RESISTANCE (1)]
Save vs. Will: +16 [BASE (10) + WIS (3) + MORALE (2) + RESISTANCE (1)]

Special Saving Throw Notes: Gains a +2 morale bonus to all Will saves (as do all allies within 10’) [Aura of Warding]

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Initiative Modifier: +0 [DEX (0)]

Melee Attack Bonus: +8\+3 [BAB (7\2) + STR (1)]

Ranged Attack Bonus: +7\+2 [BAB (7\2) + DEX (0)]

Special Combat Notes: None

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Attacks:

Magical 'Holy' Heavy Mace +1 (M) / +9\+4 melee attack / 1d8 +2 [+2d6 vs evil] damage / [x2] critical / bludgeoning damage
Good aligned, bypasses corresponding DR

Masterwork Cold Iron Light Mace (M) / +9\+4 melee attack / 1d6 +1 damage / [x2] critical / bludgeoning damage

Light Crossbow (M) / +7 ranged attack / 1d8 damage / 80’ range / 19-20 [x2] critical / piercing damage
20 standard bolts

Dagger (M) / +8\+3 melee attack / +6\+1 ranged attack / 1d4 +1 damage / 10’ range / 19-20 [x2] critical / piercing damage

Total Weapon Weight: 19.0 lb.

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Skills:

Total Skill Points Earned = 48

Skill Name - Skill Total, number of Ranks and/or Racial Modifier

Appraise: = +1 (INT) Untrained
Balance: = +0* (DEX) Untrained
Bluff: = +1 (CHA) Untrained
Climb: = +1* (STR) Untrained
Concentration: = +6 [+10 when casting defensively] (CON) 5 Ranks +4 when casting defensively or when grappled or pinned
Diplomacy: = +5 (CHA) 4 Ranks
Disguise: = +1 (CHA) Untrained
Escape Artist: = +0* (DEX) Untrained
Forgery: = +1 (INT) Untrained
Gather Information: = +1 (CHA) Untrained
Heal: = +12 (WIS) 9 Ranks (WIS)
Hide/Move Silently: = +0* (DEX) Untrained
Intimidate: = +1 (CHA) Untrained
Jump: = +1* (STR) Untrained
Knowledge (Arcana): = +5 (INT) 4 Ranks
Knowledge (History): = +4 (INT) 3 Ranks
Knowledge (Religion): = +13 (INT) 12 Ranks [Gives +2 synergy bonus to Turn Undead checks]
Knowledge (The Planes): = +5 (INT) 4 Ranks
Listen: = +3 (WIS) Untrained
Profession (Herbalist): = +4 (WIS) 1 Rank
Ride: = +0 (DEX) Untrained
Search: = +1 (INT) Untrained
Sense Motive: = +7 (WIS) 4 Ranks
Spellcraft: = +6 (INT) 5 Ranks
Spot: = +3 (WIS) Untrained
Survival: = +3 (WIS) Untrained
Swim: = +1** (STR) Untrained
Use Rope: = +0 (DEX) Untrained

* Armor Check Penalty Applies
** Double Armor Check Penalty Applies

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Feats:

Feats = 5

Feat Name & Description:

Combat Casting: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.

Augment Healing: Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you cast.

Sacred Boost: You can spend a turn attempt as standard action to place an aura of positive energy upon each creature within a 60-ft. burst. Any cure spell cast on one of these creatures before the end of your next turn is automatically maximized, with no adjustment to the spell's level or casting time.

Extra Turning: May turn undead four more times per day than normal.

Quicken Turning: May turn undead as a free action.

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Racial and Class Skills & Abilities:

Extra Feat: Humans gain one bonus feat at 1st level.

Extra Skill Points: Humans gain four bonus skill points at 1st level, then one extra skill point at each level thereafter.

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). Clerics who don’t worship a specific deity but choose the Chaos, Evil, Good, or Law domain have a similarly powerful aura of the corresponding alignment.

Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs. A cleric must choose and prepare his spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains. Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Deity, Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies. Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a 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).

Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Turn Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol. A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Can turn undead up to 8x (3x + CHA modifier) + 4 [Extra Turning feat]) per day
Number of HD turned per attempt = 2d6 +10 (Cleric level [6] + Radiant Servant of Pelor level [3] + CHA modifier [1])

Turn Check = 1d20 +3 (CHA modifier +2 synergy bonus).........Most powerful Hit Die affected
.................................Up to 0........................................................... Cleric/Radiant Servant Level -4
.................................1 - 3............................................................... Cleric/Radiant Servant Level -3
.................................4 - 6............................................................... Cleric/Radiant Servant Level Level -2
.................................7 - 9............................................................... Cleric/Radiant Servant Level Level -1
.................................10 - 12........................................................... Cleric/Radiant Servant Level Level +0
.................................13 - 15........................................................... Cleric/Radiant Servant Level Level +1
.................................16 - 18........................................................... Cleric/Radiant Servant Level Level +2
.................................19 - 21........................................................... Cleric/Radiant Servant Level Level +3
.................................22+....................................... ......................... Cleric/Radiant Servant Level Level +4

Radiance: When a radiant servant of Pelor casts any 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. Thus, a daylight spell cast by a radiant servant sheds light in a 120-foot radius and is treated as a 4th-level spell, allowing it to counter or dispel any darkness spell of 4th level or lower.

Extra Greater Turning: [4x/day] The radiant servant of Pelor can perform a greater turning (the granted power of the Sun domain) a number of times per day equal to 3 + her Charisma modifier.

Spells per Day/Spells Known: When a new radiant servant of Pelor level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, wild shape ability, and so on). This essentially means that he adds the level of radiant servant of Pelor to the level of whatever other spellcasting class the character has, then determines spells per day and spells known accordingly.

Turn Undead: A radiant servant of Pelor adds his radiant servant class levels to his cleric levels for all purposes related to turning undead.

Divine Health (Ex): A radiant servant of Pelor who is at least 2nd level is immune to all diseases, including magical diseases such as mummy rot and lycanthropy.

Empower Healing (Ex): When a radiant servant of Pelor of at least 2nd level casts a domain spell from the Healing domain, that spell is affected as though by the Empower Spell feat. This spell does not use up a higher-level slot.

Aura of Warding (Su): Starting at 3rd level, a radiant servant and all allies within 10’ of him gain a +2 morale bonus on all Will saving throws.

Proficiencies: Proficient with all simple and martial weapons, with all types of armor (light, medium and heavy), and with all shields.

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Spells:

Domains

Healing
Power: Cast all 'Healing' spells at +1 caster level
Spells: 1st Level - Cure Light Wounds; 2nd Level - Cure Moderate Wounds; 3rd Level - Cure Serious Wounds; 4th Level - Cure Critical Wounds ; 5th Level - Cure Light Wounds, Mass

Sun
Power: Gives power of Greater Turning 4x [3x + CHA modifier] per day (Undead destroyed instead of 'turned')
Spells: 1st Level - Endure Elements; 2nd Level - Heat Metal; 3rd Level - Searing Light; 4th Level - Fire Shield ; 5th Level - Flame Strike

Spell Save DC

0 Level Spells: DC = 13
1st Level Spells: DC = 14
2nd Level Spells: DC = 15
3rd Level Spells: DC = 16
4th Level Spells: DC = 17
5th Level Spells: DC = 18

Spells per day

0 Level Spells: 6x per day
1st Level Spells: 4x per day + 1 bonus spell (WIS) + 1 Domain spell
2nd Level Spells: 4x per day + 1 bonus spell (WIS) + 1 Domain spell
3rd Level Spells: 3x per day + 1 bonus spell (WIS) + 1 Domain spell
4th Level Spells: 3x per day + 1 Domain spell
5th Level Spells: 2x per day + 1 Domain spell

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Equipment & Gear:

Traveler’s Outfit [0.0 lb.]

Holy Symbol of Pelor (Silver) [1.0 lb.]

Spell Component Pouch [2.0 lb.]

Magical Cloak of Resistance +1 [1.0 lb.]

Magical Ring of Feather Falling [0.0 lb.] - worn on finger of left hand

Magical Ring of Minor Energy Resistance (Fire) [0.0 lb.] - worn on finger of right hand

Magical Wand of Lesser Vigor (38 charges, Spell Trigger Activation, Heals 11 HP [1 HP per round for 11 rounds] with each charge) [0.0 lb.]

Magical Wand of Cure Light Wounds (31 charges, Spell Trigger Activation, Heals 1d8+1 HP with each charge) [0.0 lb.]

Magical Wand of Cure Light Wounds (50 charges, Spell Trigger Activation, Heals 1d8+1 HP with each charge) [0.0 lb.]

Masterwork Backpack [4.0 lb.] holds:
Bedroll [5.0 lb.]
6 Days of trail rations [6.0 lb.]
2 Waterskins [8.0 lb.]
Extra Traveler's Outfit [5.0 lb.]
50’ Silk Rope [5.0 lb.] (+2 circumstance bonus on Use Rope checks)
Grappling Hook [4.0 lb.]
Climber's Kit [1.0 lb.] (+2 circumstance bonus on Climb checks
Magical Everburning Torch [1.0 lb.]
Scroll for Remove Disease
Scroll of Break Enchantment
Scroll of Tongues

Coins [4.0 lb.]

Belt Pouch [0.5 lb.] holds:
Flint and steel [0.0 lb.]
Whetstone [1.0 lb.]
Tanglefoot Bag [4.0 lb.]
An Ointment that cost 250gp for true seeing
Diamond worth 500gp for Raise dead

Belt Pouch [0.5 lb.] holds:
2 Magical Pearl of Power (1st Level) [0.0 lb.]
4 Magical Potions of Cure Light Wounds [0.0 lb.]
2 Vials of Antitoxin [0.0 lb.]
2 Flasks of Holy Water [2.0 lb.]
Empty Flask [0.0 lb.]
Tanglefoot Bag [4.0 lb.]

Equipment Weight: 59.0 lb.

Total Weight Carried / Encumbrance Load: 133.5 lb. / Heavy Load [Max = 150 lb.]

Verdan also keeps the following equipment in saddlebags carried by his mount:

Saddlebags [8.0 lb.] hold:
10 Days of feed [50.0 lb.]
Tent [20.0 lb.]
Winter Blanket [3.0 lb.]
Soap [1.0 lb.]

Total weight of saddlebags: 82.0 lb.

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Money: 145pp, 22gp, 1sp, 5cp

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Verdan’s Mount:

Light Horse
Large Animal
Hit Dice: 3d8+6
Hit Points: 23
Initiative: +1
Speed: 60’
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+8
Attack: Hoof -2 melee (1d4+1)
Full Attack: 2 Hooves -2 melee (1d4 +1)
Space/Reach: 10 ft. / 5 ft.
Special Attacks: --
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +4; Spot +4
Feats: Endurance, Run
Carrying Capacity: Light Load is up to 150 lb., a Medium Load is 151 300 lb., a Heavy Load is 301 450 lb., can drag up to 2,250 lb.

Horse’s AC Penalty: -6 (for Heavy Load)
Horse’s Maximum DEX bonus: +1 (for Heavy Load)
Horse’s Encumbered Move: 40’/round [Run 3x maximum] (for Heavy Load)

Verdan’s light horse carries the following gear:

Riding Saddle [25.0 lb.]
Bit and Bridle [1.0 lb.]
Saddlebags [82.0 lb.]

Total Weight Carried / Encumbrance Load: 108.0 lb. This is a Light Load [Max = 150 lb.] when Verdan is not mounted, the horse carries 397.0 lb. a Heavy Load [Max = 450 lb.] when Verdan is mounted and in full gear

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Character History:

Verdan was 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.

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Record of XP Awards and Levels Taken:

First to Eighth Level:
Character created on Paizo board here – Approved by GM West on 6/8/18 [HP Progression = 8+8+4+4+7+4+3+4]

1000 CB XP for 11 Ghouls, 3 Ghasts & Flesh Golem battles; 1200 CB XP for battle with Iuz Priest & Acoloytes, Dretches and Gargoyle Zombies; 2000 CB XP for battle with Hobgoblins, Worgs and Naga; 2400 CB XP for battles with The General, Blue Dragon and Vrock Demon; 2000 Bonus XP for roleplaying and story award for clearing out the War Tower

Ninth character level gained!

4th level Radiant Servant of Pelor.
+1 to BAB
+1 to Fort save
+1 to Will save
+1d6 + 1 ⇒ (6) + 1 = 7 HP
+3 skill ranks: Knowledge (Religion), Concentration, Heal
Gain a 4th level and 5th level spel

Radiant Servant of Pelor level taken (3rd level)
+4 HP [Rolled a “2” [raised to minimum ‘3’] on d6 +1 CON bonus]
+1 BAB
+1 Fort Save
+1 Will Save

4 skill points spent:
+1 Rank in Heal
+1 Rank in Knowledge (Arcana)
+1 Rank in Knowledge (Religion)
+1 Rank in Knowledge (The Planes)

Feat gained:
Quicken Turning

Ability gained:
Aura of Warding

Spells per day gained:
One 2nd-Level Spell
One 5th-Level Spell
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Jun 08, 2018#2
Magical Items Used:

Used 'Pearl of Power I' ability 0 (of 2) times this day.

Special Abilities Used:

Used 'Turn Undead' ability 0 (of 8) times this day.

Used 'Greater Turning' domain power 0 (of 4) times this day.

Character under Stalwart Pact

Spells Memorized/Cast:

0 Level: Create Water, Detect Magic, Detect Magic, Purify Food and Drink, Read Magic, Resistance
1st Level: Bless, Bless, Comprehend Languages, Divine Favor, Protection from Chaos/Evil/Law; (Domain Spell - Cure Light Wounds)
2nd Level: Iron Silence, Remove Paralysis, Lesser Restoration, Shield Other, Spiritual Weapon; (Domain Spell - Heat Metal)
3rd Level: Remove Curse, Invisibility Purge, Remove Blindness/Deafness, Searing Light; (Domain Spell - Cure Serious Wounds)
4th Level: Air Walk, Neutralize Poison; (Domain Spell - Fire Shield)
5th Level:, True Seeing, (Domain spell - Cure Light Wounds, Mass)

Recent XP Awards:

Equipment Notes:

0 days (of 6) worth of trail rations (used up from inventory)