Banba

Zaidel's page

1,415 posts. Alias of TheWaskally.


Full Name

Zaidel The Benevolent, Easier of Pain, Fateweaver

Race

Vitals:
HP 143/165|F: +16, R: +14, W: +23|Init + 4|AC 28 (17 T, 21 FF)|DR 6/cold iron|Fast Healing 19|BAB +3 CMB +8 CMD 22

Classes/Levels

Channel Energy (Su) 3d6 21/21x/day|Agile Feet (Su) 10/10x/day|Touch of Good (Sp), Strength Surge (Sp) +2 10/10x/day|Liberation (Sp) 5/5rds./day|Bardic Performance 30/30 rds/day

Gender

Skills:
Diplo +44|Percep +27|Heal +19|Bluff +31|Handle +34|Intim +30|Kn. Arcana +18|Kn. Nature +19|Kn. Rel. +17|Perform (wind, sing, string) +45|SM +21|Spell +17|Stealth +14|UMD +26

Alignment

Chaotic Good

Deity

Cayden Cailean

Location

Old Reunions, New Faces

Languages

Common, Sylvan, Celestial, Elven, Dwarven, (Drow) Sign Language, Auran, Giant

Occupation

Adventurer, Aeria Gloris

Homepage URL

Portrait

Strength 22
Dexterity 21
Constitution 25
Intelligence 26
Wisdom 28
Charisma 49

About Zaidel

Race: Sublime Satyr
Class Gestalt Cleric of Cayden Cailean/Bard/5th
Initiative: +4
Senses: Perception +27
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AC 28 (17 Touch, 21 FF)(+7 Armor, +2 Shield, +5 Dex, , +2 Deflection, +2 Natural)
Hp 165/165 (1d8 (max) + 8 Con + 18 Cha, then 1d8 + 7 Con + 18 Cha/level, +10 Boost Points) DR 6/cold iron
Fast Healing 19
Fort +16, Ref +14, Will +23
Immune magic aging, disease, positive energy damage; Resist Negative Energy 10, Cold 10, Electricity 10, Fire 5.
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Speed 60 ft (50 ft Base)
Melee Carouser's Retort +11 (+12 vs. evil)(1d6 + 7, 18-20/x2), First Trinket
Ranged +8
Special Attacks Channel energy 3d6 21/21x/day (Will DC 30, 1/2 dmg.), Crippling Strike Strike 1/encounter (Melee attack that adds +2d6 points of damage and the enemy gains the bleeding condition.)
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Spells
Spell-like Abilities
At will—enhance water, charm person (DC 30), dancing lights, ghost sound (DC 29), sleep (DC 30), suggestion (DC 31), fly *DCs change based on your charisma. hex, healing
1/day—fear (DC 32), summon nature’s ally III.
3/day—fly
Also, moment of greatness, from Lucky Drunk's Mail.

1/day—wish from Chausible of The Fateweaver.

Cleric Spells
0-level (DC 19) create water, stablize, purify food and drink, detect poison
1st-level (DC 20)[ longstrider ], command, comprehend languages, detect evil, divine favor, endure elements, protection from evil.
2nd-level (DC 21) [ locate object ], aid, angelic aspect, lesser, calm emotions, silence.
3rd-level spells (DC 22) [ magic circle against evil ], bestow curse, remove curse, remove disease.

Bard Spells Known
0-level Spells - (DC 29) prestidigitation, detect magic, summon instrument, message, read magic, open/close
1st-level Spells - (DC 30) heightened awareness, identify, feather fall, comprehend languages - 9/9x/day
2nd-level Spells - (DC 31) charitable impulse, pilfering hand, minor image - 7/7x/day
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BAB +3, CMB +8, CMD 22
Feats Persuasive (General), Selective Channeling (General), Alignment Channel (evil, General), Turn Undead (General), Blazing Channel (General), Toughness (General), Fleet (General), Spark of Divinity, Self-Delusion.
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Skills 14/Level +2/Background
Acrobatics +41* Versatile Performance, Dance (Ex)
Appraise +14 (2 Rank, 3 Class, 8 Int, 1 Luckstone)
Bluff +32 (1 Rank, 3 Class, 19 Cha, 5 Bracelet of Bargaining, 3 Circlet of Persuasion, 1 Luckstone)
Climb +12* (1 Rank, 3 Class, 7 Str, 1 Luckstone)
Craft +9 (0 Rank, 0 Class, 8 Int, 1 Luckstone)
Diplomacy +44 (5 Rank, 3 Class, 19 Cha, 2 Persuasive, 5 Bracelet of Bargaining, 3 Circlet of Persuasion, 4 Racial, 1 Luckstone, 2 Trait Bonus)
Escape Artist +10* (1 Rank, 3 Class, 5 Dex, 1 Luckstone)
Fly +41 Versatile Performance, Dance (Ex)
Heal +21 (5 Rank, 3 Class, 9 Wis, 3 Healer's Kit, 1 Luckstone) (28/30 uses)
Handle Animal +34 (Versatile Performace [wind])
Intimidate +31 (3 rank, 3 Class, 19 Cha, 2 Persuasive, 3 Circlet of Persuasion, 1 Luckstone)
Knowledge (arcana) +18 (4 Rank, 3 Class, 8 Int, 2 Bardic Knowledge, 1 Luckstone)
Knowledge (dungeoneering) +15 (1 Rank, 3 Class, 8 Int, 2 Bardic Knowledge, 1 Luckstone)
Knowledge (engineering) +15 (1 Rank, 3 Class, 8 Int, 2 Bardic Knowledge, 1 Luckstone)
Knowledge (geography) +15 (1 Rank, 3 Class, 8 Int, 2 Bardic Knowledge, 1 Luckstone)
Knowledge (history) +15 (1 Rank, 3 Class, 8 Int, 2 Bardic Knowledge, 1 Luckstone)
Knowledge (local) +15 (1 Rank, 3 Class, 8 Int, 2 Bardic Knowledge, 1 Luckstone)
Knowledge (nature) +19 (1 Rank, 3 Class, 8 Int, 4 Racial, 2 Bardic Knowledge, 1 Luckstone)
Knowledge (nobility) +16 (2 Rank, 3 Class, 8 Int, 2 Bardic knowledge, 1 Luckstone)
Knowledge (planes) +15 (1 Rank, 3 Class, 8 Int, 2 Bardic Knowledge, 1 Luckstone)
Knowledge (religion) +19 (5 Rank, 3 Class, 8 Int, 2 Bardic Knowledge, 1 Luckstone)
Linguistics +15 (3 Rank, 3 Class, 8 Int, 1 Luckstone)
Perception +27 (5 Rank, 3 Class, 9 Wis, 4 Racial, 5 Eyes of the Eagle, 1 Luckstone)
Perform (act) +41 (1 Rank, 3 Class, 19 Cha, 4 Racial, 3 Circlet of Persuasion, 10 Ring of Improved Inspired Performance, 1 Luckstone)
Perform (comedy) +41 (1 Rank, 3 Class, 19 Cha, 4 Racial, 3 Circlet of Persuasion, 10 Ring of Improved Inspired Performance, 1 Luckstone)
Perform (dance) +41 (1 Rank, 3 Class, 19 Cha, 4 Racial, 3 Circlet of Persuasion, 10 Ring of Improved Inspired Performance, 1 Luckstone)
Perform (keyboard instruments) +41 (1 Rank, 3 Class, 19 Cha, 4 Racial, 3 Circlet of Persuasion, 10 Ring of Improved Inspired Performance, 1 Luckstone)
Perform (oratory) +41 (1 Rank, 3 Class, 19 Cha, 4 Racial, 3 Circlet of Persuasion, 10 Ring of Improved Inspired Performance, 1 Luckstone)
Perform (percussion) +41 (1 Rank, 3 Class, 19 Cha, 4 Racial, 3 Circlet of Persuasion, 10 Ring of Improved Inspired Performance, 1 Luckstone)
Perform (sing) +45 (5 Rank, 3 Class, 19 Cha, 4 Racial, 3 Circlet of Persuasion, 10 Ring of Improved Inspired Performance, 1 Luckstone)
Perform (string) +45 (5 Rank, 3 Class, 19 Cha, 4 Racial, 3 Circlet of Persuasion, 10 Ring of Improved Inspired Performance, 1 Luckstone)
Perform (wind) +45 (5 Rank, 3 Class, 19 Cha, 4 Racial, 3 Circlet of Persuasion, 10 Ring of Improved Inspired Performance, 1 Luckstone)
Profession (bartender) +18 (5 Rank, 3 Class, 9 Wis, 1 Luckstone)
Ride +6* (0 Rank, 5 Dex, 1 Luckstone)
Sense Motive +23 (5 Rank, 3 Class, 9 Wis, 5 Bracelet of Bargaining, 1 Luckstone)
Sleight of Hand +10 (1 Rank, 3 Class, 5 Dex, 1 Luckstone)
Spellcraft +17 (5 Rank, 3 Class, 8 Int, 1 Luckstone)
Stealth +18 (5 Rank, 3 Class, 5 Dex, 4 Racial, 1 Luckstone)
Survival +14 (1 rank, 3 Class, 9 Wis, 1 Luckstone)
Swim +8* (7 Str, 1 Luckstone)
Use Magical Device +27 (1 Rank, 3 Class, 19 Cha, 3 Circlet of Persuasion, 1 Luckstone)

Satyr*/Sublime Template Special Abilities:
Dex +4, Con +0, Int +4, Wis +4, Cha +6,

DR 5/Cold iron, Low light vision, Speed 40 feet.

At will—charm person (DC 16), dancing lights, ghost sound (DC 14), sleep (DC 16), suggestion (DC 18)
1/day—fear (DC 19), summon nature’s ally III
*DCs change based on your charisma

Racial Modifiers +4 Perception, +4 Perform, +4 Stealth, +4 Knowledge (nature)
Languages Common, Sylvan

Pipes (Su)
A satyr can focus and empower his magic by playing haunting melodies on his panpipes. When he plays, all creatures within a 60-foot radius must make a DC 28 Will save or be affected by charm person, fear, sleep, or suggestion, depending on what tune the satyr chooses. A creature that successfully saves against any of the pipes’ effects cannot be affected by the same set of pipes for 24 hours, but can still be affected by the satyr’s other spell-like abilities as normal. The satyr’s use of his pipes does not count toward his uses per day of his spell-like abilities, and if separated from them he may continue to use his standard abilities. The pipes themselves are masterwork, and a satyr can craft a replacement with 1 week of labor. The save DC is Charisma-based.
Ageless
Though the sublime creature is not truly immortal, it does not suffer the ravages or negative affects of old age. Upon reaching maturity, sublime creatures gain Intelligence, Wisdom and Charisma as normal for a member of their species, but are otherwise unaffected by the passing of time. Sublime creatures never die of old age and they are immune to any spells or effects which cause aging.
Channel Positive Energy
The sublime creature may channel positive energy as a cleric. Substitute the creature’s racial HD (minimum 1 for creatures with no racial HD) for cleric level to determine how effectively the creature can channel. If the creature has actual cleric levels (or other class levels which grant the ability), the creature’s racial HD and relevant class levels stack when determining the effect of the channeling.
Positive Energy Affinity
The sublime creature’s affinity for positive energy is such that it is immune to any damage caused by positive energy effects or attacks. Additionally, any healing spells, or other effects, derived from positive energy are doubly effective when applied to the sublime creature (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two).
Strong Life-force
In addition to its Constitution modifier, the sublime creature also adds its Charisma modifier each of its HD when determining hit points.

Class Features:

Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Channel Energy (Su) 3d6
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 a neutral cleric 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 a neutral cleric 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 of 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 can cast 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 channel 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.
Domains Travel, Good, and Strength
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. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
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, activating a domain power is a standard action.
Liberation (Su)
You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Orisons
Clerics can prepare a number of orisons, or 0-level spells, each day. These spells are treated like any other spell, but they are not expended when cast and may be used again.
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).
An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).
Bonus Languages
A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
Bardic Knowledge (Ex)
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Cantrips (Sp)
Bard’s learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Bardic Performance 30 rounds/day
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Distraction (Su)
At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) 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 Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su)
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 the ability from working. For every three levels a 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 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 (Su) +2
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.
Inspire Competence (Su)
A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.
Versatile Performance (Ex)
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Well-Versed (Ex)
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Lore Master (Ex) 1/day
At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
Traits (Magic) Magical Talent prestidigitation & (Social) Charming +2
Items A backpack, a black zipped hoodie sweatshirt, a tan utility kilt, hospital security ID, pillbox with two Unicorn Tears in it, a mess kit, a silver ring carved as a snake eating it's tail (10gp), brown wallet with Michigan driver's license, debit card, $12 dollars, with a new age pentagram card. A see-thru pouch with $20 dollars worth of bus tokens, smartphone with earbuds, flint and steel, a cold weather outfit, a wooden tankard, a waterskin, a holy symbol/silver seal of Cayden Cailean, a hydra leather vest, an iron key with a '3' on it, an orange pendant (worth 100gp), a silver key with a moonstone in its pommel, marvelous pigments, 5 calistrian handkerchiefs with different names on them, a bracelet of bargaining, a cold iron key with blue sapphires set into the handle, an ioun torch, a pipe flute, a circlet of persuasion, a maintenance kit, a healer's kit, a (magical) wyvern figurine made of wood, an Elixir of XP, a Tankard of the Drunken Hero, two cure light potions, one marked potions of bear's endurance, one marked potion of bull's strength, a belt of giant's strength +2, stuffed dog toy that looks just like Jock, enough cedar wood to make a guitar, a headband of alluring charisma +4, a cloak of resistance +2, a type IV bag of holding, a flask of very strong alcohol, a Luckstone, a wand of snowball (17 charges), a scroll of charm fey (Will DC 15 when cast or bad things), Elvis Presley's ring of improved inspired performance, a flawed magenta prism, a Prisoner's Dungeon Ring of Communication, a cedar chest with a lock and key, and a hand-written note from Cayden Cailean himself.
Tentatively, Donated to Charity red work shirt, black work pants with black leather belt, black socks, a pair of glasses with auto-tint, heavy wooden shield.
Combat items Carouser's Retort, Lucky Drunk's Mail, MW Rapier, mirrored mithril heavy shield, great axe, magical heavy mace that glows red.

Wealth 828gp, 39sp, 12cp (bag) one unpolished semi-precious stone
Carrying Capacity
Light (173 lbs or less); Medium (174-346 lbs.); Heavy (347-520 lbs.)
Current Load:
Height 6'3", Weight 205 lbs, Eyes Blue, Hair Brown
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The Life and Times of Joe Zaidel:
Joe Zaidel was born in Spectrum Hospital at 3:14pm, Tuesday November 6th, 1973 to Barbara and Darryl Zaidel. Joe, or Joseph on his birth certificate, was to be the eldest of two boys before both parents divorced in 1977. Darryl got remarried to Joe's babysitter in 1978, and had another son, Kevin. Joey and Michael, his younger brother, would often visit his father and stepmother on the weekends. Joey was raised mostly by his mother, who raised the family as irish-catholics, going to church every Sunday at St. James Church on Bridge street. Growing up, Joey had many rough nights sleeping, being afraid of the dark up until his early teens. Joey excelled in early education, skipping preschool to go right into 1st grade. Joe was always a big kid, being born nearly ten pounds at birth. the boy inherited his father's side broad shoulders and his mother's side height. Like many children 'of the 80s', Joey loved watching cartoons like He-man, Thundercats, G.I.Joe and Dungeons and Dragons among others. In grade school, Joe had many friends but none of them were close.

Going from grade school to middle school was a dramatic change. No longer considered 'cool' enough to hang out with, his grade school friends deserted and mocked him. With no playground to occupy his free time, Joe just stood around like the rest of his peers. During this time, Joe was near-constantly mocked, by girls who rejected his clumsy advances to the boys who would jump on any perceived weakness from 'the gentle giant', who was raised not to settle arguments with violence. This lasted until his junior year where, in a fit of pent-up rage nearly beat his school bully, Keith Quarry, within an inch of his life. After spending a week in juvie, no one taunted Joe Zaidel again; they just avoided him. Despite this, Joe found a true best friend in Nolan Butterfield; a thin, black kid who shared many of his interests. Of the two, Nolan was the ladies man, often dating cheerleaders, while Joe lived vicariously through his best friend.

Union High School, where Joe finished his education, did little to prepare the young man for the real world. Life was tough growing up. Both mother and father couldn't save any money for education, so the day after Joe's graduation, he had no idea what to do next. So Joe worked many odds jobs throughout his 20s. Fast food into retail, Joe quickly reacquired his confidence that was beat out of him in middle and high school to have a great report with customers. And with confidence came dates with women in his late 20s, eventually marrying his best friend from work, Cyndy, before Joe turned 30.

During his twenties, Joe underwent a spiritual awakening. Discussing some of his frightful nights as a kid with a beloved aunt, both discovered a lot of what the scared little boy saw was real, to him at least. His aunt, Sandy recommended several books on mediation and developing inner sight. Joe read and practiced voraciously, becoming a student of new age beliefs, learning about chakra points, astral projection, dream control, crystal work, among others. Throughout his married and unmarried life, Joe loved science fiction and fantasy, particularly Dungeons and Dragons, in which one of his favorite cartoons was based on. Whenever in gaming group, Joe loved to play heroic types: clerics, fighters, wizards, with paladins being his favorite class.

In regards to his marriage, Joe was determined not to make the same mistakes as his father and worked everyday on it, strengthening his bond with Cyndy every chance he got. Joe and Cyndy never had kids, though. Cyndy ultimately revealed she was afraid of hurting the children like her early attempts to discipline her dogs at time which led to their early deaths. Despite Joe's wish to have children, the marriage continued to grow stronger, despite this black mark on it.

Joe and Cyndy eventually moved upstate to Ludington, a small tourist town near Lake Michigan, to take care of his ailing mother-in-law, who loved her son-in-law. After she died, Phyllis, Cyndy's mother, left her house to them. After living in the big city of Grand Rapids all his life, Joe enjoyed the peace and quiet of Ludington. He met new gaming buddies, who introduced Joe to Pathfinder and World of Warcraft where Joe's main was his human paladin. Joe found a good job working as a third shift auditor at a major hotel chain in town, where he often plays Pathfinder on the paizo forums with people from around the world.

Joe's, like everyone else's, life was flipped upside down when Covid-19 or the Corona Virus made it's way around the world. The night auditor was fired for complaints from guests of the hotel, because Joe demanded they wear masks in the public spaces. Joe Zaidel, the more outgoing personality compared to his wife, would often do any outside chores, like shopping and paying bills; while Cyndy, being rather agoraphobic, became for withdrawn and paranoid. Washing hands, wiping down items brought from outside the home, wearing masks, did more to validate Cyndy's viewpoint and put real stress on the marriage. As the old house slowly kept falling apart, more of the couple's nest egg was depleted, which also put additional strains on the marriage. Joe found work in the local hospital: taking and delivering meal orders to patients, and was generally well respected for his teamwork and can-do attitude.

One day at work, Joe was delivering several meal trays to patients in the ER, where some aggressive, mentally unstable people were being held for living arrangements elsewhere. While in the ER, one of these aggressive patients got out of control and found a hard, pointy object to uses as a weapon. Joe did not even think about rushing in to help subdue the crazed patient, despite not being a security officer; just a big guy in his late 40s. During the scuffle, Joe was stabbed in the neck, where he quickly bled out, after the aggressive patient was subdued. After several hours in emergency surgery, the shock of the blood loss to his system, his own years-long heart problems, and being overweight was too much for Joe Zaidel. As he floated up above the surgery table, Joe had some regrets, but was overall happy with his life.


Ongoing Quests:
Urgent Quest
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Save the Stranger!
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Save the stranger and keep him alive for a week.
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1st Reward: Random Loot Box
2nd Reward: +1 to an ability score of your choice

Completed Quests:
Fetch me my brown pants
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Find the bard in need of rescuing and help him out of a sticky situation.

Reward: leather armor
2nd Reward: buckler
3rd Reward: dagger
Time limit: 33 minutes

Quest
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Find Roland's missing bear buckle belt
---
Reward: armor worth 20 gp or less
2nd reward: maintenance kit
Time limit: 5 hours

Cleaning out the outhouse
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There is only a few real outhouses in town and the three behind the tavern are used the most. Muck out their honey buckets.

Reward: a warm meal
2nd Reward: a bed to sleep in for the night
Time limit: 8 hours
Repeatable Quest Daily
Fetch me a pail of water
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Fill the trough outside of the tavern with water.

Reward: a tankard of mead
2nd Reward: a waterskin
3rd Reward: 3 hard tack rolls
Time limit: 2 hours

Find the Fetcher's Daughter
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Reward: Ranger's backup bow or one made for you
2nd Reward: quiver of arrows
3rd Reward: 23 sp
Time limit: 5 days

Quest - Take Care of Young Goblins
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A. Raise the goblins under your tutelage.
B. Find an orphanage or foster parents.
C. Find another tribe to take them.
D. Kill the young goblins.
E. Find another solution.
---
Reward: Depends on actions taken in quest. +1 to an Ability Score
2nd Reward: Tool kit of your choice (You each get one)

Quest
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Kill the black wolf clan
---
Reward: Weapon worth 20 gp or less
2nd Reward: whet stone
Time limit: 12 weeks

Group Quest Unlocked - Finding the lost horn!:

---
A unicorn had its horn stolen. Bring it back and the heart of the fiend that took it.
---
Location: Northern Forest of Winter
Time limit: 8 days
---
Reward: Unicorn years
2nd Reward: Ward or consort
3rd Reward: 1st level potion of your choice[/b]

Quest - Clear the Lumberyard of Mites.
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Kill the 18 mites.
---
Reward: 1 sp per mite killed.
2nd Reward: your choice in wood.
3rd Reward: Random Loot box
Difficulty: E
Time limit: 2 weeks

Congratulations you have met all of the requirements to complete the secret quest:
Courage of the Weak.
You have gained the blessing of the great spellcaster Kandiaru.
---
As long as you have the blessing of Kandiaru, you will always be healthy and strong.
Temporary Effect: The Will to Recover: Any damages to the body will be restored.
Permanent Effect: Longevity: You gain a +3 resistance to disease, poison, and aging effects. You also have doubled your lifespan.
Regeneration Abilities will exponentially increase while asleep.

Once you close the screen another pops up:
For remaining faithful to your companions you have gained the following rewards:
1) +2 to two ability scores
2) A Boost Card (+5)
3) A Blessed Loot Box, a Cursed Loot Box, or a Random Loot Box.

---

Rewards for clearing the Supieror Dungeon:
1) +2 to one ability score
2) Please select two of the following possible rewards:

Loot Goblin Summon Card
Dungeon Instance Key
Boost Ability Card +5
Beneficial Greater minor magical item

---

Hidden Objective: 6/5
Defeat the monsters in Elrick Manor
35/35
Congratulations you have completed the quest,
you may collect your rewards at any time.

Green Screen:

*Reward System*
~Boost Points Exchange Chart~
Ability Point Cost, Reward
1 boost point, Gain +1 HP (Max 10) √ (10/10 Max)
3 boost points, Gain 1 Bonus skill point (Max 5) √
5, Gain 1st bonus feat √
7, Gain +1 to an ability score below 18
10, Gain +2 HP (Max 10)
10, Gain 2 Bonus skill points (Max 5)
10, Gain 2nd bonus feat √
15, Gain +1 to an ability score below 21 √
20, +1 HP (Max 10)
20, Gain 1 Bonus skill points (Max 5) √ (3/5 used)
20, Gain a Special from an archetype from one of your classes below 7th level (Max 1)
20, Gain 3rd bonus feat (Max 1)
25, +1 to an ability score below 24
50, +2 HP (Max 10)
50, Gain 2 Bonus skill points (Max 5)
50, Gain a Special from an archetype from one of your classes below 11th level (Max 1)
50, Gain a Special from any class below 7th level (Max 1) (Once selected you must gain specials only from that 2nd class)
50, Gain 4th bonus feat (Max 1)
50, +1 to an ability score below 27
75, +2 HP (Max 10)
75, Gain 2 Bonus skill points (Max 5)
75, Gain a Special from an archetype from one of your classes below 15th level (Max 1)
75, Gain a Special from any class below 11th level (Max 1)
75, Gain 5th bonus feat (Max 1)
75, +1 to an ability score below 30
100, +3 HP (Max 10)
100, Gain 3 Bonus skill points (Max 5)
100, Gain a Special from an archetype from one of your classes below 19th level (Max 1)
100, Gain a Special from any class below 15th level (Max 1)
100, Gain 6th bonus feat (Max 1)
100, +1 to an ability score below 33
150, +3 HP (Max 10)
150, Gain 3 Bonus skill points (Max 5)
150, Gain a Special from an archetype from one of your classes at 20th level (Max 1)
150, Gain a Special from any class below 19th level (Max 1)
150, Gain 7th bonus feat (Max 1)
200, +1 to an ability score below 40

You have 85 points would you like to use any of them now?

Arcanium Quest Info

Daily Quest:
[spoiler=Daily Quest][dice=100 Pushups DC 15]10 + 7[/dice] 30 minutes
[dice=100 Situps Str DC 17]10 + 7[/dice] 30 minutes
Zaidel takes an hour rest.
[dice=100 Squats Dex DC 15]10 + 5[/dice] 30 minutes
[dice=100 Jumping Jacks Con DC 17]10 + 8[/dice] 30 minutes
Zaidel takes an hour rest.
[dice=5K Run Con DC 15]10 + 8[/dice] 30 minutes

Total time:4 1/2 hours
Rewards:
Status Recovery (It refreshes at midnight)
Boost Points +3 (x5 from Chausible of The Fateweaver)
[dice=Random Loot Box]5d100[/dice]


Cayden Cailean Familia:
1/month: Godsbrew of Bravery. Estimated cost 2,000 gp. You gain the ability: Drunk Warrior for the next 24 hours. When you drink an alcoholic beverage you gain a +1 luck bonus on all attack rolls and saves versus fear. You can stack it up to 1/2 your level. It appears in your holy symbol each month.

1/day Elixir of Strength: First use gives you a +4 enhancement bonus to strength. Every use after gives a +2 on str checks, CMB, and CMD; with a duration equal to (four + half your levels) in hours. During that time you may choose to add +10 to a single str check but then the magic is used up. When praying for spells or soon after you wake up, you choose which Elixir you want for the day.