Holy Guide

Кaleb Vesperra's page

No posts. Alias of ‘Eκάτη.


Race

M LG Human Cult Leader (Warpriest) X / Mystery Cultist X

About Кaleb Vesperra

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Male Human Cult Leader (Warpriest) X x Mystery Cultist X
LG Medium Humanoid (human)
Init +11; Perception +37; Darkvision 60'
Special: Talisman of Freedom (FoM 3 rounds)
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Str 20 (+5) | Deх 20 (+5) | Con 22 (+6) | Int 14 (+2) | Wis 20 (+5) | Cha 12 (+1)
(+2 luck bonus on any ability checks!)
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Defense
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AC 30 touch 23, flat-footed 26 (+8 armor +5 dex +1 insight +4 def +2 sacred)
Grater Blind-Fight: doesn't lose dex bonus! (see text)
hp 237 (20d8 + 120 con +4 fav.class)
Fort +23, Ref +18 [+4 & reroll*], Will +23
[+2 vs disease and poison; +4 sacred bonus vs effects that would hinder sight or hearing]
Special: EVASION, FORTIFICATION 75%, *Swirling Smoke Tattoo (immediate; 3/day)
Deathless (-10 negative energy dmg, 25% to ignore negative levels from any attack)
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Offense
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Speed: 30 ft.
Base Atk +14/+9/+4; CMB +20 (+27 with Divine Power); CMD 36 (40 with Shield of Faith)
Melee: +5 Undead-Bane Adamantine Kukri +26 (1d10+10/+8; 15-20x2; S)
- TWF: +24/+19/+14 & +24/+19
x Divine Power: +7 attack & dmg (luck), +20 temp HP, +1 'haste-like' attack
- TWF [DF]: +31/+31/+26/+21 & +31/+26 (1d10+17/+15)
x Cultist Fervor: +2 attack & dmg (sacred), +2 CL, DR/5 evil; +10 speed
- TWF [DF + CF]: +33/+33/+28/+23 & +33/+28 (1d10+19/+17)
Special:
Grater Blind Fight + Shadow Strike, Sneak Attack 7d6+14 (38)
Warpriest Fervor 3d6 (swift, 9/day), Blessings (standard, 7/day)
Sacred Weapon (swift, 10 rounds/day), Sacred Armor (swift, 8 min/day)
Glorious Aura (standard/free, 10 rounds/day; DC 23 W), Cultist Fervor (10 rounds/day, free)
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Righteous Might:
AC 29 T 20 F 25 | F +25 R +16 W +23 | 242 (+20) hp | Stealth +48 | СMB +21 (+28); CMD 34 (40) | DR/10 evil
- TWF [RM + DF + CF]: +34/+34/+29/+24 & +34/+29 (2d8+21/+18)
- TWF [RM + DF]: +32/+32/+27/+22 & +32/+27 (2d8+19/+16)
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Spells:

Mystery Cultist:
Calm Animals [DC15, 2d4+18 hd] (3/day), Eagle Eye [1120 ft., 18 min] (2/day) or Deeper Darkness [180 min] (1/day)
Heal [DC 20; 2000 HP]
+ Summon Monster VI [20 rounds]:
1 Lillend, 1d3 Bralanis, or 1d4+1 Hound Archon
+ Summon Monster VIII [20 rounds]:
1 Monadic Deva, or 1d3 Avoral Agathion, or 1d4 1 Lillend

Channel Energy:
Enthrall [DC 17] (2 Fervors)

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- Lesser Extended Rod (9/day)

Orisons:
Light, Read Magic, Guidance, Create Water, Stabilize

Level 1: (7/day)
Shield of Faith [+4 deflection, 19/38 min] (4) | Divine Favor [+4; 1 min] (2)
+1 FREE

Level 2: (6/day)
Lesser Restoration | Find Traps [+8; 19/38 min] (2) | Grace (2)
+1 FREE

Level 3: (6/day)
Magic Circle against Evil [190 min] (2) | Communal Resist Energy [190 min] (2) | Magic Vestment [+4 bonus, 19 hours]
+1 FREE

Level 4: (5/day)
Divine Power [21 rounds] (CL+2; boon) (3) | Dimensional Anchor | Grater Magic Weapon [+4 bonus, 19 hours]

Level 5: (6/day)
Righteous Might [19 rounds] (3) | Life Bubble [38 hours] | True Seeing [18 min]

Level 6: (4/day)
Enlightened Step [24 hours air walk] | Heal [150 hp]

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Skills:

+2 luck bonus on any skill check!

Stealth +53 (+20 rank +3 skill +2 class bonus +5 dex +6 skill focus +15 competence +2 luck)
Also: ignores blindsight and blindsense (feat)

Perception +37 (+20 rank +3 skill +5 wis + 6 skill focus +1 comp +2 luck)

Intimidate +34 (+20 rank +3 skill +1 cha +6 skill focus +3 item +2 luck)

Disguise +13 (+1 rank +3 skill +2 class +1 cha +2 item +1 guidance +2 luck)

Diplomacy +29 (+20 rank +3 skill +1 cha +3 item +2 luck)

Sense Motive +24 (+12 rank +3 skill +5 wis +1 comp +2 luck +1 to identify a lie)

Bluff +19 (+10 rank +3 skill +1 cha +3 item +2 luck)

Heal +13 (+1 rank +3 skill +5 wis +2 kit +2 luck)

Knowledge (religion & planes) +11 (+4 [8] rank +3 class +2 int +2 luck)

Knowledge (local) +8 (+1 rank +3 skill +2 int +2 luck)

Spellcraft +8 (+1 rank +3 skill +2 int +2

Fly +8 (+1 rank +5 dex +2 luck)

Linguistics +8 (+4 rank +2 int +2 luck)

Feats:

Skill Focus (Intimidate, Stealth, Perception), Weapon Focus (Kukri), Improved Critical (Kukri), Improved Initiative, Improved Two-Weapon Fighting, Celestial Obedience, Accomplished Sneak Attacker, Hellcat Stealth, Dampen Presence, Shadow Strike

- Grater Blind-Fight: Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with total concealment as if they had normal concealment (20% miss chance instead of 50%). You may still reroll a miss chance percentile roll as normal. If you successfully pinpoint an invisible or hidden attacker, that attacker gets no advantages related to hitting you with ranged attacks, regardless of the range. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible.

- Celestial Obedience: Your reverence for an empyreal lord is so great that daily prayer and minor sacrifices grant you special boons. Tanagaar, The Aurulent Eye: Find and observe a mouse or rat from no more than 30 feet away. Continue watching the mouse, unseen, for 100 breaths. Catch the mouse and release it in an area where owls hunt. Gain a +4 sacred bonus on saving throws against effects that would hinder your sight or hearing.
- [1 Boon] Forest Dweller (Sp): Calm Animals 3/day, Eagle Eye 2/day, or Deeper Darkness 1/day
- [2 Boon] Owl's Eye (Su) You gain darkvision out to a range of 60 feet
- [3 Boon] Hunter's Edge (Su) You gain sneak attack +3d6. This increase to sneak attack damage stacks with sneak attack damage you may have from other sources. Whenever you deal sneak attack damage with a piercing weapon, you deal +2 points of damage per sneak attack die.

Special Qualities:

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Sacred Weapon: +2 bonus or Ghost Touch, Flaming (1d6), Frost (1d6), Shock (1d6), Keen, Holy (2d6)

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Mystery Cultist:
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Glorious Aura (Su): Starting at 2nd level, a mystery cultist can shroud herself in a glorious aura for 1 round per mystery cultist level. These rounds need not be consecutive. Her features radiate with divine beauty, but the force of her presence can be frightening to others. The mystery cultist gains a +4 sacred bonus to her Charisma score and radiates a 10-foot aura of terrible awe. Creatures within the aura must succeed at a Will save (DC 10 + the mystery cultist’s class level + the mystery cultist’s Charisma modifier) or become frightened for 1d4 rounds. Regardless of whether the save is successful, a creature cannot be affected by a mystery cultist’s glorious aura more than once in 24 hours. This is a fear effect.

Brand of Healing (Sp): At 4th level, the mystery cultist gains the ability to cast heal as a spell-like ability once per day. The target of this ability is branded on the forehead or another visible area with an incandescent tattoo of the holy symbol of the mystery cultist’s patron. The holy brand lasts for 24 hours before fading.

Fervor (Su): At 5th level, the mystery cultist can enter a religious fervor for a number of rounds per day equal to her class level, and can enter a fervor or end it as a free action. While in this fervor, the mystery cultist gains a +2 sacred bonus on all weapon attack and damage rolls, DR 5/evil, and a +2 bonus to her caster level for the purposes of determining the range, duration, and level-dependent effects of spells. In addition, her base speed increases by 10 feet.

A mystery cultist takes a –4 penalty on Charisma checks and Charisma-based skill checks during the fervor and for a number of minutes afterward equal to 2 × the number of rounds spent in the religious fervor.

Incorruptible (Su): At 7th level, the mystery cultist gains a +2 bonus on saving throws versus disease and poison. If the mystery cultist is killed, her body does not decompose, but stays pure and whole as if targeted by a permanent gentle repose spell. This effectively extends the period in which she can be affected by a raise dead spell indefinitely. Finally, this ability prevents the mystery cultist from ever being transformed into an undead creature by any means short of a wish or miracle.

Sacred Haven (Su): At 10th level, the mystery cultist earns a place at the side of her celestial patron. A room is set aside for her at her patron’s place of residence on the celestial planes (if her patron has no permanent residence, the room stands alone in a quiet spot on the celestial planes). Once per day, the mystery cultist can teleport herself and one willing creature per mystery cultist level to this sacred haven as per plane shift, except she always arrives exactly at the threshold of her haven. The room is outfitted with comfortable beds for everyone, a small research library, a shrine, and a chest or cupboard that functions as a portable hole but that cannot be removed from the room. The mystery cultist can teleport herself and her allies out of the sacred haven at will, but can only return to the spot from which they last left.

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Cult Leader:
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Warpriest Blessings: Good & Darkness

Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.

Enshrouding Darkness (minor): At 1st level, you can touch an ally and bestow a darkness blessing. For 1 minute, the ally becomes enshrouded in shadows while in combat, granting it concealment (20%). Creatures that are normally able to see in supernatural darkness ignore this concealment.

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Tongues & Traits:

Racial: Focused Study, Skilled | Traits: Reactionary, Fate's Favored
Tongues: Common, Varisian, Celestial, Abyssal, Infernal, Terran, Khiiralic;
+ Constant Comprehend Languages.

Inventory:

Inventory:

Lesser Extended Rod [3] - 9000

Wand of CSW [50/50] - 11250 (3d8+5; 21)

+1 Deathless Heavy Fortification Mithral Grater Shadow Chainmail - 88 900

Bone Scythe - 18 gp

Glove of Storing + Locked Spiked Gauntlet - 10013
+5 Undead-Bane Adamantine Kukri [2] - 148.616
Mwk Adamantine Kukri - 3308

Cloak of Resistance +5 - 25000

Ring of Feather Falling - 2200
Ring of Evasion - 25 000

Handy Haversack - 2000

Belt of Physical Perfection +6 - 144 000

Circlet of Persuasion - 4500

Headband of mental prowess +2 [CHA, INT; diplomacy] - 10 000

Stone of Good Luck - 20 000 (from Maga)

Cracked Pale Green Prism (Ioun Stone) - 4000 gp [+1 attack & saves (competence)]
Cracked Dark Blue Rhomboid (Ioun Stone) - 400 gp [+1 pers & sense mot]
Cracked Dusty Rose Prism (Ioun Stone) - 500 gp [+1 init]
Dusty Rose Prism (Ioun Stone) - 5000 gp [+1 AC]
Eastern Star (Ioun Stone) - 4000 gp [comprehend languages]

Incandescent Blue Sphere (Ioun Stone) - 8 000 (in wayfinder)
Holy Symbol Wayfinder - 2PP + 250 gp (resonance power: blind-fight)

Swirling Smoke Tattoo - 12 500
Holly Symbol Tattoo - 100

Spring-loaded Wrist Sheath [2] - 10

Potion of Negate Aroma [7] - 350

Scroll of Impenetrable Veil [4/4] - 20300 (5075 for 1; 17 Cl; 170 min; +8 stealth = 61)
Scroll of Mind Blank [2] - 6000
Scroll of Breath of Life - 1125
Scroll of Heal [2] - 3300

Eye Ointment [10/10] - 2500
Dweomer’s Essence [10/10] - 5000

Lesser Talisman of Freedom [5] - 4500

Disguise kit - 50
Healer's Kit - 50
Cleric's kit - 16

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Coin: 6125

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