Priest of typhon the destroyer

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Name and History[edit]

Fídi Kouris

Fídi Kouris was born into poverty, he grew up with little to eat and no fixed home, his parents took in dozens of outcast children, leaving them with little food for anyone. He spent his early life in the wilderness, before coming into the city, whereupon he was cast out again by the inhabitants, both for his upbringing and status as well as his birthmark which caused fear and suspicion from those around him. This lead to the boy becoming hardened and, while not actively malevolent, caring less about the toils of other people. Both fortunately and unfortunately the birthmark that he carries bares a striking resemblance to the mark of Typhon. Seeing this as auspicious, Fídi was taken in by his great aunt, a priest of Typhon, whereupon he dove into his duties, rising in rank quickly. His great aunt raised him and taught him as best she could, Fídi came to love and respect her, spending his youth as a spy for her within the clergy, allowing them both to climb in power. While devoted to Typhon, Fídi appeared to embody a milder aspect of the God in his role as a father. The monsters that were raised always gained sympathy from Fídi, who saw them as similar outcasts. This meant that he was able to be more diplomatic in his approach, when communicating with other temples. It was this, alongside a fierce prowess with the powers granted to him, which allowed Fídi to remain on the island after Syron was overthrown. However, this did not come without a price as, for penance for his crimes, Fídi must help restore order to the surrounding islands

Basics[edit]

  • Cleric 2
  • XP: 2000/5000
  • Alignment: Chaotic Neutral
  • PC
  • Age: 23

Attributes[edit]

  • STR 13 +1
  • DEX 12 +1
  • CON 13 +1
  • INT 16 +3
  • WIS 18 +4
  • CHA 15 +2

Traits

  • Birthmark: You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, it increases your devotion to your god—you gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result. -> A serpentine mark that curls around Fídi’s arm, splitting off into many heads
  • Seeker: You are always on the lookout for reward and danger. Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Skills, Feats, and Race/Class Abilities[edit]

Skills:

  • Diplomacy 2-7
  • Knowledge: Arcana 2-7
  • Knowledge: Religion 2-7
  • Knowledge: History 1-6
  • Perception 1-9
  • Sense Motive 1-8
  • Spellcraft 2-7

Feats:

Versatile Channeler You can choose to channel positive and negative energy.

Prerequisites: Channel energy class feature, necromancer or neutrally aligned cleric (see below).

Benefit: You may make a choice whenever you use your channel energy class feature. If you normally channel positive energy, you may choose to channel negative energy as if your effective cleric level were 2 levels lower than normal. If you normally channel negative energy, you may choose to channel positive energy as if your effective cleric level were 2 levels lower than normal. Having this feat means you qualify for feats and abilities that have “channel positive energy” or “channel negative energy” as a prerequisite (for example, you qualify for the Command Undead feat and the Turn Undead feat).

Note: This feat only applies to necromancers, neutral clerics who worship neutral deities, or neutral clerics who do not worship a deity—characters who have the channel energy class ability and have to make a choice to channel positive or negative energy at 1st level. Clerics whose alignment or deity makes this choice for them cannot select this feat.


Channel Smite (Combat) You can channel your divine energy through a melee weapon you wield.

Prerequisite: Channel energy class feature.

Benefit: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.

Human abilities:

  • +2 to Intelligence
  • Extra feat- Combat Caster
  • Extra skill rank

Cleric Abilities

  • Channel Energy (Su): 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 one 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 one 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 who worships 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 casts spontaneous cure or inf lict 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 channeled 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.
  • Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Chapter 10. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs. A cleric must choose and prepare her 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. Her base daily spell allotment is given on Table 3–5. In addition, she receives bonus spells per day if she has a high Wisdom score
  • Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table 3–5 under “Spells per Day.” These spells are cast 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 who worships an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inf lict” 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).
  • Domains: A cleric’s deity inf luences 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, using a domain power is a standard action.

Domain Abilities

  • Monster Domain Granted Powers: You have an innate understanding of all monstrous creatures an as such eventually bond with one. Dispel Monsters (Sp): The priest can rebuke any non-humanoid, non-giant monstrous creature, abberation, etc. as though they are undead. Once per day + wis mod. Monstrous Companion (Ex): At the 3rd level, you gain the service of a monstrous companion (venomous/constricting Snake, wolf, shark, alligator, Dire bat, Dire rat, Monitor lizard, Octopus, Giant frog, Roc). Your effective Druid level for this companion is your cleric level

Domain spells. 1. Magic fang. 2. Summon swarm (snakes) 3.speak with animals 4. Hold monster 5. Animal Growth 6. Charm monster (mass?) 7. Creeping Doom (snakes?) 8. Beast Shape IV (non-humanoid, non-Giant) 9. Form of the dragon III

  • Destruction Domain Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.


Languages:

  • Koine
  • Palace Script
  • Typhonic

Combat[edit]

  • AC 19
  • HP 12
  • Hit Dice 1
  • Movement Rate 30
  • Initiative Modifier +1
  • Base Attack Bonus +2
  • Attacks
    • Primary Attack: Chained Spike of striking, +4, 2d4 (+1+1d6)
    • Secondary Melee Attack: Dagger, +3, 1d6
  • Saves:
  • Fortitude 4
  • Reflex 1
  • Will 7

Spells[edit]

Spells Known

  • Orisons:
  • Level 1: All cleric spells, Magic Fang, True strike
  • Level 2: All cleric spells, Summon Swarm (snakes), Shatter
  • Level 3: All cleric spells, Speak with Animals, Rage
  • Level 4: All cleric spells, Hold Monster, inflict critical wounds
  • Level 5: All cleric spells, Animal Growth, Shout
  • Level 6: All cleric spells, Charm Monster Mass, Harm
  • Level 7: All cleric spells, Creeping Doom (snakes), Disintergrate
  • Level 8: All cleric spells, Beast Shape IV, Earthquake
  • Level 9: All cleric spells, Form of the Dragon III, Explosion

Spell Slots

2+1 Level 1 Cleric spells

+1 Level 2 Cleric spells

1 Level 1 Domain spell

4 Orisons


5 channel energy charges

Spells Prepared

Spell Save DC 14

Equipment[edit]

Weapons

  • Spiked Chain + Magic snake skins -> Chain of striking
  • Dagger

Magic Items

  • Bracers of Defense +2

Other Equipment

  • Clay Amphora
  • Hemp Rope
  • Belt pouch
  • Hourglass