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Fídi Kouris
 
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  
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Fídi Kouris was born into poverty, he grew up with little to eat and no fixed home. 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 tools 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 the priests of Typhon, whereupon he dove into his duties, rising in rank quickly. 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 ==
 
== Basics ==
*Cleric 2
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*Cleric 1
*XP: 2000/5000
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*XP: 0/2000
 
*Alignment: Chaotic Neutral
 
*Alignment: Chaotic Neutral
 
*PC  
 
*PC  
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*DEX 12 +1
 
*DEX 12 +1
 
*CON 13 +1
 
*CON 13 +1
*INT 16 +3
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*INT 15 +2
 
*WIS 18 +4
 
*WIS 18 +4
 
*CHA 15 +2
 
*CHA 15 +2
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*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
 
*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.
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*Poverty-Stricken: Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.
  
 
== Skills, Feats, and Race/Class Abilities==
 
== Skills, Feats, and Race/Class Abilities==
  
 
'''Skills:'''  
 
'''Skills:'''  
*Diplomacy 2-7
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*Diplomacy 1-6
*Knowledge: Arcana 2-7
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*Knowledge: Arcana 1-6
*Knowledge: Religion 2-7
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*Knowledge: Religion 1-6
*Knowledge: History 1-6
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*Perception 1-8
*Perception 1-9
 
 
*Sense Motive 1-8
 
*Sense Motive 1-8
*Spellcraft 2-7
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*Spellcraft 1-6
  
 
'''Feats:'''
 
'''Feats:'''
  
Versatile Channeler
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Combat Casting
You can choose to channel positive and negative energy.
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You are adept at spellcasting when threatened or distracted. Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
 
 
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)  
 
Channel Smite (Combat)  
 
You can channel your divine energy through a melee weapon you wield.
 
You can channel your divine energy through a melee weapon you wield.
 
 
Prerequisite: Channel energy class feature.
 
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.
 
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.
  
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'''Domain Abilities'''
 
'''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
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*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-2
 
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
 
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
  
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* Palace Script
 
* Palace Script
 
* Typhonic
 
* Typhonic
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== Combat ==
 
== Combat ==
*AC 19
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*AC 17
*HP 12
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*HP 8
 
*Hit Dice 1
 
*Hit Dice 1
 
*Movement Rate 30
 
*Movement Rate 30
 
*Initiative Modifier +1
 
*Initiative Modifier +1
*Base Attack Bonus +2
 
 
*Attacks  
 
*Attacks  
**Primary Attack: Chained Spike of striking, +4, 2d4 (+1+1d6)
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**Primary Attack: Chained Spike, +4, 2d4
 
**Secondary Melee Attack: Dagger, +3, 1d6
 
**Secondary Melee Attack: Dagger, +3, 1d6
 
*Saves:  
 
*Saves:  
*Fortitude 4
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*Fortitude 3
 
*Reflex 1
 
*Reflex 1
*Will 7
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*Will 6
  
 
== Spells ==
 
== Spells ==
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'''Spell Slots'''  
 
'''Spell Slots'''  
 
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1+1 Cleric spells
2+1 Level 1 Cleric spells
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1 Domain spells
 
 
+1 Level 2 Cleric spells
 
 
 
1 Level 1 Domain spell
 
 
 
4 Orisons
 
 
 
 
 
5 channel energy charges
 
  
 
'''Spells Prepared'''  
 
'''Spells Prepared'''  
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'''Weapons'''
 
'''Weapons'''
*Spiked Chain + Magic snake skins -> Chain of striking
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Spiked Chain
*Dagger
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Dagger
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'''Armor'''
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None
  
 
'''Magic Items'''
 
'''Magic Items'''
*Bracers of Defense +2
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None (yet!)
  
 
'''Other Equipment'''
 
'''Other Equipment'''

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