Calamyr of Iomedae

Aasimar Cleric (Archtype: Evangelist)

Description:

Abilities
Str: 7
Dex: 14
Con: 12
Int: 12
Wis: 17
Chr: 15

AC: 14
HP: 9

Fort: 3
Ref: 2
Will: 5

CMB: -2
CMD: 0

Movement: 20 ft. (CC: 23 / 46 / 70)

Gear (42 lbs, includes gold)

  • Explorers Outfit
  • Holy Symbol, silver
  • Dagger
  • Longspear
  • Flag
  • Lamellar Cuirass
  • Backpack
  • Bedroll
  • Bell
  • (4) Candles
  • (4) Chalk
  • Flint & Steel
  • Ink
  • Inkpen
  • (5) Parchment
  • Pouch, belt
  • Rations (2 days)
  • Scroll case
  • Signal Whistle
  • Soap (1/2 lb)
  • String (50’)
  • Waterskin
  • Kit, Healers (10/10)
  • GP: 17

Racial Traits

  • +2 Wis & +2 Chr (included above)
  • Native Outsider
  • Darkvision 60’
  • Truespeaker: +2 to Linguistics and gain two languages for each point put into Linguistics
  • Daylight 1/day as a spell like ability
  • Celestial Resistance: acid, cold, & electrical resistance 5

Class Skills

  • Aura of Law & Good
  • Domain: Glory (Honor)
    • Honor Bound (Su): With a touch, you can remind a creature of its duties and responsibilities, granting it a new saving throw against each enchantment (charm) or enchantment (compulsion) effect that currently affects it. If the saving throw is successful, the enchantment effect is ended. This power only affects effects that allow a save. If you fail a save against such an effect, you can use this ability as an immediate action to grant yourself an additional save. Once the target (either you or a touched creature) has made one additional save per effect, this ability has no further effect on that particular enchantment effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
      Replacement Domain Spells: 2nd—zone of truth, 6th—geas/quest.
    • Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.
      Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light, 4th—holy smite, 5th—righteous might, 6th—undeath to death, 7th—holy sword, 8th—holy aura, 9th—gate.
  • Orisons: 3/day
  • Spells: 1st, 2+1/day
  • Single-Minded
    An evangelist focuses her skills and learning on proclamation rather than the fine details of the church’s deeper mysteries or martial training. Thus, she may select only one domain and does not gain medium armor proficiency or shield proficiency.
  • Public Speaker
    An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (minimum 0).
  • Sermonic Performance
    An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the evangelist’s performance skill. However, an evangelist gains only the following types of bardic performance: countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level.
    Sermonic performance replaces the 1st-, 9th-, and 15th-level channel energy abilities. This caps the cleric’s channel energy damage at 7d6 points.
  • Spontaneous Casting
    An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the spells listed in Table: Evangelist Spontaneous Spells by sacrificing a prepared spell of the noted level or above.
    Evangelist Spontaneous Spells: 1st-command, 2nd-enthrall, 3rd-tongues, 4th-suggestion, 5th-greater command, 6th-geas/quest, 7th-mass suggestion, 8th-sympathy, 9th-demand
  • Bardic Performance
    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.
    List of Bardic Performance:
    • Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent 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 countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible 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): 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 Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
    • Inspire Heroics (Su): A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.

Traits:

  • Maestro of Society (Society)
    The skills of the greatest musicians are at your fingertips, thanks to the vast treasure trove of musical knowledge in the vaults you have access to.
    Prerequisite: You must have the bardic performance class feature.
    Benefit: You may use bardic performance 3 additional rounds per day.
  • Second Chance (Religion)
    Benefit: Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.

Feats:

  • Flagbearer (1st lvl)
    Prerequisites: Cha 15.
    Benefit: As long as you hold your clan, house, or party’s flag, members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag).
  • Technologist (3rd lvl)
    You are familiar with the basic mechanics of technology.
    Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.
    Normal: You treat all skill checks made against technology as if they were untrained skill checks. This may mean that you cannot attempt certain skill checks, even if you possess ranks in the skill in question.
  • Healer’s Touch (5th lvl)
    The magic of life flows through your body like a river.
    Prerequisites: Cure a cumulative total of 1,000 points of damage for other creatures using healing spells. Dealing damage slows progress toward this goal achievement; for every 1 point of damage you deal to another creature, reduce your cumulative healing total by 2.
    Benefit: When you cast a healing spell to heal a target other than yourself, the spell is maximized as though using the Maximize Spell effect. This does not increase your casting time for the spell. When you cast a healing spell to damage a target, the spell is not maximized but its saving throw DC increases by +4.
  • Angelic Blood (7th lvl)
    Your blood is infused with holy power.
    Prerequisites: Con 13, Aasimar.
    Benefit: You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.
  • Divine Interference (10th lvl)
    You can convert a spell to interfere with an enemy’s attack.
    Prerequisites: Divine spellcaster, caster level 10th.
    Benefit: As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell or (if you are a spontaneous caster) an unused spell slot and make the enemy reroll the attack roll. The second attack roll takes a penalty equal to the level of the spell you sacrifice. You must sacrifice a spell of 1st-level or higher to use this ability. Whether or not the second attack is successful, you cannot use this effect on the same creature again for 1 day.
  • Angel Wings (11th lvl)
    Feathered wings sprout from your back.
    Prerequisites: Angelic Blood, Aasimar, character level 10th.
    Benefit: You gain a pair of gleaming feathered wings that grant a fly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor maneuverability) with a medium or heavy load or medium or heavy armor. Fly is a class skill for you.

Languages:
Celestial, Common, Goblin, Hallit, one more

Skills: 2+1 (1, favored class)/lvl
(1 Rank in: Heal, Knowledge (Engineering), Linguistics, & Perform)
-2 Acrobatics
0 Appraise
2 Bluff
-5 Climb
0 Craft
_2 Diplomacy
-2 Disable Device
2 Disguise
-2 Escape Artist
-2 Fly
3 Handle Animal
9 Heal
2 Intimidate
2 Knowledge(Arcana)
2 Knowledge(History)
2 Knowledge(Nobility)
2 Knowledge(Planes)
2 Knowledge(Religion)
6 Knowledge(Engineering)
6 Linguistics
3 Perception
6 Perform (Oratory)
3 Profession (Any)
-2 Ride
5 Sense Motive
-2 Sleight of Hand
0 Spellcraft
-2 Stealth
3 Survival
-6 Swim
2 Use Magic Device

Bio:

Calamyr’s parents originally came to Numeria because of the pending threat of the Worldwound. His father sought to join up with the crusades from Ustalav. Although successful in attaining this goal, Calamyr’s father sadly died on the battlefield. Six months later Calamyr’s mother and sister both died during birthing complications. Now an Orphan, Calamyr was alone in the world with only his thoughts and prayers to give him solace. It was over the next few years he truly discovered his love and bond to Iomedae. Calamyr also discovered that Iomedae had blessed him with a special aptitude that would guide him for many years to come. Calamyr has always been good with people and takes great joy spreading the word of Iomedae to anyone that will listen. It is because of this Calamyr set out on a pilgrimage to do just that. Recently, he has found himself in the CIty of Torch…

Calamyr of Iomedae

Pathfinder: Iron Gods bmgigs