Montag, 5. Mai 2014

Johd Kavken, High Father (male human cleric of Erastil)

Male Human cleric 4
NG medium humanoid (human)
Init -1; Senses Perception +4,
Aura Aura of Good, Aura of Law,
Languages Common, Gnome
 AC 17, touch 9, flat-footed 17
hp 30 (4HD)
Fort +5, Ref +0, Will +8
 Speed 20 ft. (4 squares)
Melee light mace +3 (1d6)
Melee shield, heavy wooden -1 (1d4)
Face 5 ft. Reach 5 ft.
Base Atk +3; CMB +3; CMD 12  
Special Actions Channel Positive Energy (2d6, DC 14, 5/day),      
*: Domain spell.
Deity Erastil; Domains Community, Good,       Abilities  Str 10, Dex 8, Con 13, Int 12, Wis 18, Cha 14

Special Qualities Aura of Good, Aura of Law, Bonus Feat, Calming Touch (7/day), Orisons, Skilled, Spontaneous Casting, Touch of Good (7/day), Weapon and Armor Proficiency,
Feats  Green Faith Acolyte, Self-Sufficient, Turn Undead
Skills  Acrobatics -6, Acrobatics (Jump) -10, Appraise +6, Bluff +2, Climb -5, Craft (Untrained) +1, Diplomacy +9, Disguise +2, Escape Artist -6, Fly -6, Heal +13, Intimidate +2, Knowledge (Religion) +8, Perception +4, Perform (Untrained) +2, Ride -6, Sense Motive +9, Spellcraft +6, Stealth -6, Survival +8, Swim -5,
Possessions  light mace;  shield, heavy wooden;  masterwork breastplate (darkleaf cloth);  vestments (cleric's);  holy symbol (wooden);  holy text (typical);       Aura of Good (Ex)  You project a moderate good aura.
 Aura of Law (Ex)  You project a moderate lawful aura.
 Bonus Feat  Humans select one extra feat at 1st level.
 Calming Touch (Sp)  You can touch a creature as a standard action to heal it of 1d6+4 points of nonlethal damage. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability 7 times per day.
 Channel Positive Energy (Su)  You can unleash a wave of positive energy. You must choose to deal 2d6 points of positive energy damage to undead creatures or to heal living creatures of 2d6 points of damage. Creatures that take damage from channeled energy receive a DC 14 Will save to halve the damage. You can use this abilty 5 times per day.
 Orisons  You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
 Skilled  Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
 Spontaneous Casting  You can channel stored spell energy into healing spells that you did not prepare ahead of time. You 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).
 Touch of Good (Sp)  You can touch a creature as a standard action, granting giving it a +2 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 7 times per day.
 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 deity 

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