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Isabella

Player: Adam Female Human Cleric 5 - CR 4 Chaotic Neutral Humanoid (Human); Deity: Caydencailean ; Age: 18 ; Height: 5' 9" ; Weight: 175lb. ; Eyes: Blue ; Hair: Black ; Skin: Fair and smooth
Ability Score Modifier Temporary

STR
STRENGTH

12 10 14 12 18 20
Total Base Ability

+1 0 +2 +1 +4 +5
Resist Misc Temp Notes

DEX
DEXTERITY

CON
CONSTITUTION

INT
INTELLIGENCE

WIS
WISDOM

CHA
CHARISMA

Saving Throw

FORTITUDE
(CONSTITUTION)

+6 = +1 = +8 =

+4 +1 +4

+2
Skill Name Total Ability Ranks Temp

Birthmark : +2 trait bonus vs. charm and compulson

REFLEX
(DEXTERITY)

Birthmark : +2 trait bonus vs. charm and compulson

Acrobatics
Speed less than 30' : -4 jump

-8 +6 +5 -7 +9 +5 -8 -8 +8 +6 +8 +7 +9 +5 -8 +8 +8 -8 +4 -7

DEX (0) INT (1) CHA (5) STR (1) CHA (5) CHA (5) DEX (0) DEX (0) WIS (4) CHA (5) INT (1) INT (1) INT (1) WIS (4) DEX (0) WIS (4) INT (1) DEX (0) WIS (4) STR (1)

2 1 1 1 4 3 5 1 1 4 -

(WISDOM)

WILL

+4
Size Natur Deflec Dodge Misc

Birthmark : +2 trait bonus vs. charm and compulson Armor Shield Dex

Appraise Bluff Climb Diplomacy


Misc

Total

Charming : +1 vs. characters who could be attracted to you

AC

18

Touch AC CM Bonus CM Defense

= 10

+7 10 +4 14 =

+1 Flat-Footed AC
BAB Strength

18
Size

Charming : +1 vs. characters who could be attracted to you

+3
BAB

+1
Strength

Dexterity

Size

= 10

+3 +3 +0

+1 HP

40

Base Attack Initiative Speed

Disguise Escape Artist Fly Heal Intimidate Knowledge (arcana)


Knowledge (dungeoneering)

Damage / Current HP

30 / 20 ft

+2 Dagger (+1d6 Critical Damage) 1800gp

Mainhand: +6, 1d4+3 Ranged: +5, 1d4+3


Heavy crossbow

Crit: 19-20/x2 Rng: 10' Light, P/S Crit: 19-20/x2 Rng: 120' 2-Hand, P Crit: x2 1-Hand, B/P

Knowledge (religion) Perception Ride Sense Motive Spellcraft Stealth Survival Swim
Armor Proficiency (Heavy)

Ranged: -1, 1d10 Ranged, Both Hands: +3, 1d10


Morningstar

Feats, Traits & Flaws


When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Mainhand: +4, 1d8+1 Both Hands: +4, 1d8+1

Armor Proficiency (Light)


When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.

Feats, Traits & Flaws


Armor Proficiency (Medium)
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Experience & Wealth


Experience Points: 17458/23000 Current Cash: 694 GP, 1600 GP of Valuables

Birthmark
+2 save vs. charm & compulsion

Special Abilities
Cleric Channel Positive Energy 3d6 (8/day) (DC 17) Regardless of alignment, any cleric can release a wave of energy by (Su) channeling the power of her faith through her holy (or unholy) symbol (see Cleric Domain (Healing)
Channel Energy). This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. Granted Powers : Your touch staves off pain and death, andchannels your healing A good cleric (or a neutral cleric who worships a good deity) positive magic particularly vitalto and potent. energyis and can choose deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) Cleric Domain (Knowledge) channels Powers negative energy can choose deal to living creatures Granted : You areand a scholar and a to sage ofdamage legends. In addition, you or to all heal undead creatures. A neutral cleric of a neutral deity (or one who is treat Knowledge skills as class skills. not devoted to a particular deity) must choose whether she channels positive Rebuke Death or negative energy.(7/day) Once this (Sp) choice is made, it cannot be reversed. This You can also touch a living creature as the a standard action, healing it for 1d4 decision determines whether cleric can cast spontaneous curepoints or of damage 1spontaneous for every twocasting). cleric levels you possess. You can only use inflict spellsplus (see this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3that + your Wisdom modifier.. Channeling energy causes a burst affects all creatures of one type (either Spontaneous Casting undead or living) in a 30-foot radius centered on the cleric. The amount of A good cleric (or a neutral cleric of a good deity) can channel spell of damage dealt or healed is equal to 1d6 points of damage plusstored 1d6 points energy into spells that she beyond did not prepare time. The and cleric damage for healing every two cleric levels 1st (2d6ahead at 3rd,of 3d6 at 5th, so can any prepared spell that is not an orisonenergy or domain spell order toto on). "lose" Creatures that take damage from channeled receive a in Will save cast any cure spell of the same spell level or lower (a cure spell is any spell halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level with in Charisma its name).modifier. Creatures healed by channel energy cannot + the"cure" cleric's exceed their maximum hit point totalall excess healing is lost. A cleric may An evil cleric (ora anumber neutral cleric of an deity) can't prepared spells channel energy of times perevil day equal to 3 convert + her Charisma Lore (At will) (Sp) to cureKeeper spells convert them to inflict (an inflict spell isof one with modifier. This but is acan standard action that does spells not provoke an attack "inflict" in its A name). opportunity. 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. A cleric who is neither good nor evil and whose deity is neither good nor evil can Dagger convert spells to either cure spells or inflict spells (player's choice). Once +2 (+1d6 Critical Damage) 1800gp the player makes this choice, it cannot be reversed. This choice also Cleric Channel Positive Energy 3d6 (8/day) (DC 17) (Su) determines whether the cleric channels positive or negative energy (see channel energy).

Charming
+1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.

Selective Channeling
Exclude targets from the area of your Channel Energy.

Shield Proficiency
You can use a shield and take only the standard penalties.

Simple Weapon Proficiency - All


Proficient with all simple weapons.

Spell Penetration
+2 to caster levels checks to overcome spell resistance.

Turn Undead (DC 17)


Your Channel Energy can make undead in 30 ft flee for 1 min.

Buckler

+1 +7

Max Dex: -, Armor Check: -1 Spell Fail: 5%, Shield

Spell-Like Abilities

Splint mail
Max Dex: +0, Armor Check: -7 Spell Fail: 40%, Heavy, Slows

Tracked Resources

Gear
Total Weight Carried: 103.5/130lbs, Heavy Load (Light: 43lbs, Medium: 86lbs, Heavy: 130lbs)
+2 Dagger (+1d6 Critical Damage) 1800gp 1 lb Assorted Gems (worth 1600 gp) (worth 1600 gp) Backpack (9 @ 12 lbs) 2 lbs Bedroll 5 lbs Belt pouch (2 @ 0 lbs) 0.5 lbs Buckler 5 lbs Crossbow bolts x50 0.1 lbs Flask <In: Backpack (9 @ 12 lbs)> 1.5 lbs Flint and steel <In: Belt pouch (2 @ 0 lbs)> Heavy crossbow 8 lbs Holy symbol, wooden (Cayden Cailean) Holy water <In: Backpack (9 @ 12 lbs)> 1 lb Lamp <In: Backpack (9 @ 12 lbs)> 1 lb Metal Scroll Container with ancient Parchment (empty) 1 lb Morningstar 6 lbs Oil x3 <In: Backpack (9 @ 12 lbs)> 1 lb Potion of cure light wounds Potion of cure moderate wounds Sack (empty) <In: Backpack (9 @ 12 lbs)> 0.5 lbs Splint mail 45 lbs Sunrod x2 1 lb Torch <In: Backpack (9 @ 12 lbs)> 1 lb Trail rations x10 1 lb Traveller's Outfit (Free) Waterskin <In: Backpack (9 @ 12 lbs)> 4 lbs

Crossbow bolts

Holy water Potion of cure light wounds Potion of cure moderate wounds Rebuke Death (7/day) (Sp) Sunrod Torch Trail rations

Languages
Common Draconic

Special Abilities
Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.

Spells & Powers


Cleric Spell DC: 14 + spell level CL: 5 (vs. SR: +7, Concentration: +9) Melee Touch +4 Ranged Touch +3 Maximum Cleric spells per day: 4/* x0; 4 x1; 3 x2; 2 x3 Cleric 0: Resistance, Read Magic, Light, Detect Magic Cleric 1: Magic Weapon, Protection from Evil, Comprehend Languages, Doom (DC 15), Endure Elements Cleric 2: Silence (DC 16), Hold Person (DC 16), Zone of Truth (DC 16), Detect Thoughts (DC 16) Cleric 3: Protection from Energy, Speak with Dead (DC 17), Dispel Magic

Background
- Born: Lington in Tyriba - Birthdate: 26th of Desnus (5th month), the 796 year of the 2nd era. - Family: unknown. As a baby, you were left at the doors of the temple of Cayden Cailean, with a note that read, "Please look after our daughter, Isabella, guide her and teach her well for we can not. Know that she was loved by us." - You grew up in the temple and taught the ways of the church - At the completion of your training, the keeper of the temple gives you a metal scroll container that contains an ancient parchment that tells the tale of Domol and The Devine Sword of Luck - The keeper believes that it is your destiny to find the Devine Sword, as your name is the same as that of Domol's wife in the tale, your exceeding beauty also matches that told in the tale, and you have a birth sign upon your neck like a rapier, just like the Devine Sword Further: - You are told to find Douvan Staul, a historian, you may be able to decipher the scroll. - You find Douvan, but his research notebook has been taken by Irontooth, the leader of the kobolds. Without the notebook he can't decipher the scroll. - After returning the notebook to Douvan, he tells you the language is that of Ingras, a kingdom that no longer exists. A scholar by the name of Tanur Yugon, in the Royal Library of Edamor, has done extensive studies on Ingras and should be able to help you with the scroll.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.

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