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Player: Jordan Stormo Female Human Cleric 5 - CR 4 Lawful Good Humanoid (Human); Deity: Iomedae ; Age: 26 ; Height: 5' 10" ; Weight: 155lb. ; Eyes: Blue ; Hair: Blonde; Skin: White
Ability Score Modifier Temporary
STR
STRENGTH
19 16 17 12 17/19 14
Total Base Ability
+4 +3 +3 +1 +3/+4 +2
Resist Misc Temp Notes
DEX
DEXTERITY
CON
CONSTITUTION
INT
INTELLIGENCE
WIS
WISDOM
CHA
CHARISMA
Saving Throw
FORTITUDE
(CONSTITUTION)
+7 = +4 = +8 =
+4 +1 +4
+3 +3 +4
Size Natur Deflec Dodge Misc Skill Name Total Ability Ranks Temp
REFLEX
(DEXTERITY) (WISDOM)
WILL
Total
Acrobatics
Speed less than 30' : -4 jump
-2
DEX (3) INT (1) CHA (2) STR (4) CHA (2) CHA (2) DEX (3) DEX (3) WIS (4) CHA (2) INT (1) INT (1) INT (1) WIS (4) DEX (3) WIS (4) INT (1) DEX (3) WIS (4) STR (4)
1 1 4 4 5 5 -
AC
22
+1 Flat-Footed AC
BAB Strength
21
Size Misc
+3
BAB
+4
Strength
Dexterity
Size
= 10
+3 +3 +3
+4 HP
+3
60
Damage / Current HP
30 / 20 ft
Longspear
+11
Max Dex: +1, Armor Check: -5 Spell Fail: 35%, Heavy, Slows
Appraise +1 Bluff +2 Climb -1 Diplomacy +2 Disguise +2 Escape Artist -2 Fly -2 Heal +10 Intimidate +2 Knowledge (arcana) +5 Knowledge (planes) +8 Knowledge (religion) +8 Perception +4 Ride -2 Sense Motive +12 Spellcraft +9 Stealth -2 Survival +4 Swim -1
Armor Proficiency (Heavy)
Tracked Resources
Torch Touch of Glory (7/day) (Sp)
Sacred Summons
Summon monsters whose alignment subtype matches yours as a standard action
Selective Channeling
Exclude targets from the area of your Channel Energy.
Shield Proficiency
You can use a shield and take only the standard penalties.
Languages
Celestial Common
Total Weight Carried: 72/350lbs, Light Load (Light: 116lbs, Medium: 233lbs, Heavy: 350lbs)
+2 Glamered Full plate Artisan's outfit (Free) Backpack, masterwork (empty) Headband of inspired wisdom +2 Healer's kit (10/10 uses remaining) Healer's kit (10/10 uses remaining) Holy symbol, silver (Iomedae) Longspear Meal, good (per day) x3 Money <In: Dropped to ground (1 @ 12.5 lbs)> Spell component pouch Torch x2 50 lbs 4 lbs 1 lb 1 lb 1 lb 1 lb 9 lbs 12.5 lbs 2 lbs 1 lb
Situational Modifiers
Acrobatics
Speed less than 30' : -4 jump
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).
Associated : Glory A good clericDomain (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living Cleric Domain (Tactics) creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels Associated Domain : War negative energy and can choose to deal damage to living creatures or to heal Glamered undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to A suit of armor with thischoose ability appears Upon command, armorenergy. a particular deity) must whethernormal. she channels positive or the negative changes and form to the appearance a normal setdetermines of clothing. Once thisshape choice is made, it assume cannot be reversed. Thisof decision also The armor retains all its properties (including when glamered. Only a true whether the cleric can cast spontaneous cureweight) or inflict spells (see spontaneous seeing spell or similar magic reveals the true nature of the armor when disguised. casting).
Whenever you and your allies roll for initiative, you can grant within 30 Construction Channeling energy causes a burst that affects all creatures ofone oneally type (either feet the ability to roll and take either result. This decision is made before Requirements : Craft Magic Arms and Armor, disguise self ; Cost 1,350 undead or living) in atwice 30-foot radius centered on the cleric. The amount ofgp results are revealed. You use ability a of number of times perpoints day equal damage dealt or healed iscan equal tothis 1d6 points damage plus 1d6 of to 3 + your Wisdom modifier. damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Spontaneous Casting Creatures that take damage from channeled energy astored Will save toenergy halve A good cleric (or a neutral cleric of a good deity) can receive channel spell the The DC of thisdid save equal to 10 + 1/2 the cleric's level + the into damage. healing spells that she notis prepare ahead of time. The cleric can "lose" cleric's Charisma modifier. Creatures healed by channel energy cannot exceed any prepared spell that is not an orison or domain spell in order to cast any cure their hitspell pointlevel totalall excess healing cleric may channel spell maximum of the same or lower (a cure spellis islost. any A spell with "cure" in its Touch energy of a number Glory of (7/day) times per day (Sp) equal to 3 + her Charisma modifier. This is a name). standard You can cause action your that does hand not to shimmer provoke with an attack divineof radiance, opportunity. allowing A cleric youcan to touch a choose creature whether as a (or standard or not to action include and herself give it in adeity) bonus this effect. equal A to cleric your must cleric be level able on toto a An evil cleric a neutral cleric of an evil can't convert prepared spells present single Charisma-based herbut holy symbol skill to use check this ability. Charisma check. This ability lasts for cure spells can convert them toor inflict spells ability (an inflict spell is one with "inflict" 1 or until the creature touched elects to apply the bonus to a roll. You can in hour its name). use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier. A cleric who is neither good nor evil and whose deity is neither good nor evil can Cleric Channel Positive Energy 3d6 (5/day) (DC 16) (Su) 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). Healer's kit (10/10 uses remaining)
Tracked Resources