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Isabella

Player: Adam Female Human Cleric 1 - CR 1/2 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 19
Total Base Ability

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

DEX
DEXTERITY

CON
CONSTITUTION

INT
INTELLIGENCE

WIS
WISDOM

CHA
CHARISMA

Saving Throw

FORTITUDE
(CONSTITUTION)

+4 = +0 = +6 = = 10 +4 10 +1 11 =

+2

+2
Skill Name Total Ability Ranks Temp

REFLEX
(DEXTERITY) (WISDOM)

WILL

+2 +1

+4
Size Natur Deflec Dodge Misc

Total

Armor Shield Dex

AC

15

Touch AC CM Bonus CM Defense


Total

Flat-Footed AC
BAB Strength

15
Size Misc

BAB

+1
Strength

Dexterity

Size

= 10

+1

Damage / Current HP

HP

11 +0 Initiative Speed +0 30 ft

Base Attack

Morningstar

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


Unarmed Strike

Crit: 20/x2 1-Hand, B/P

Acrobatics Appraise Bluff Climb Diplomacy Disguise Escape Artist Fly Heal Intimidate Perception Ride Sense Motive Spellcraft Stealth Survival Swim
Armor Proficiency (Heavy)

-3 +1 +4 -2 +8 +4 -3 -3 +8 +5 +4 -3 +4 +5 -3 +4 -2

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

1 1 1 1 -

Feats, Traits & Flaws


Crit: 20/x2 Light, B, Nonlethal
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.

Mainhand: +1, 1d3+1


Buckler

Armor Proficiency (Light)

+1 +4

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

When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.

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 Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.

Chain Shirt
Max Dex: +4, Armor Check: -2 Spell Fail: 20%, Light

Birthmark
+2 save vs. charm & compulsion

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.

Gear
Total Weight Carried: 56.5/130lbs, Medium Load (Light: 43lbs, Medium: 86lbs, Heavy: 130lbs)
Backpack (9 @ 12 lbs) 2lbs Bedroll 5lbs Buckler 5lbs Chain Shirt 25lbs Flask <In: Backpack (9 @ 12 lbs)> 1.5lbs Flint and steel <In: Pouch, belt (2 @ 0 lbs)> Holy symbol, wooden: Cayden Cailean Holy water (flask) <In: Backpack (9 @ 12 lbs)> 1lb Lamp, common <In: Backpack (9 @ 12 lbs)> 1lb Metal Scroll Container with ancient Parchment (empty) 1lb Morningstar 6lbs Oil (1-pint flask) x3 <In: Backpack (9 @ 12 lbs)> 1lb Pouch, belt (2 @ 0 lbs) 0.5lbs Sack (empty) <In: Backpack (9 @ 12 lbs)> 0.5lbs Torch <In: Backpack (9 @ 12 lbs)> 1lb Traveller's Outfit (Free) Waterskin <In: Backpack (9 @ 12 lbs)> 4lbs

Experience & Wealth


Experience Points: 0/2000 Current Cash: 20 GP, 3 SP, 6 CP

Spells & Powers


Cleric Spell DC: 14 + spell level CL: 1 (vs. SR: +1, Concentration: +5) Melee Touch +1 Ranged Touch +0 Maximum Cleric spells per day: 3/*x0; 2x1 Cleric 0: Read Magic (DC 14), Light, Detect Magic Cleric 1: Protection from Evil (DC 15), Doom (DC 15), Cure Light Wounds (DC 15)

Background
- Born: Lington in Tyriba - 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

Feats, Traits & Flaws


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

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

Simple Weapon Proficiency - All


Proficient with all simple weapons.

Turn Undead (DC 14)


Your Channel Energy can make undead flee.

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).

Channel Positive Energy 1d6 (7/day) (DC 14) (Su)


A good cleric (or neutral cleric of a good deity) can channel positive energy. Evil clerics (or neutral clerics of evil deities) channel negative energy.

Cleric Domain: Healing choice - this also determines whether he can spontaneously Cure or Inflict). Cleric Domain: Knowledge

A cleric who meets neither of those criteria can do one, but not the other (player's Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital andundead Charisma modifier + 3 times per day. You can try to turn potent. Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric 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).

Spell-Like Abilities

An evil cleric (or a neutral cleric of an evil deity) can't convert Lorespells but can(At will) (Sp)inflict spells (an inflict spellprepared spells to cure Keeper convert them to is one with "inflict" in its name). Rebuke Death (7/day) (Sp) A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inf lict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines Channel the cleric channels1d6 (7/day)negative energy (see channel energy). whether Positive Energy positive or (DC 14) (Su)

Tracked Resources Languages

Common

Draconic

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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