Dinvaya Lanalei

Aedwynn's page

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About Aedwynn

Aedwynn CR 4
XP 1,200
Female human cleric of Calledrym 5
LN Medium humanoid (human)
Init +2; Senses Perception +7
Aura deflection aura (2 ft.)
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Defense
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AC 20, touch 12, flat-footed 18 (+7 armor, +2 Dex, +1 natural)
hp 50 (5d8+10)
Fort +8, Ref +6, Will +11
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Offense
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Speed 30 ft.
Melee +1 longspear +5 (1d8+7/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 longspear)
Special Attacks channel positive energy 10/day (DC 15, 3d6)
Domain Spell-Like Abilities (CL 5th; concentration +9)
. . 7/day—lightning arc (1d6+2 electricity)
Cleric Spells Prepared (CL 5th; concentration +9)
. . 3rd—dispel magic, gaseous form[D], stone shape
. . 2nd—burst of radiance (DC 16), silence (DC 16), summon monster II, wind wall[D]
. . 1st—bless, command (DC 15), doom (DC 15), shield[D], touch of blindness (DC 15)
. . 0 (at will)—guidance, mending, read magic, stabilize
. . D Domain spell; Domains Air, Protection (Defense[APG] subdomain)
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Statistics
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Str 14, Dex 14, Con 12, Int 12, Wis 18, Cha 16
Base Atk +3; CMB +4; CMD 17
Feats Combat Reflexes, Combat Stamina, Extra Channel, Extra Channel, Power Attack, Selective Channeling
Skills Appraise +7, Diplomacy +10, Heal +10, Knowledge (history) +7, Knowledge (nobility) +7, Knowledge (religion) +9, Linguistics +5, Perception +7, Sense Motive +10, Spellcraft +6
Languages Common, Dwarven, Elven
SQ combat reflexes, power attack
Other Gear +1 mithral agile breastplate[APG], +1 longspear
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Special Abilities
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Cleric Channel Positive Energy 3d6 (10/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Air) Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.
Cleric Domain (Defense) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Reflexes [Combat Trick] 5 stamina points to make a second attack of opportunity at -5 for the same provoking action after missing.
Deflection Aura (5 rounds, 1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Lightning Arc 1d6+2 electricity (7/day) (Sp) As a standard action, ranged touch attack deals electricity dam to foe in 30 ft.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Selective Channeling Exclude targets from the area of your Channel Energy.

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