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Sun Shaman

Bjorn Stonehand's page

774 posts. Alias of Feral.


Race

Ulfen Cleric 2/Heirophant 1 (HP 29/29; AC:19, T:12, FF:17; Fort:+7 Ref:+3 Will +7; Init+2; Perc+9)

Classes/Levels

Resources:
Channel Positive 5/8 | Channel Cold 6/6 | Mythic 1/5

About Bjorn Stonehand

Bjorn is a grizzled middle-aged ulfen man whose exposure to the elements and hard life have hit especially hard. His skin is leathery and he's almost entirely bald save a few wisps of silver hair. Despite the cold, he's usually clad in a suit of worn chain that weighs heavily on his tired shoulders.

Bjorn Stonehand
Human (Ulfen) Cleric of Gozreh 2/Hierophant 1
CN Medium humanoid (human)
Init +2; Senses Perception +9
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Defense
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AC 19, touch 12, flat-footed 17 (+6 armor, +1 shield, +2 Dex)
hp 29 (2d8+16)
Fort +7, Ref +3, Will +7; +1 bonus vs. The Winter Witches and their minions.
Defensive Abilities hard to kill; Resist cold 2
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Offense
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Speed 20 ft.
Melee trident +2 (1d8+1)
Special Attacks channel positive energy 8/day (DC 16, 1d6), mythic power (5/day, surge +1d6)
Domain Spell-Like Abilities (CL 2nd; concentration +5)
. . 5 rounds/day—speak with animals
Cleric Spells Prepared (CL 2nd; concentration +5):
. . 1st—bless[M], bless[M], frostbite[D,UM], shield of faith
. . 0 (at will)—create water, detect magic, guidance, light
. . D Domain spell; Domains Animal, Arctic
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Statistics
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Str 13, Dex 14, Con 15, Int 14, Wis 17, Cha 20
Base Atk +1; CMB +2; CMD 14
Feats Mythic Paragon[M], Spell Focus (necromancy), Arctic Master[UM], Vengeance
Traits northern ancestry, seeker
Skills Diplomacy +9, Heal +7, Knowledge (history) +6, Knowledge (nature) +7, Knowledge (religion) +6, Perception +9, Sense Motive +8, Spellcraft +7
Languages Common, Giant, Skald, Sylvan
SQ aura, call cold
Other Gear chainmail, buckler, trident, cleric's kit, 119 gp, cloak of resistance +1, headband of alluring charisma +2
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Call Cold (6/day, DC 16) (Su) Channel as cleric to heal/command cold subtype targets.
Cleric Channel Positive Energy 1d6 (8/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Cleric Domain (Arctic) Granted Powers: You master the might of the endless, snowcovered wastes beneath the midnight sun, where icy polar winds blow.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Speak with Animals (5 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Artic Master Command more cold-based creatures
Vengeance (The Winter Witches) +1 to att, dam, and saves vs. The Winter Witches and their minions.


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