Race |
Human |
Classes/Levels |
7 Cleric |
Gender |
Male |
Size |
6.f 5.in |
Age |
23 |
Special Abilities |
Domains, Spellcasting, |
Alignment |
Good |
Deity |
Sarenrae |
Location |
Amyre |
Languages |
Common, |
Occupation |
Cleric, |
Strength |
13 |
Dexterity |
15 |
Constitution |
12 |
Intelligence |
15 |
Wisdom |
18 |
Charisma |
16 |
About Dante Golden-Eye
Dante Goldeneye
Human [Humanoid] # Male
6'ft 5'in # Goldeyes # Black hair
Offense
BAB:+5
AB:+6
Scimitar +7 1d6+2 18-20/2x
Defense
HP: 48
AC:18 Touch:14 FF:15
Saves:
Fort:+6 Ref:+6 Wis:+9
Traits:
Beacon of Faith: Once per day as a free action, you may treat your caster level as if it were 2 levels higher when using one of the granted powers of your domain or inquisition, or when casting one of your domain spells.
Enemy of Slavers: You gain a +2 trait bonus on Diplomacy and Intimidate checks made to sway the minds of slavers and anyone who otherwise keeps innocent people against their will.
Abilities
Goddess: Sarenrae # Aura: Good
Domains: Sun and Healing
Channel: Channel energy 4d6 # DC 17 vs Will # 8/8 day
Domain Traits:
Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Skill points: 45 points
Skills: Appraise (Int), Craft (Int), Diplomacy (Cha) +13, Heal (Wis), Knowledge (arcana) (Int) +8, Knowledge (history) (Int), Knowledge (nobility) (Int) +7, Knowledge (planes) (Int), Knowledge (religion) (Int) +12, Linguistics (Int) +7, Profession (Wis), Sense Motive (Wis) +14, and Spellcraft (Int) +12.
Spells:
Orions: Resistance # Virtue # Detect Magic # Create Water
Level 1: Cure Light Wounds # Doom # Sun Metal # Obscuring Mist # Shield of Faith
Domain: Endure elements
Level 2: Bear's Endurance # Grace # Inflict Moderate Wounds # Restoration, Lesser
Domain: Cure moderate wounds
Level 3: Blindness/Deafness # Prayer # Wind Wall
Domain: Searing light
Level 4: Dimensional Anchor # Summon Monster IV
Domain: Cure critical wounds
Feats:
Selective Channeling: You may choose to exclude targets up to your charisma (3) in your area of effect
Improved Channel: +2 bonus on channel energy DC
Lightning Expertise: +2 to Reflex saves
Dodge: +1 to AC bonus
Extra Channeling: +2 use per day
Gear:
GP: 3,500 left
Scrolls
lvl 3:
Scroll of Remove Disease: 375gp
Scroll of Dispel Magic x2: 750gp
Scroll of Archon's Aura: 375gp
lvl 4:
Scroll of Divination: 700gp
Scroll of Planar Ally, Lesser: 700gp
Scroll ofRide the Waves x2: 1400gp
Scroll of Air Walk: 700gp
# Scimitar +1 : 1,150gp
# Ring of sustenance: 2,500gp
# Ring of feather falling: 2,200gp
# Belt of incredible dexterity +2 : 4,000gp
# Boots of the Cat: 1000gp
- (These high-soled blue boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal.
The boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet)
# Chainmail +1 Deathless: 5,150gp
- (This armor protects its wearer from harmful negative and positive energy, including channeled energy. The armor absorbs the first 10 points of positive or negative energy damage per attack that the wearer would normally take. The wearer has a 25% chance to ignore negative levels from any attack. Deathless armor does not block healing of any kind and does not protect against positive or negative energy effects that do not deal damage or bestow negative levels. The deathless ability can be applied to armor of any sort, but not shields.)