Baron Galdur Vendikon

Dekur d'Traab's page

2 posts. Alias of EvolvingMonkey.


Full Name

Dekur d'Traab

Race

Human

Classes/Levels

Cloistered Cleric 2

Gender

Male

Size

Medium - 6' 2" - 170 lbs

Age

26

Alignment

Lawful Neutral

Deity

Abadar

Location

Cheliax

Languages

Abyssal, Azlanti, Celestial, Common, Osiriani (Standard and Ancient), Thassilonian

Occupation

Proprietor, Cleric, Pathfinder, Diplomat, Amateur Alchemist and Brewer

Strength 10
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 16
Charisma 14

About Dekur d'Traab

DEKUR D'TRAAB CR 1
Male Human (Chelaxian) Cleric (Cloistered Cleric) 2
LN Medium Humanoid (Human)
Init +2; Senses Perception +7
--------------------
DEFENSE
--------------------
AC 16, touch 12, flat-footed 14. . (+4 armor, +2 Dex)
hp 13 (2d8)
Fort +3, Ref +2, Will +6
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Quarterstaff +1 (1d6/20/x2)
Ranged Masterwork Crossbow, Light +4 (1d8/19-20/x2)
Spell-Like Abilities Touch of Law (6/day)
Cleric (Cloistered Cleric) Spells Prepared (CL 2, 1 melee touch, 3 ranged touch):
1 (2/day) Protection from Chaos (DC 14), Protection from Evil (DC 14), Magic Weapon (DC 14)
0 (at will) Guidance, Light, Enhanced Diplomacy
--------------------
STATISTICS
--------------------
Str 10, Dex 14, Con 10, Int 14, Wis 16, Cha 14
Base Atk +1; CMB +1; CMD 13
Feats Cosmopolitan: Bluff, Perception, Extra Channel, Selective Channeling, Skill Focus: Diplomacy
Traits Rich Parents, Seeking Adventure
Skills Acrobatics -1, Appraise +6, Bluff +6, Climb -3, Craft (Alchemy) +6, Diplomacy +9, Escape Artist -1, Fly -1, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +3, Knowledge (Engineering) +7, Knowledge (Geography) +3, Knowledge (History) +7, Knowledge (Local) +3, Knowledge (Nature) +7, Knowledge (Nobility) +7, Knowledge (Planes) +7, Knowledge (Religion) +7, Linguistics +7, Perception +7, Profession (Brewer) +7, Ride -1, Spellcraft +6, Stealth -1, Swim -3
Languages Abyssal, Azlanti, Celestial, Common, Osiriani, Osiriani, Ancient, Thassilonian
SQ Aura (Ex), Breadth of Knowledge +1, Cleric (Cloistered Cleric) Domain: Law, Cleric Channel Positive Energy 1d6 (7/day) (DC 13) (Su), Compass, Spontaneous Casting, Well-Read (Ex)
Combat Gear Bolts, Crossbow (50), Masterwork Chain Shirt, Masterwork Crossbow, Light, Quarterstaff; Other Gear Alchemist's Kit, Backpack, Masterwork (12 @ 12 lbs), Compass, Holy symbol, silver: Abadar, Holy symbol, wooden: Abadar (5), Ink (1 oz. vial, black), Ink (1 oz. vial, colored), Inkpen (2), Journal, Pouch, belt (6 @ 3 lbs), Spell component pouch, Sunrod (2), Wand of Cure Light Wounds, Wand of Inflict Light Wounds, Wand of Read Magic, Waterskin, Weapon Blanch, Silver, Wrist sheath, spring loaded (1 @ 0 lbs), Wrist sheath, spring loaded (1 @ 0 lbs)
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Breadth of Knowledge +1 Add + 1 to all knowledge skill checks.
Cleric (Cloistered Cleric) Domain: Law Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Cleric Channel Positive Energy 1d6 (7/day) (DC 13) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Law (6/day) (Sp) A d20 roll becomes 11.
Well-Read (Ex) +2 to skills, CL checks, or saves if pertain to glyphs, symbols, or writings.