Full Name |
Erodel Alazario |
Race |
Human |
Classes/Levels |
Cleric Level 1 |
Gender |
Male |
Size |
6 foot |
Age |
26 |
Alignment |
CG |
Deity |
Sheyln |
Location |
Westcrown |
Strength |
10 |
Dexterity |
8 |
Constitution |
14 |
Intelligence |
10 |
Wisdom |
18 |
Charisma |
10 |
About Erodel Alazario
Erodel Alazario
Human (Chelaxian) Cleric 1
CG Medium Humanoid (human)
Init +3; Senses Perception +4
--------------------
Defense
--------------------
AC 9, touch 9, flat-footed 9 (-1 Dex)
hp 10 (1d8+2)
Fort +4, Ref -1, Will +6
--------------------
Offense
--------------------
Speed 20 ft.
Melee Glaive +0 (1d10/x3)
Ranged Light crossbow -1 (1d8/19-20/x2)
Spell-Like Abilities Bit of Luck (7/day), Touch of Good (7/day)
Cleric Spells Prepared (CL 1, 0 melee touch, -1 ranged touch):
1 (2/day) Obscuring Mist, Protection from Evil (DC 15), Sanctuary (DC 15)
0 (at will) Create Water, Light, Detect Magic
--------------------
Statistics
--------------------
Str 10, Dex 8, Con 14, Int 10, Wis 18, Cha 10
Base Atk +0; CMB +0; CMD 9
Feats Combat Casting, Improved Initiative
Traits Child of the Temple (Knowledge [religion]), Poverty-Stricken
Skills Acrobatics -4 (-8 jump), Climb -3, Escape Artist -4, Fly -4, Knowledge (planes) +4, Knowledge (religion) +5, Ride -4, Sense Motive +8, Spellcraft +4, Stealth -4, Survival +5, Swim -3
Languages Common
SQ Aura, Cleric Channel Positive Energy 1d6 (3/day) (DC 10), Cleric Domain: Good, Cleric Domain: Luck, Spontaneous Casting
Combat Gear Crossbow bolts (10), Glaive, Light crossbow, Scale mail; Other Gear Backpack (empty), Bedroll, Belt pouch (empty), Flint and steel, Musical instrument: Pan Pipes, Trail rations (4)
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (7/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (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.
Cleric Domain: Good Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain: Luck Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Good (7/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1r.