Fighter

Franc DuMein's page

103 posts. Alias of Bilbo Bang-Bang.


Classes/Levels

3 Cleric (Crusader) AC 19/ HP26/26 Fort 5, Ref 1, Will 6, Initiative 2

About Franc DuMein

Franc DuMein
Human (Taldan) Cleric (Crusader) 3
NG Medium Humanoid (human)
Init +2; Senses Perception +3
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Defense
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AC 19, touch 10, flat-footed 19 (+9 armor)
hp 26 (3d8+6)
Fort +5, Ref +1, Will +6; +2 vs. fear
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Offense
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Speed 20 ft.
Melee Gauntlet (from Armor) +5 (1d3+3/x2) and
. . Heavy mace +5 (1d8+3/x2) and
. . Masterwork Bastard sword +6 (1d10+3/19-20/x2) and
. . Unarmed strike +5 (1d3+3/x2)
Ranged Light crossbow +2 (1d8/19-20/x2)
Special Attacks destructive smite +1 (6/day)
Cleric (Crusader) Spells Prepared (CL 3):
2 (1/day) Bull's Strength, Silence (DC 15)
1 (2/day) True Strike, Bless, Sanctuary (DC 14)
0 (at will) Light, Read Magic, Detect Magic
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Statistics
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Str 16, Dex 10, Con 14, Int 10, Wis 16, Cha 10
Base Atk +2; CMB +5; CMD 15
Feats Armor Proficiency (Heavy), Channel Smite, Focused Discipline, Power Attack -1/+2
Traits Chance Savior, Reactionary, Sacred Conduit
Skills Acrobatics -5 (-9 jump), Climb -2, Diplomacy +4, Escape Artist -5, Fly -5, Heal +7, Knowledge (history) +4, Knowledge (nobility) +4, Knowledge (religion) +4, Ride -5, Sense Motive +7, Spellcraft +6, Stealth -5, Swim -2
Languages Common
SQ +1 vs. spell resistance of outsiders, aura, cleric channel positive energy 2d6 (3/day) (dc 12), domains (rage), spontaneous casting
Other Gear Masterwork Full plate, Crossbow bolts (30), Heavy mace, Light crossbow, Masterwork Bastard sword, Backpack, masterwork (8 @ 27 lbs), Blanket, Healer's kit (10 uses), Ragathiel, Leeching kit, Periscope, Signal horn, Silk rope, 3 GP, 4 SP
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Special Abilities
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+1 vs. Spell Resistance of Outsiders Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric (Crusader) Domain (Rage) Associated Domain: Destruction

Note: The effective level for the barbarian rage powers is currently equal to the cleric level. The rule that they should only count their effective barbarian level as 1/2 their cleric level has not bee
Cleric Channel Positive Energy 2d6 (3/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Destructive Smite +1 (6/day) (Su) You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use
Focused Discipline Gain temporary combat bonuses after resisting fear effects
Leeching kit +2 Heal to treat poison.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

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Horse, heavy (combat trained)
Horse, Heavy
N Large Animal
Init +4; Senses low-light vision, scent; Perception +8
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Defense
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AC 15, touch 13, flat-footed 11 (+4 Dex, -1 size, +2 natural)
hp 19 (2d8+10)
Fort +8 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +7, Will +3
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Offense
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Speed 50 ft.
Melee Bite (Horse, Heavy) +5 (1d4+5/x2) and
. . Hooves x2 (Horse, Heavy) +0 x2 (1d6+2/x2) and
. . Unarmed strike +5 (1d4+5/x2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. Trip)
Feats Endurance, Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +4 (+8 to jump with a running start, +12 jump), Fly +2, Perception +8, Stealth +0, Swim +5 (+9 to resist nonlethal damage from exhaustion)
Languages
SQ combat riding [trick]
Other Gear You have no money!
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.