Cleric 1 (HP11/11; AC 16/ T 11 / FF 15; F +2, R +2, W +5; perception +4)
Gender
Male
Size
Medium
Age
51
Alignment
Neutral Good
Deity
Sarenrae
Languages
Common, Dwarven, Celestial
Strength
14
Dexterity
12
Constitution
11
Intelligence
12
Wisdom
16
Charisma
13
About Glenn Diarmuid
Stat Crunch:
GLENN DIARMUID CR 1/2
Male Dwarf Cleric 1
NG Medium Humanoid (Dwarf)
Init +1; Senses Darkvision; Perception +4
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DEFENSE
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AC 16, touch 11, flat-footed 15. . (+4 armor, +1 shield, +1 Dex)
hp 8 (1d8)
Fort +2, Ref +2, Will +5
Defensive Abilities Defensive Training
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OFFENSE
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Spd 20 ft.
Melee Light Shield Bash -2 (1d3+2/20/x2) and
. . Scimitar +2 (1d6+2/18-20/x2) and
. . Unarmed Strike +2 (1d3+2/20/x2)
Cleric Spells Prepared (CL 1, 2 melee touch, 1 ranged touch):
1 (2/day) Summon Monster I, Cure Light Wounds (DC 14), Bless
0 (at will) Create Water, Light, Detect Magic
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STATISTICS
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Str 14, Dex 12, Con 11, Int 12, Wis 16, Cha 13
Base Atk +0; CMB +2; CMD 13
Feats Selective Channeling
Traits Beneficent Touch (1/day), Deft Dodger
Skills Acrobatics -2, Climb -1, Escape Artist -2, Fly -2, Knowledge (History) +5, Knowledge (Religion) +5, Perception +4, Ride -2, Spellcraft +5, Stealth -2, Swim -1
Languages Celestial, Common, Dwarven
SQ Aura (Ex), Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (Su), Cleric Domain: Fire, Cleric Domain: Healing, Fire Bolt (1d6+0) (6/day) (Sp), Greed, Hardy +2, Hatred +1, Rebuke Death (6/day) (Sp), Slow and Steady, Spontaneous Casting, Stability +4, Stonecunning +2
Combat Gear Chain Shirt, Scimitar, Shield, Light Steel; Other Gear Backpack (8 @ 12 lbs), Bedroll, Blanket, Flint and steel, Holy symbol, wooden: Sarenrae, Pouch, belt (1 @ 0 lbs), Rations, trail (per day) (3), Spell component pouch, Torch (3)
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SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Beneficent Touch (1/day) 1/day, re-roll all 1s when using a spell or class ability that heals HP damage.
Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (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: Fire Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Domain: Healing Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Fire Bolt (1d6+0) (6/day) (Sp) 30' Ranged touch attack deals 1d6+0 Fire damage.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Rebuke Death (6/day) (Sp) Heal 1d4 damage to creatures at negative HP.
Selective Channeling Exclude targets from the area of your Channel Energy.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Background:
Glenn's parents were murdered while visiting Absalom when he was young, so he was taken in and raised by the priesthood of Sarenrae. Once he came of age he joined the as well, and it didn't take long for clerics of the Silver Crusade to convince him to join them in the Pathfinders.
Appearance:
Glenn stands 4'4", weighs 199lbs, and has fiery red hair. He wears fairly standard cleric of Sarenrae vestments over his chain shirt, and usually keeps his beard forked so as to not cover the symbol of Sarenrae he wears around his neck.