| Full
Name |
Istivahn Valenequous |
|
| Race |
Human |
|
| Classes/Levels |
Cleric |
|
| Gender |
Male |
|
| Size |
6'2" 200lbs |
|
| Age |
21 |
|
| Special Abilities |
Aura,Channel Positive Energy,Selective Channeling,Spontaneous Casting,Sun's Blessing,Touch of Glory |
|
| Alignment |
LN |
|
| Deity |
Iomedae |
|
| Location |
Vigil |
|
| Languages |
Common |
|
| Occupation |
Cleric/Healer/Crusader |
|
| Strength |
14 |
|
| Dexterity |
12 |
|
| Constitution |
13 |
|
| Intelligence |
10 |
|
| Wisdom |
18 |
|
| Charisma |
14 |
|
About Istivahn Valenequous
ISTIVAHN CR 1
Male Human Cleric 2
LN Medium Humanoid (Human)
Init +1; Senses Perception +6
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DEFENSE
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AC 19, touch 11, flat-footed 18. . (+6 armor, +2 shield, +1 Dex)
hp 14 (2d8+2)
Fort +4, Ref +1, Will +7
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Heavy Shield Bash -1 (1d4+2/20/x2) and
. . Masterwork Longsword +4 (1d8+2/19-20/x2)
Special Attacks Sun's Blessing
Spell-Like Abilities Touch of Glory (7/day)
Cleric Spells Known (CL 2, 3 melee touch, 2 ranged touch):
1 (3/day) Shield of Faith (DC 15), Shield of Faith (DC 15), Bless, Magic Weapon (DC 15)
0 (at will) Resistance (DC 14), Create Water, Detect Magic, Light
--------------------
STATISTICS
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Str 14, Dex 12, Con 13, Int 10, Wis 18, Cha 14
Base Atk +1; CMB +3; CMD 14
Feats Improved Channel, Selective Channeling
Skills Acrobatics -3, Climb -2, Diplomacy +6, Escape Artist -3, Fly -3, Heal +8, Knowledge (Planes) +4, Knowledge (Religion) +4, Perception +6, Ride -3, Spellcraft +5, Stealth -3, Swim -2
Languages Common
SQ Aura (Ex), Channel Positive Energy 1d6 (5/day) (DC 17) (Su), Cleric Domain: Glory, Cleric Domain: Sun, Spontaneous Casting
Combat Gear Masterwork Breastplate, Masterwork Longsword, Masterwork Shield, Heavy Steel; Other Gear Backpack (empty), Basket (empty), Bedroll, Candle (4), Chalk, 1 piece (2), Crowbar, Flint and steel, Grappling hook, Healer's kit (10 uses), Lamp, common, Mirror, small steel, Oil (1-pint flask) (4), Pouch, belt (empty), Pouch, belt (empty), Rations, trail (per day) (4), Rope, silk (50 ft.), Sack (empty), Sack (empty), Sunrod (2), Torch (4), Waterskin, Whetstone
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SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (5/day) (DC 17) (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: Glory Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Cleric Domain: Sun Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Sun's Blessing (Su) +2 to channel positive energy's damage to undead.
Touch of Glory (7/day) (Sp) Grant +2 to a CHA-based skill or ability check.