About Kentaur KreffeMale Dwarf Cleric 10
4’2”/180 lbs.; brown hair with brown eyes and light skin ==DEFENSE==
==OFFENSE==
==STATISTICS==
==FEATS & TRAITS== Second Chance:
Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse. Reactionary:
You gain a +2 trait bonus on initiative checks.
Toughness:
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Selective Channeling:
Home >Feats >General Feats >
Selective Channeling You can choose whom to affect when you channel energy. Prerequisite: Cha 13, channel energy class feature. Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.
Extra Channeling:
+2 channels, twice
Dodge:
+1 to AC
==CLERIC ABILITIES== Domain:
Protection: Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess. Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to ACand resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive. Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere. Travel: Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Channel Energy:
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Willsave to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. spells:
0-level (4) Light, Stabilize, Det. Magic, Guidance 1st level (4+2+1) Bless x2, Prot. Evil, Sanctuary, Remove Fear, Comp. Lang., Divine Favor 2nd level (4+2+1) Lesser Restoration x2, Visualization of the Body(CON), Shield Other, Hold Person, Remove Paralysis, Vis. of the Mind(WIS) 3rd level (3+2+1) Prayer x2, Fly, Invisibility Purge, Dispel Magic, Water Breathing 4th level (3+1+1) Blessing of Fervor x2, Dimension Door, Prot. from Energy(communal), Dismissal 5th level (2+1+1) Flame Strike, Wall of Stone, Teleport, Breath of Life
==SKILLS & LANGUAGES== Skills:
Ranks: 4 (4 Class) • Acrobatics -1 • Appraise *+ 0 • Bluff +2 • Climb -3 • Craft* +0 • Diplomacy* +2 • Disable Device • Disguise +2 • Escape Artist -1 • Fly -1 • Handle Animal • Heal * +17 • Intimidate +2 • Knowledge (arcana)* • Knowledge (dungeoneering) • Knowledge (engineering) • Knowledge (geography) • Knowledge (history)* • Knowledge (local) • Knowledge (nature) • Knowledge (nobility)* • Knowledge (planes)* • Knowledge (religion)* • Linguistics* • Perception +26 • Perform +2 • Profession* • Ride -1 • Sense Motive* +24 • Sleight of Hand • Spellcraft* • Stealth -1 • Survival +12 • Swim -3 • Use Magic Device *Class Skill Languages:
Common.Dwarf ==RACIAL ABILITIES== Spoiler:
• Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
==EQUIPMENT== Spoiler:
Combat Gear: +2 warhammer, +1 dwarven breastplate w/ spellstoring <Bestow Curse>(Fire Res +5, dr 2), Light Crossbow, 20 bolts, +2 heavy steel shield Other Gear: Backpack, Crowbar, Hemp rope 50’, 3 days Trail Rations, Water Skin, Bed Roll Background:
Kentaur grew up in Highdelve with his parents who were dwarven engineers worshipping Abadar.
Kentaur did not have his parents knack for engineering, but really took to worshipping Abadar. His parents were thrilled when he went into the priesthood. One of Abadars tenents is to start new settlements, promote lawful civilization and hence, grow the church. The leading clergy of Abadar see this opportunity as a great chance to start a new civilization to start worshipping Abadar…and fill the coffers of course. ====== MAGIC ITEMS ======== Spoiler:
+1 Dwarven Breastplate w/ spellstoring <Bestow Curse>(+2dr/+5 fire res)
|