Erastil

Ole Dead Eye "Erastil"'s page

4 posts. Alias of Jman72.


About Ole Dead Eye "Erastil"

Crunch:
Human Cleric 2
CG Medium Humanoid (human)
Init +4; Senses Perception +3
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 17 (2d8+2)
Fort +4 (+5 circumstance bonus vs. cold weather), Ref +2, Will +5
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Offense
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Speed 30 ft.
Melee Masterwork Longspear +5 (1d8+4/x3) and
Morningstar +4 (1d8+3/x2) and
Starknife +4 (1d4+3/x3)
Ranged Light crossbow +3 (1d8/19-20/x2)
Special Attacks Agile Feet (5/day)
Spell-Like Abilities Bit of Luck (5/day)
Cleric Spells Prepared (CL 2, 4 melee touch, 3 ranged touch):
1 (3/day) Obscuring Mist, Shield of Faith (DC 13), Longstrider, Bless
0 (at will) Create Water, Detect Magic, Guidance, Light
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Statistics
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Str 16, Dex 14, Con 12, Int 7, Wis 15, Cha 14
Base Atk +1; CMB +4; CMD 16
Feats Combat Reflexes (3 AoO/round), Selective Channeling
Traits Reactionary, Student of Faith, Militia Veteran
Skills Acrobatics -3, Climb -2, Diplomacy +6, Escape Artist -3, Fly -3, Heal +6, Perception +3, Ride -3, Sense Motive +6, Stealth -3, Survival +7, Swim -2
Languages Common
SQ Aura, Cleric Channel Positive Energy 1d6 (5/day) (DC 14), Cleric Domain: Luck, Cleric Domain: Travel, Cold weather outfit, Earplugs, Spontaneous Casting
Combat Gear Chainmail, Crossbow bolts (20), Light crossbow, Masterwork Longspear, Morningstar, Starknife; Other Gear Backpack, masterwork (3 @ 20.9 lbs), Belt pouch (3 @ 0 lbs), Blanket, winter, Chalk, Cold weather outfit, Earplugs, Holy symbol, wooden (Desna), Signal whistle, Waterskin
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Special Abilities
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Agile Feet (5/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (5/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (5/day) (DC 14) (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: Luck Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain: 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.
Cold weather outfit +5 Fort save vs. cold weather.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Student of Faith +1 caster level of cure spells. +1 to DC of channeled energy.

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