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About "Quill"Quill CR 4
DEFENSE:
Init +2; Senses Perception +10 AC 18, touch 12, flat-footed 16 (+5 armor, +1 shield, +2 Dex) hp 29 (5d8) Fort +4, Ref +5, Will +8 OFFENSE:
Speed 30 ft. Melee Masterwork Shortsword +9 (1d6/19-20/x2) Ranged Dart +4 (1d4/x2) Special Attacks sneak attack +1d6 Skills:
Acrobatics +7 Appraise +6 Bluff +8 Climb -1 Craft (Cartography) +8 Disable Device +7 Disguise +7 Escape Artist +5 Fly +1 Heal +8 Intimidate +6 Knowledge (arcana) +6 Knowledge (dungeoneering) +6 (+8 to navigate underground) Knowledge (engineering) +6 Knowledge (geography) +6 Knowledge (history) +6 Knowledge (local) +6 Knowledge (religion) +7 Perception +10 Ride +1 Sense Motive +9 Sleight of Hand +5 Spellcraft +7 Stealth +8 Survival +4 (+6 to avoid becoming lost when using this) Swim -1 Use Magic Device +6 Traits:
Magical Knack: Cleric, Sacred Conduit
Feats:
Channel Smite, Extra Channel, Improved Channel, Rogue Weapon Proficiencies, Selective Channeling
Languages:
Common, Kelish, Osiriani
Spells:
b]Cleric Spells Prepared [/b](CL 5):
2 (3/day) Hold Person (DC 16), Silence (DC 16), Cure Moderate Wounds, Mirror Image 1 (4/day) Divine Favor, Command (DC 15), Disguise Self, Liberating Command, Ray of Sickening (DC 15) 0 (at will) Read Magic, Light, Detect Magic, Stabilize Special Qualities:
aura, cleric channel negative energy 2d6 (7/day) (dc 17), domains (deception, memory), misdirection (3/day), recall (+4) (7/day), spontaneous casting, sudden shift (7/day), Night Raven Tattoos: Jolt (3/day) and (Vanish 2/day)
Combat Gear:
+1 Mithral Chain Shirt, Dart (6), Masterwork Buckler, Masterwork Shortsword; Other Gear:
Backpack, Masterwork (1 @ 0 lbs), Compass, Ink (1 oz. vial, black), Mask, Spell component pouch, Thieves' tools, masterwork, Tool, masterwork: Craft (Other), Unholy symbol, silver: Small Mask, Wand of Cure Light Wounds, Potion of CLW, Wig
TRACKED RESOURCES:
Channel Negative Energy 2d6 (7/day) (DC 16) (Su) - 0/7 Dart - 0/6 Misdirection (3/day) (Ex) - 0/3 Recall (+3) (6/day) (Su) - 0/7 Sudden Shift (6/day) (Su) - 0/7 Jolt (3/day) - 0/3 Vanish (2/day) - 0/2 CLW Wand - 29 charges Potion of Cure Light Wounds - 0/1 SPECIAL ABILITIES:
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Channel Negative Energy 2d6 (7/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. Channel Smite Channel energy can be delivered through a Smite attack. Cleric Domain: Deception Associated Domain: Trickery: Bluff, Disguise, and Stealth are class skills. Cleric Domain: Memory Associated Domain: Knowledge Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost. Magical Knack: Cleric +2 CL for a specific class, to a max of your HD. Map Maker's Kit +2 Circumstance for Survival to avoid becoming lost. Misdirection (3/day) (Ex) Spend stealth points to gain a bonus to a Stealth check. Recall (+3) (7/day) (Su) Touched creature can retry a failed knowledge check with a +3 bonus Selective Channeling Exclude targets from the area of your Channel Energy. Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed. Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells. Sudden Shift (7/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker. Skill Roll:
[dice]d20 + 10[/dice] |
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