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Rastaf of Sarenrae's page

28 posts. Pathfinder Society character for Dave Young 992.

Full Name

Rastaf of Sarenrae


Half Orc


Cleric 3







Special Abilities

Half Orc Traits








Common, Orc


Weapon coach

Strength 14
Dexterity 12
Constitution 14
Intelligence 11
Wisdom 17
Charisma 14

About Rastaf of Sarenrae

AC 15, touch 11, Flat-footed 15
hp: 14 8, +2 con, +1 class +3 (toughness)
Fort 4 Reflex 1 Will 5

Speed 30
Melee greataxe +2 (1d12+3, x3), morningstar +2 (1d8+2, x2), dagger +2 (1d4+2, 19-20x2)
Ranged SLA: fire bolt +1, (1d6+1, x2) ranged touch, 30', or
sling +1, (1d4+2, x2) 50'
BAB +0


Armor Expert Benefit: When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Undead Slayer Benefit: You gain a +1 trait bonus on weapon damage rolls against undead.

Points/Ranks (3)

Appraise: 0/0
Craft: 0/0
Diplomacy: 6/1
Heal: 7/1
arcana 0/0
history 0/0 (wars, colonies, migrations, founding of cities)
nobility 0/0 (lineages, heraldry, personalities, royalty)
planes 0/0 (the Inner Planes, Outer Planes, Astral Plane, Ethereal Plane, outsiders, planar magic)
religion 0/0 (gods, mythic history, ecclesiastic tradition, holy symbols, undead)
Linguistics: 0/0
Profession: 0/0
Sense Motive: 0/0
Spellcraft: 0/0

Non-Class Skills: Perception: 3/0


Fire Domain:
Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

Heroism Domain:
Associated 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.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive.

Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—heroism, 4th—holy smite, 5th—righteous might, 6th—heroism (greater), 7th—holy sword, 8th—holy aura, 9th—gate.


Spells per day: 0/3 1/2+1

Spells prepared:

0: Create Water, Guidance, Stabilize

1: Bless x2, Shield of Faith

Channel Energy: 5/day DC vs. Undead: 15

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