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Grazzt

Rev Keaton Amin's page

708 posts. Alias of jsrose.


Full Name

Rev Keaton Amin

Race

Tiefling

Gender

Male

Age

21

Deity

Pharasma

Strength 10
Dexterity 12
Constitution 10
Intelligence 16
Wisdom 15
Charisma 16

About Rev Keaton Amin

Short 7th level feat and 12 skill points.

REV KEATON AMIN
Male Tiefling Cleric 7
NN Medium Outsider (Native)
Init +1; Senses Darkvision; Perception +4
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DEFENSE
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AC 17, touch 11, flat-footed 16. . (+6 armor, +1 Dex)
hp 56 (7d8)
Fort +5, Ref +3, Will +8
Defensive Abilities Remote Viewing (7 rounds/day); Resist cold 5, electricity 5, fire 5
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OFFENSE
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Spd 20 ft.
Melee Dagger +5 (1d4/19-20/x2) and
. . Unarmed Strike +5 (1d3/20/x2)
Ranged Masterwork Crossbow, Heavy +7 (1d10/19-20/x2)
Special Attacks Bleeding Touch 3 rounds (6/day)
Spell-Like Abilities Bleeding Touch 3 rounds (6/day), Darkness (1/day), Light (At will), Lore Keeper (At will), Remote Viewing (7 rounds/day)
Cleric Spells Prepared (CL 7, 5 melee touch, 6 ranged touch):
4 (1/day) Death Ward
3 (3/day) Speak with Dead (DC 16)
2 (4/day) Detect Thoughts (DC 15)
1 (5/day) Comprehend Languages (DC 14)
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STATISTICS
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Str 10, Dex 12, Con 10, Int 16, Wis 15/17, Cha 16
Base Atk +5; CMB +5; CMD 16
Feats Channel Smite, Selective Channeling, Versatile Channeler
Traits Birthmark, The Pathfinder's Exile
Skills Acrobatics -2, Bluff +6, Climb -3, Diplomacy +11, Escape Artist -2, Fly -2, Heal +11, Intimidate +4, Knowledge (Arcana) +8, Knowledge (Engineering) +7, Knowledge (History) +7, Knowledge (Planes) +7, Knowledge (Religion) +11, Perception +4, Perform (Act) +5, Profession (Physician) +7, Ride -2, Sense Motive +9, Spellcraft +7, Stealth +0, Swim -3
Languages Celestial, Common, Daemonic, Infernal, Varisian
SQ Aura (Ex), Cleric Domain: Death, Pharasma, Cleric Domain: Knowledge, Levitate (At will) (Su), Spontaneous Casting, Versatile Cleric Channel Negative Energy 4d6 (6/day) (DC 16) (Su), Wayfinder, Standard (empty)
Combat Gear Dagger, Masterwork Breastplate, Masterwork Crossbow, Heavy; Other Gear 2 lbs nice tabbaco, 3 Azlanti Silver coins, Backpack, Masterwork (empty), Case, map or scroll (empty), Headband of Inspired Wisdom, +2, Holy symbol, silver: Pharasma, Marbles, Mirror, small steel, Pearl of Power, 2nd Level, Shaving Kit, Soap, Bar (50 uses), Tindertwig, Unholy symbol, wooden: Ydersius, Wardrobe, Wayfinder, Standard (empty)
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SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Birthmark +2 save vs. charm & compulsion
Bleeding Touch 3 rounds (6/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Domain: Death, Pharasma Granted Powers: You can cause the living to bleed at a touch.
Cleric Domain: Knowledge Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Levitate (At will) (Su) You can levitate yourself plus 10 pounds at will, as per the spell levitate. This is a supernatural ability.
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 25.
Remote Viewing (7 rounds/day) (Sp) Use clairvoyance/clairaudience as a spell-like ability.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
The Pathfinder's Exile Receive a magic compass (+2 survival to avoid being getting lost, light on command)
Versatile Channeler Channel both positive and negative energy
Versatile Cleric Channel Negative Energy 4d6 (6/day) (DC 16) (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.
Wayfinder, Standard (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).


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