Samildanach ‘The Dread’ Vane
Half-Orc/Cleric of Gozreh 4
CN Medium Humanoid (Human/Orc)
Init +1; Senses: Darkvision 60’ Perception +2; Sense Motive + 7
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Defense
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AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex. +2 Shield, +1 Deflection)
HP 28
Fort +6, Ref +3, Will +7
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Offense
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Speed 20ft.
Melee: M/W Trident (Cold Iron) +7 ; D8 + 3 ; P x2 or
Dagger (Alchemical Silver) + 6 ; D4 + 2 ; P/S 19-20/x2
Wooden Fist: + 6 ; D3 + 3 (+1/2 Level) ; B x2
Ranged: Trident +4 ; D8 +3
Acid (Touch) +4 ;D6 + 1 splash
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Statistics
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Str 17, Dex 12, Con 13, Int 10 , Wis 14, Cha 14
Base Atk 3; CMB +6 ;CMD 17
Feats: Selective Channelling, Improved Channel
Traits: Bully (+1 Intimidate and C.S), Armour Expert,
Skills: Diplomacy (3) +8, Handle Animal (2) +4 [+8 with Grimshaw] , Heal (1) +6, Intimidate (1) +9 , Sense Motive (2) + 7, Profession (Sailor) (2) +7
SQ :
Combat Gear: M/W Cold Iron Trident (330gp), Trident x2 (30gp), Alchemical Silver Dagger (22gp), M/W Breastplate (350gp), M/W Heavy Darkwood Shield (257gp), Cloak of Resistance +1 (1000gp), Ring of Protection +1 (2000) Wand of CLW 44/50 (2pp)
Other Gear: Backpack (2gp), Crowbar (2gp), Rope (1gp), Waterskin (1gp), Acid x2 (20gp), Wooden Holy Symbol (1gp), Spell Component Pouch (5gp), Cold weather outfit, Courtier's Outfit (+Jewellry) (80gp), 2788gp Scroll: 5 (2)x Lesser Restoration [2pp]
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Special Abilities
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Favoured Class (Cleric) 4: +1hp, +3sp
Spells: 0 (DC 12) 4 : Create Water, Guidance, Stabilize, Detect Poison
1 (DC13) 4+1 : Bless 2/2, Calm Animals(D) 1/1, Divine Favour 1/1, Magic Weapon 1/1
2 (DC14) 3 + 1 : Barkskin(D) 1/1, Resist Energy 1/1, Restoration, Lesser 1/1, Spiritual Weapon 1/1
Intimidating: +2 Intimidate
Orc Blood: Count as Human and Orc for any effect relating to race
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Domain: Animal - Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.
Plant - Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.
Channel Energy (Positive) 5/day 2D6 [DC 15 WILL]: 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 Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier + 2. Creatures healed by channeled 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. A cleric must be able to present her holy symbol to use this ability.
Spontaneous Casting (Cure) : Can Sacrifice prepared spell for a ‘Cure’ spell of equal level.
Feats:
Selective Channelling [2]: 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.
Improved Channel: Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.