Full Name |
Seinto |
Race |
Aasimar |
Classes/Levels |
Cleric 3 | HP 22/27 | AC 18; TCH 10; FF 18 | F +5; R +1 W +6 | CMB+4; CMD 14 | Speed 20 | Init +0 |
Gender |
Male |
Size |
Medium |
Age |
74 |
Special Abilities |
A lot |
Alignment |
Legal Good |
Deity |
Iomedae |
Location |
Taldor |
Languages |
Common, Celestial |
Occupation |
Demonslayer |
Homepage URL |
https://www.dropbox.com/sh/i6tz6cy4bbucuy1/AACezChN0G644E6W65CaqdUIa |
Strength |
14 |
Dexterity |
10 |
Constitution |
14 |
Intelligence |
10 |
Wisdom |
16 |
Charisma |
16 |
About Seinto
Seinto [116819-4]
Male aasimar cleric of Iomedae 3 (Pathfinder RPG Advanced Race Guide 84)
LG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 18, touch 10, flat-footed 18 (+7 armor, +1 shield)
hp 27 (3d8+9)
Fort +5, Ref +1, Will +6
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Melee mwk cold iron longsword +5 (1d8+2/19-20) and
. . silver heavy mace +4 (1d8+2)
Ranged heavy crossbow +2 (1d10/19-20) and
. . sling +2 (1d4+2)
Special Attacks channel positive energy 6/day (DC 16, 2d6) 1 spent
Domain Spell-Like Abilities (CL 3rd; concentration +6)
. . 6/day—touch of glory
Aasimar Spell-Like Abilities (CL 3rd; concentration +6)
. . 1/day—daylight
Cleric Spells Prepared (CL 3rd; concentration +6):
. . 2nd—bless weapon{super}D{/super}, instrument of agony{super}UC{/super}, weapon of awe{super}APG{/super} (DC 15)
. . 1st—magic weapon, shield of faith{super}D{/super}, sun metal{super}UC{/super} (DC 14), weapons against evil
. . 0 (at will)—detect magic, enhanced diplomacy, light, read magic
. . D Domain spell; Domains Day, Glory, Sun
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Statistics
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Str 14, Dex 10, Con 14, Int 10, Wis 16, Cha 16
Base Atk +2; CMB +4; CMD 14
Feats Alignment Channel, Selective Channeling
Traits beneficent touch, divine warrior
Skills Diplomacy +9, Heal +7, Knowledge (planes) +4, Knowledge (religion) +4, Perception +5, Sense Motive +7, Spellcraft +4, Survival +3 (+5 to avoid becoming lost); Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common
SQ aura
Combat Gear potion of cure light wounds, scroll of cure light wounds, wand of cure light wounds (21 charges), acid, alchemist's fire, holy water, liquid ice, soothe syrup, tanglefoot bag, tar bomb, thunderstone, wismuth salix; Other Gear agile breastplate +1, mwk buckler, crossbow bolts (8), heavy crossbow, mwk cold iron longsword, silver heavy mace, sling, sling bullets (10), wayfinder, backpack, masterwork, bedroll, belt pouch, flint and steel, wooden holy symbol (Iomedae), ink, black, inkpen, journal, rice paper, scarf, soap, spell component pouch, tindertwig, torch, trail rations (2), waterskin, 822 gp, 5 sp, 3 cp
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Special Abilities
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Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Aura (Ex) The character has a strong aura corresponding to his deity's alignment.
Beneficent Touch (1/day) 1/day, re-roll all 1s when using a spell or class ability that heals HP damage.
Cleric Channel Positive Energy 2d6 (6/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Day)
Cleric 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.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Divine Warrior From an early age, you were trained by a militaristic order of clerics. You are devoted both to the teachings of Iomadae and to spreading those teachings by force. Whenever you cast a divine spell that affects any melee weapons, choose one of those w
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Scroll of cure light wounds Add this item to create a scroll with spells on it.
Selective Channeling Exclude targets from the area of your Channel Energy.
Temple (1/session) Can use Heal for Day Job rolls. Free cure mod/lesser restoration if activate.
Touch of Glory (6/day) (Sp) Grant +3 to a CHA-based skill or ability check.
Wand of cure light wounds (21 charges) Add this item to create a wand of a chosen spell. (5 spent)
Wayfinder (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).