Sandpoint Cleric

Volker Valhalson's page

53 posts. Organized Play character for w1d0w.


Full Name

Volker Valhalson

Race

Cleric 1| AC 14 T 11 FF 13 | HP 9/9 | F +3 R +1 W +5 | Init +1

Classes/Levels

Perc +3| Chan. En. 5/5, Icicle 5/6

About Volker Valhalson

Volker Valhalson
PFS Number: 80067-1
XP:
Prestige:
Completed Adventures:
Male Human Cleric 1
Deity: Gozreh
Chaotic Neutral Medium Human
Init. +; Perception + 3
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Defense
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AC 14 , touch 11, flat footed 13
HP: 9/9 (1d8 + 1 Con)
Fort: +3, (+2 base, +1 Con)
Ref: +1, (+0 base, +1 Dex)
Will +5, (+2 base, +3 Wis)
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Offense
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Speed 20'
Melee: dagger, punching -1 (1d4-1/x3)
Ranged: crossbow, light +1 (1d8/19-20)
Face 5 ft. Reach 5 ft.
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Statistics
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STR 9
DEX 12
CON 12
INT 14
WIS 17 (15, + 2 racial)
CHA 14

BAB: +0; CMB -1, CMD 10

Domains:

Animal Domain

Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.

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.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.

Water Domain

Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.

Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold 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.

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

Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—elemental body IV (water only), 8th—horrid wilting, 9th—elemental swarm (water spell only).

Feats:

1. Elemental Channel (Water)
B. Selective Channeling (Human Bonus Feat)

Traits:

World Traveler (Knowledge (Local)) +1 Knowledge (Local)
Ease of Faith - +1 Diplomacy

Skills:

Appraise +2,
Diplomacy +7,
Heal +3,
Knowledge (History) +6,
Knowledge (Local) +7,
Knowledge (Nature) +6,
Linguistics(Terran) +6,
Perception +3,
Sense Motive +7,
Survival +3,

Languages:

Common
Elven
Sylvan
Terran

Special Abilities:

Bonus Feat Humans select one extra feat at 1st level.

Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this abilty 5 times per day.

Ease of Faith Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Icicle (Sp) As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage. You can use this ability 6 times per day.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Speak with Animals (Sp) You can Speak with Animals, as per the spell, for 4 rounds per day.

Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).

World Traveler (Knowledge (Local)) Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. You gain a +1 trait bonus on Knowledge (Local), and it is always a class skill for you.

Equipment:

------------------------- Equipment ------------------------
Gold 27, 9 Silver
Studded Leather (20lbs)(25gp)
10 Bolts (1lbs)(1gp)
Backpack (15.02 lbs.)(2gp)

Bedroll 1 (5lbs)(1sp)
Rations 2 (2lbs)(1gp)
Waterskin (Filled) (4lbs)(1gp)
Spell Component Pouch (2.02lbs)(5gp)
2 Scrolls (Mage Armor)(0.02lbs)(50gp)

Crossbow (Light) (4 lbs.)(35gp)
Total weight carried: 41.02
Current load: Medium
Encumbrance
Light: 30
Medium: 60
Heavy: 90