Cleric 1, HP 9/9, AC 14 T 10 FF 14, Fort +4 Ref +1 Will +6
Gender
Male
Size
Medium
Alignment
LN
Deity
Abadar
Strength
14
Dexterity
10
Constitution
13
Intelligence
12
Wisdom
16
Charisma
14
About Aerodus Gaverin
Aerodus Gaverin
Male Human (Chelish) Cleric
LN Medium humanoid (human)
Init +0; Senses Perception +3
Worshipper of Abadar
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Defense
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AC 14, touch 10, flat-footed 14 (+4 armor, + Dex)
HP 9 (1d8+1FC)
Fort +4, Ref +1, Will +6
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Offense
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Speed 30 ft.
Melee - Light Mace +2 Atk, 1d6+2 Dmg, x2, B
Ranged - Light Crossbow +0 Atk, 1d8 Dmg, 19-20/x2, P
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Statistics
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Str 14 (+2), Dex 10 (+0), Con 13 (+1), Int 12 (+1), Wis 16 (+3), Cha 14 (+2)
Base Atk +0; CMB +2; CMD 12
Feats: Selective Channeling (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.); Extra Channel (+2 times/day to use channel energy)
Traits: Missing Child [daughter] (+1 bonus on Will saves), Honey-Tongued (+1 Bluff or Diplomacy when dealing with agents of the law, such as judges, guards, and paladins)
Skills: Diplomacy +6, Knowledge (religion) +5, Linguistics +5, Spellcraft +5
Languages: Common, Celestial, Varisian
Other Gear: Cleric's Kit (a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a silver holy symbol), x14 Crossbow Bolts, Armored Coat (+4 AC, +3 Max, -2 Chk), cleric's vestments,
Wealth: 108 GP
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Special Abilities
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Class - Aura (Lawful), channel (positive) energy 1d6 (5+2/day), domains (Nobility and Protection [+1 to all saves]) , orisons, spontaneous casting
Racial - Bonus Feat, Bonus Skill
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Domain Powers
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Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
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Spells
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0 - Detect Magic
0 - Light
0 - Stabilize
1 - Abadar's Truthtelling
1 - Bless
1 - Bless
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Appearance, Personality & Background
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Standing 5'11", 29 year old Aerodus is light of skin but has black hair that is kept short. A small and well trimmed beard and mustache adorn his face, and he keeps his clothes well maintained. Being a cleric of Abadar is practically second nature, and he is very much on the 'law' aspect of the faith, hoping one day to be a judge or other magistrate of Korvosa.
But recently his life has turned upside down. His 9 year old daughter, Imperia Gaverin, has gone missing and despite years of being a well and proper citizen of the city, he's had little assistance from the guard. Now finding himself in the awkward position of having to take the law into his own hands.
HARROW CARD AND RULES:
The Locksmith, with his skeleton key - "Soon, The Locksmith will offer you the keys to your destiny, Aerodus. Though it may be against your nature, do not hesitate to grasp them. They will serve you well.
3 Harrow Points
Dexterity Rerolls: Spend a Harrow Point to reroll any one initiative check, Reflex save, attack roll modified by Dexterity, or Dexterity-based skill check. You must abide by the new result, although you can reroll again if you have Harrow Points remaining.
Dodge Bonus: Spend a Harrow Point to gain a +1 Dodge bonus to your AC for one encounter. You can spend up to three Harrow Points per encounter in this manner.
Speed Increase: Spend a Harrow Point to increase your base speed by 10 feet for one encounter-you cannot spend multiple Harrow Points on this in one encounter.