Cleric of Desna 1 | hp 10 | AC 17 T 11 FF 16 | CMD 12 (16 v bull rush, trip) | F +4 R +1 W +5 (+2 v poison, spells, spell-like) | Spd 30' | Init +1 | KnHis +4 (+6 dwarven history), Perc +3 (+5 stonecunning, darkvision), SensM +3 |
Afanen Aindottir, Wandering Cleric
Dwarf cleric of Desna 1
CG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +3 (+5 to notice unusual stonework)
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Defense
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AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 shield)
hp 10 (1d8+2)
Fort +4, Ref +1, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 30 ft.
Melee gauntlet (from armor) +1 (1d3+1) or
_____ starknife +1 (1d4+1/×3) or
_____ unarmed strike +1 (1d3+1 nonlethal)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks channel positive energy 4/day (DC 11, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +4)
__ 6/day—bit of luck
Cleric Spells Prepared (CL 1st; concentration +4)
__ 1st—doom (DC 14), sanctuary (DC 14), true strikeD
__ 0 (at will)—detect magic, guidance, stabilize D Domain spell; Domains Luck, Travel
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Statistics
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Str 13, Dex 13, Con 14, Int 10, Wis 16, Cha 13
Base Atk +0; CMB +1; CMD 12 (16 vs. bull rush, 16 vs. trip)
Feats Combat Casting
Traits affable, explorer
Skills Diplomacy +5 (+7 to gather information.), Knowledge (history) +4 (+6 on checks that pertain to dwarves or their enemies), Perception +3 (+5 to notice unusual stonework), Profession (gambler) +7, Survival +4 (+6 to track vs. humanoids of the Giant subtype); Racial Modifiers lorekeeper, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ agile feet (6/day), giant hunter
Other Gear scale mail, buckler, light crossbow, starknife, 35 gp, 10 sp
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Tracked Resources
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Agile Feet (6/day) (Su) - 0/6
Bit of Luck (6/day) (Sp) - 0/6
Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) - 0/4
Starknife - 0/1
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Special Abilities
————— Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Afanen Aindottir -CORE-:
Afanen Aindottir -CORE-
Female Dwarf druid 1
NG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
hp 10 (1d8+2)
Fort +4, Ref +1, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee warhammer +2 (1d8+2/×3) or
_____ dagger +2 (1d4+2/19-20) or
_____ unarmed strike +2 (1d3+2 nonlethal)
Ranged sling +1 (1d4+2)
Special Attacks hatred
Druid Spells Prepared (CL 1st; concentration +4)
__ 1st—cure light wounds, endure elements
__ 0 (at will)—create water, detect magic, resistance —————
Statistics
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Str 14, Dex 13, Con 15, Int 10, Wis 17, Cha 10
Base Atk +0; CMB +2; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats Animal Affinity
Traits sacred touch, suspicious
Skills Acrobatics -4 (-8 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +3, Handle Animal +6, Knowledge (nature) +6, Perception +3 (+5 to notice unusual stonework), Ride +2, Sense Motive +4, Survival +9; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework; Armor Check Penalty -4
Languages Common, Druidic, Dwarven
SQ nature bond (horse named kraignir, highland jennet), nature sense, wild empathy
Other Gear hide armor, heavy wooden shield, dagger, sling, sling bullets (10), warhammer, climber's kit, mug/tankard, 2 gp, 4 sp, 8 cp
[spoiler=Tracked Resources]Dagger - 0/1
Sling bullets - 0/10
Special Abilities Animal Companion Link (Ex) You have a link with your Animal Companion.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.