Mekarumu

Alan Edan's page

46 posts. Alias of Master of Many.


Full Name

Alan Edan

Race

Human

Classes/Levels

Fighter 1/ Cleric 2

Gender

Male

Size

Medium

Age

21

Special Abilities

Aura, Channel Energy, Domains; Nobility, Travel, Orisons

Alignment

L/N

Deity

Abadar

Languages

Common, Celestial, Infernal

Occupation

Cleric of Abadar

Strength 15
Dexterity 12
Constitution 12
Intelligence 14
Wisdom 18
Charisma 12

About Alan Edan

Exp counter 3300 (6000 to Lv 4)
Favored Class Cleric +1 Skill Pt/Lv

HP 27 (11 Lv1+7Lv2+6Lv3+3Toughness)
Speed 40ft, 8sq (30ft Armor)
Initiative: 5 (1Dex+4Improved Initiative)

AC: 19 (10+6Armor+2Shield+1Dex)
Touch: 11
Flat-Footed: 17

Fortitude: 6 (5Base+1Con)
Reflex: 1 (0Base+1Dex)
Will: 7 (3Base+4Wis)

BAB +2
CMB: 4 (2BAB+2Str)
CMD 15 (10+2BAB+2Str+1Dex)

Attacks:
Ranged +3
Melee +4

Skills:

Spoiler:
Acrobatics 1Dex
Appraise 6 (2Int+1Rank+3Class)
Bluff 1Cha
Climb 2Str
Diplomacy 7 (1Cha+3Rank+3Class)
Disguise 1Cha
Escape Artist 1Dex
Fly 1Dex
Heal 4Wis
Intimidate 1Cha
Knowledge
(Arcana) 6 (2Int+1Rank+3Class)
(History) 7 (2Int+2Rank+3Class)
(Nobility) 7 (2Int+2Rank+3Class)
(Religion) 6 (2Int+1Rank+3Class)
Perception 7 (4Wis+3Rank)
Ride 1Dex
Sense Motive 8 (4Wis+1Rank+3Class)
Spellcraft 8 (2Int+3Rank+3Class)
Stealth 1Dex
Survival 4Wis
Swim 2Str

Feats

Spoiler:
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.

Diehard: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

Improved Initiative: +4 bonus on initiative checks

Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Spells Prepared

Spoiler:
0Lv 4, 1stLv 2+1

0Lv Create Water, Detect Magic, Light, Purify Food and Drink

1stLv Bless, Doom, Endure Elements, (+1)Divine Favor

Special Abilities

Spoiler:
Aura- A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment

Channel Energy- 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. 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.

Domains;
Nobility- Granted Powers: You are a great leader, an inspiration to all who follow the teachings of your faith. 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.

Leadership (Ex): At 8th level, you receive Leadership as a bonus feat. In addition, you gain a +2 bonus on your leadership score as long as you uphold the tenets of your deity (or divine concept if you do not venerate a deity).

Domain Spells: 1st—divine favor, 2nd—enthrall, 3rd—magic vestment, 4th—discern lies, 5th—greater command, 6th—geas/ quest, 7th—repulsion, 8th—demand, 9th—storm of vengeance.

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.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.

Orisons

Equipment:

Spoiler:

Magic
Wand of Cure Light Wounds (750gp)

Sandstorm
Filter mask x5 (5gp)
Sun lenses (10gp)
Camel one hump (75gp)

Weapons
Flail d8 x2 (8gp) 5lb
Masterwork Longsword d8 19-20/x2 (315gp) 4lb
Masterwork Crossbow, Light d8 19-20/x2 (335gp) 4lb
Bolts 20 (2gp) 2lb

PHB
Masterwork Breastplate +6AC +3Max Dex –3AC penalty (350gp) 30lb
Darkwood Heavy Shield +2AC -1AC penalty (257gp) 5lb

Backpack (2gp) 2lb
Bedroll (1sp) 5lb
Flint and Steel (1gp)
Trail Rations x6 (3gp) 6lb
Silk Rope 50ft (10gp) 5lb
Water skin x2 (2gp) 8lb
Everburning torch (110gp) 1lb
Silver Holy Symbol (25gp) 1lb
Travelers Outfit

448gp 9sp

total load 82lb (part is on camel so I am not over encumbered)

light load 66 lbs. or less
medium load 67-133 lbs.
heavy load 134-200 lbs.

Background:

Spoiler:
Alan always knew that he was different then the other kids in the town he grew up in, his skin was darker and even when he was younger he noticed that the other people of the town treated his family differently. As he grew he came to understand that his family were natives to the desert land that he grew up in (Endurance, Diehard), normally nomads his parents had opted to move into a town and try to make an honest living. As he came into his teenage years he volunteered in the town militia and learned weapon handling and armor use (Lv1 Fighter, Improved Initiative) After a time in the militia Alan felt that he was called else wear and bid his mother and father goodbye. In his wanderings Alan nearly died, not being used to life in the waste of a desert but he found himself at a ruined shrine to Abadar and miraculously water began to spill fourth from it and food appeared before him saving his life, Alan rebuilt the shrine and dedicated his life to Abadar and the rebuilding of the Ancient Empire that once spanned the desert that very day and has spent his days since looking for a way to do just that.