HP: 31/31 | AC/T/FF: 15/11/14 | Fort +5 Ref +2 Will +9 | CMD: 15 | Channel Used: 0/5 | Binding Ties Used: 0/8 | Enlarge Used: 0/8
Gender
Male
Size
Medium
Age
43
Alignment
LN
Deity
Erastil
Languages
Common (Taldane)
Strength
14
Dexterity
12
Constitution
14
Intelligence
10
Wisdom
20
Charisma
14
About Andre Karoxin
Andre Karoxin
Appearance:
Andre is a middle-aged Chelaxian man with dark brown hair, graying at the edges, a full but neatly trimmed beard, and a build like a brick wall--not incredibly muscular, but plenty stout. He carries a staff, with his longbow and quiver on his back, and tends to dress in drab, grey, green, and brown clothes that allow him to blend in somewhat with the forests he knows so well. He wears his iron holy symbol openly, although it's far from ostentatious, and on the road he is easily overlooked--a rough-hewn traveler, although clearly not a beggar.
Personality and Worldview:
Andre is gruff, decisive, and sometimes stubborn. Raised in a small town in rural Cheliax, he was raised in the faith of Erastil--the only truly organized "church" in his small town--but knew many diabolists and has a healthy respect for the strictures and order of Hell. While Andre will acknowledge that in an ideal world, everyone would be good and follow the more generous or merciful aspects of his god, he considers himself a pragmatist and a "realist;" the institution of diabolism brought Cheliax out of the dark age of its civil war, and for him and his family, the order and peace, however dark, that came with that is worth any price. Thanks to this view and his rural upbringing, Andre can be rather hidebound; he tends to think that everyone should get married, that people should follow the paths they're expected to in life, and that people stepping out of line or seeking independence in general is dangerous to the "family" that he considers the nation. He often likens Cheliax to a family in which the parent is "very strict" or "sometimes what folks might call 'abusive:'" you may not like it, but, in his view, you stick around and exhaust every option (and then some) before you break up the family.
Human (Chelaxian) Cleric of Erastil 5
Favored class: Cleric
LN Medium Humanoid (Human)
Height: 5'9" Weight: 185 lbs.
Init +1; Senses Perception +4, Sense Motive +9
XP: 0
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
HP 38 (5d8+10 CON)
Fort +5, Ref +2, Will +9
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Offense
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Speed 20'
Melee Quarterstaff +5 (1d6+3 B)
Dagger +5 (1d4+2 P or S/19-20)
Ranged +1 composite longbow [+2] +10 (1d8+3/100'/x3)
Dagger +4 (1d4+2 P or S/19-20/10')
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Statistics
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Str 14 Dex 12 Con 13 Int 10 Wis 20 Cha 14
Base Attack +3; CMB +5; CMD 16
Feats Channel Smite, Guided Hand, Point-Blank Shot
Traits Deadeye Bowman, Diabolist Raised, Bully
Trained Skills Knowledge (Religion) +6 [3 rank, 0 INT, 3 CS], Diplomacy +6 [1 rank, 2 CHA, 3 CS], Sense Motive +12 [4 rank, 5 WIS, 3 CS], Survival +12 [4 rank, 5 WIS, 3 CS], Intimidate +9 [3 rank, 2 CHA, 3 CS, 1 trait]
Languages: Common
Gear Quarterstaff, +1 composite longbow [+2], 40 cold iron arrows, 57 arrows, hide armor, cleric's kit, two daggers, iron flask holy symbol (in place of wooden one in kit), compass, bear trap, 2 searing arrows, wand of remove fear, potion of cure moderate wounds, potion of remove blindness/deafness, Chelish flag brooch, headband of inspired wisdom +2. Horse: Grundir, with riding saddle, saddlbags, bit and bridle.
Cash 139 gp, 22 sp, 9 cp
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Special Abilities
------------- RACE
Bonus Feat
Heart of the Wilderness: Thanks to his extensive time in the wilderness, and being raised in a small village in the middle of nowhere, Andre gains a bonus to Survival checks equal to half his character level (0); a +5 racial bonus to Constitution checks to stabilize when he's dying; and adds 1/2 his character level (0) to his Constitution score when determining the number of negative hit points needed to kill him.
TRAIT
Deadeye Bowman (religion): Andre's a crack shot, practicing fervently with his deity's favored weapon. When attacking with a longbow, if there is only one creature between him and his target, the target does not gain the usual +4 bonus to AC for soft cover.
Diabolist Raised (campaign): While he may not be a diabolist, strictly speaking, himself, Andre was raised in Cheliax and has a healthy respect for the importance of order and the structure that Hell provides the nation. He gains a +1 bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against Chelaxian nobility, and a +1 trait bonus on saving throws against mindaffecting attacks by devils.
Bully (social): For all that he serves a good god, there's a part of Andre that's little more than a pushy, conservative, hidebound bully who thinks he knows what's best for everyone. He gains a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for him.
CLASS Aura: Andre has a lawful good aura appropriate for a cleric of his level.
Channel Energy: 5 times per day, Andre can channel positive energy in a 30' radius to heal living creatures or harm undead for 2d6 points of damage. Undead or unwilling creatures can make a Will Save (DC 14) to halve this damage.
Spontaneous Casting: At any point, Andre can sacrifice one of his spell slots to cast a cure spell of that level or lower.
Domains: Community (Family) and Plant (Growth)
Binding Ties: As a standard action, 8 times/day, Andre can touch one of his companions to remove one condition affecting the ally by transferring it to himself. This transfer lasts a number of rounds equal to his cleric level, but he can end it as a free action on his turn. At the end of this effect, the condition reverts to the original creature, unless it has ended or is removed by another effect. While this power is in use, the target is immune to the transferred condition.
Enlarge: As a swift action, Andre can enlarge himself for one round, as if he were the target of an enlarge person spell. He can use this ability 8 times/day.
FEAT Channel Smite: Before making a melee attack roll, Andre can expend one use of his channel energy ability as a swift action to add that channel's damage dice to the weapon attack's damage.
Guided Hand: When using his deity's favored weapon (the longbow), Andre makes attack rolls using his Wisdom modifier rather than his Strength of Dexterity.
Point-Blank Shot: Andre gains a +1 bonus to attack and damage rolls with ranged weapons against opponents within 30'.
Spells Prepared: (*=Domain)
Cantrips (DC 15, 4/day): Guidance, Resistance, Spark, Stabilize
1st-level (DC 16, 4+1/day):Enlarge Person*,Protection from Evil, Magic Weapon, Weapons Against Evil 2nd-level (DC 17, 3+1/day):Barkskin*, Protection from Evil (Communal), Bull's Strength