Eagle Knight

Andrus Merula's page

40 posts. Organized Play character for kuey.


Full Name

Andrus Merula

Race

Human Cleric of Shelyn 1 | HP:13/16 | AC:16 TAC:14 (Shield:+1) | F:2 R:2 W:6 | Perception +5 |

Classes/Levels

Spell Pool: 3/4 | Channel Energy: 2/4 | Resonance: 2/2 | Hero Points: 1/3 | Conditions:

About Andrus Merula

Name: Andrus Merula
PFS Number: 215076-1501
Ancestry and Background: Human (Mindquake Survivor)
Class: Cleric of Shelyn (Protection)
Level: 1 XP: 0
Alignment: CG
Age: 34 Gender: Male
Languages: Taldane

Perception: +5
Spell Pool: 4
Speed: 20
Bulk: 6/(8,13)

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DEFENSE
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HP: 16
AC: 16 TAC: 14 (Breastplate)
Fort: +2 Ref: +2 Will: +6
Special: Shield Cantrip (+1)

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OFFENSE
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Melee: Glaive +4 (1d8+3S, Deadly d8 / Forceful / Reach)
Melee: Dagger +4/+2 (1d4+3P, Agile / Finesse / Thrown 10' / Versatile S)
Ranged: Javelin +2 (1d6+3, Thrown 30') x3
Cleric Divine Spellcasting Prepared (CL 1st)
...1st bless, color spray
...0 (at will) daze, guidance, light, shield

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STATS
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Str 16 Dex 12 Con 10 Int 10 Wis 18 Cha 12

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REACTIONS
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Divine Ward:

  • Trigger: An ally within 30 feet takes damage
  • Effect: Expend 1 point from spell pool to redirect damage (but not other effects) to you. Maximum level x 2.

    Healing Hands:

  • Trigger: Start to cast heal to heal a living creature
  • Effect: Add a Verbal Casting action to increase healing by 1d8. 10th level increase by 2d8. 20th level increase by 3d8.

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    CLASS ABILITIES
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  • Channel Energy: You gain a pool of positive energy. This pool of energy allows you to cast the heal spell a number of times per day equal to 3 plus your Charisma modifier without needing to prepare the spell in advance. All spells you cast in this way are heightened to the maximum spell level you can cast as a cleric.
  • Deity (Shelyn): Add 1st: color spray, 3rd: enthrall, 4th: creation to spells known.
  • Domain (Protection): You hold the power to ward yourself and others. Powers: Divine ward; Protective aura (2).
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    Skills
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    Acrobatics: -4 ()
    Arcana: -1 ()
    Athletics: +0 (T)
    Crafting: +1 (T) Sig
    Deception: +0 ()
    Diplomacy: +2 (T) Sig
    Intimidation: +0 ()
    Lore: Dominion of the Black +1 () Sig
    Medicine: +5 (T) Sig
    Nature: +3 ()
    Occultism: +0 ()
    Performance: +0 () Sig
    Religion: +5 (T) Sig
    Society: -1 ()
    Stealth: -4 ()
    Survival: +3 ()
    Thievery: -4 ()

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    FEATS
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    Ancestry: Natural Ambition
    Background: Dubious Knowledge
    Class: Healing Hands

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    Equipment
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    Backpack:
    hemp rope 50'
    waterskin
    flint and steel
    healer's tools

    Others:
    ordinary clothing
    wooden religious symbol

    Coins:
    SP: 0

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    BOT ME
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    Downtime: TBD
    Exploration: Searching
    Encounter: Move 10ft to enemies for reach melee; channel energy to heal allies when needed