Hialin

Anglon's page

273 posts. Alias of Mark DeFelice.


Full Name

The Loving Runelord Anglon, bearer of the Rune of Enchantment, High Priest of the Kingdom of Hargran

Race

Human

Classes/Levels

Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

Gender

Male

Size

Medium

Age

20

Alignment

LN

Deity

Lissala

Languages

Common

Strength 12
Dexterity 11
Constitution 10
Intelligence 10
Wisdom 20
Charisma 16

About Anglon

Anglon
Human Cleric of Lissala (Separatist) 7 Hierophant 2
LN Medium Humanoid (Human)
Init +2; Perception +5

DEFENSE
AC 17, touch 10, flat-footed 17 (+7 Armor)
hp 43 (5d8 8+(5x5)+6 favored class+4 mythic)
Fort +7 (5 base, +2 resistance), Ref +4 (2 base, +2 resistance), Will +12 (5 base, +5 Wis, +2 resistance)

OFFENSE
Speed 20 ft.
Melee +1 Halberd +7 (1d10+2 x3)
Ranged MW Heavy Crossbow +6 (1d10 19-20/x2)
Special Abilities (CL 6th) Rebuke Death (8/day), Blast Rune(8/day), Channel Positive Energy 4d6 (6/day) DC=15, Healer’s Blessing

Spells Prepared (CL 7th)
Domains: Healing, Rune
4th(DC=19)-Blessing of Fervor, Restoration, Explosive Runes (D)
3rd(DC=18)-Invisibility Purge, Remove Disease, Prayer*, Cure Serious Wounds (D)
2nd(DC=17)-Enthrall*, Find Traps, Hold Person* (x2), Lesser Restoration, Cure Moderate Wounds (D)
1st(DC=16)–Bless* (x2), Command, Comprehend Languages, Ray of Sickening, Shield of Faith, Cure Light Wounds (D)
0th(DC=15)– Create Water, Light, Mending, Detect Magic
*Enchantment
Mythic spells: Bless, Prayer

STATISTICS
Str 12 (12 base), Dex 11 (11 base), Con 10 (10 base), Int 10 (10 base), Wis 20 (15 base, +2 racial, +1 level, +2 mythic), Cha 16 (16 base)
Base Atk +5; CMB +6; CMD 16

Feats
Selective Channeling, Martial Weapon Proficiency (Halberd), Craft Wonderous Item, Craft Wand, Dual Path (Marshal)(M), Spell Focus (Enchantment), Leadership (13)

Mythic Special Abilities
Hard to Kill, Mythic Power, Surge +1d6, Amazing Initiative, Inspired Spell, Faith’s Reach, Mythic Spellcasting, Rally

Skills
Knowledge (History) +10 (7 ranks +3 class +0 Int)
Spellcraft +10 (7 ranks +3 class +0 Int)
Heal +10 (3 ranks +3 class +4 Wis)
Knowledge (Religion) +7 (4 ranks +3 class +0 Int)

Languages: Common

Gear
Spell Component pouch, +1 Chainmail, +1 Halberd, MW Heavy Crossbow, 10 bolts, Wand of Cure Moderate Wounds (50 Charges) (Crafted CL=3, DC=8), Bag of Holding I, Healer's Kit, Cloak of Resistance +2, Wooden Holy Symbol, Elixir of Love x5 (Crafted CL=4, DC=9), Cleric's Vestments, light horse, riding saddle, 2990.72 gp.

Description:

Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Blast Rune (Sp): As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two cleric levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your cleric level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Channel Positive Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
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.

Healer’s Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

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.

Martial Weapon Proficiency: You make attack rolls with the selected weapon normally (without the non-proficient penalty).

Craft Wondrous Item: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Magic Items for more information.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

Craft Wand: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges. See the magic item creation rules in Magic Items for more information.

Inspired Spell (Su): You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don't need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.

Faith’s Reach (Su): Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack.

Dual Path: Select a mythic path other than the path you selected at your moment of ascension. You gain that path's 1st-tier ability (either archmage arcana, champion's strike, divine surge, guardian's call, marshal's order, or trickster attack). Each time you gain a path ability, you can select that path ability from either path's list or the list of universal path abilities.

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Rally (Su): As a swift action, you can expend one use of mythic power to rally your allies. This gives you and each of your allies within 30 feet the option to reroll any one d20 roll after the roll is made. The granted reroll must be used before the beginning of your next turn, and the creature must take the result of the reroll, even if it is lower.

Spell Focus (Enchantment) : Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.