Legion Archon

Archangel Uriel's page

41 posts. Organized Play character for Rhanloi Ehlyss.


Full Name

Brother Uriel the Archangel

Race

Human

Classes/Levels

Cleric - 1 | AC 14 T 10 FF 14 | HP 10/10 | F +3 R +2 W +6 | Init +4 | Perc +4

Strength 12
Dexterity 10
Constitution 13
Intelligence 10
Wisdom 18
Charisma 14

About Archangel Uriel

PFS#: 83583-3

Archangel Uriel
Male Human Cleric
NG Medium Humanoid
Init +4; Senses: Perception +4
Worshipper of Iomedae
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Defense
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AC 14, touch 10, flat-footed 14 (+0 Dex; +3 armor; +1 shield)
hp 10 (1d8 +1 Con +1 favored class)
Fort +3, Ref +2, Will +6
+2 trait bonus on all saving throws against charm and compulsion effects
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Offense
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Speed 30 ft.
Base Atk +0; CMB +1; CMD 11
Melee: Longsword: Attack +1, Damage 1d8+1 (19-20/x2)
Melee: Club: Attack +1, Damage 1d6+1 (x2)
Ranged: Light Crossbow:: Attack +0, Damage 1d8 (19-20/x2)
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Statistics
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Str 12, Dex 10, Con 13, Int 10, Wis 18, Cha 14

Skills: (3 ranks /level)
Acrobatics (-2) {+0 ability -2 AC}
Appraise* (+0) {+0 ability +x ranks +x class}
Bluff (+2) {+2 ability}
Climb (-1) {+1 ability -2 AC}
Diplomacy* (+2) {+2 ability +x ranks +x class}
Disguise (+2) {+2 ability}
Escape Artist (-2) {+0 ability -2 AC}
Fly (-2) {+0 ability -2 AC}
Heal* (+10) {+4 ability +2 kit +1 ranks +3 class}
Intimidate (+2) {+2 ability}
Kn. Arcana* (-) {+0 ability +x ranks +x class}
Kn. History* (-) {+0 ability +x ranks +x class}
Kn. Nobility* (-) {+0 ability +x ranks +x class}
Kn. Planes* (-) {+0 ability +x ranks +x class}
Kn. Religion* (+4) {+0 ability +0 trait +1 ranks +3 class}
Linguistics* (+4){+0 ability +1 ranks +3 class}
Perception (+4) {+4 ability +x rank}
Perform (+2) {+2 ability}
Profession (Vintner)* (-) {+4 ability +x tools +x ranks +x class}
Ride (-2) {+0 ability -2 AC}
Sense Motive* (+4) {+4 ability + x ranks +x class}
Spellcraft* (-) {+0 ability +x ranks +x class}
Stealth (-2) {+0 ability -2 AC}
Survival (+4) {+4 ability}
Swim (-1) {+1 ability -2 AC}
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Languages: Celestial, Common
Magic Items:
Arms/Armor: Studded leather, light wooden shield, light crossbow, longsword
Other Gear: backpack, bedroll, belt pouch, candles (10), cheap holy text, crossbow bolts (30), flint and steel, healer’s kit (10 uses), iron pot, mess kit, rope, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, wooden holy symbol
Treasure: 4 gp

Special Abilities:

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Battle Rage (Sp):[/bi] You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
[b]Birthmark (trait):
You were born with a strange birthmark that looks very similar to the holy symbol of Iomedae, which serves you as a divine focus for casting spells. It is a physical manifestation of your faith and increases your devotion to your god—you gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.
Channel Energy (Su): A cleric can release a wave of energy by channeling the power of her faith through her holy 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 channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. 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.
Divine Warrior (trait): From an early age, you were trained by a militaristic order of clerics. You are devoted both to the teachings of your goddess and to spreading those teachings by force. You gain a +1 trait bonus on melee weapon damage when you cast a divine spell that affects weapons.
Improved Initiative: You get a +4 bonus on initiative checks.
Lightning Reflexes: You get a +2 bonus on all Reflex saving throws.
Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

Domains & Spells:

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Sun Domain
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Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.
Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

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War Domain
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Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.
Domain Spells: 1st—magic weapon, 2nd—spiritual weapon, 3rd—magic vestment, 4th—divine power, 5th—flame strike, 6th—blade barrier, 7th—power word blind, 8th—power word stun, 9th—power word kill.

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Level 0 - DC 14 - 3 spells/day
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Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Stabilize: Cause a dying creature to stabilize.
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Level 1 - DC 15 - 2 + 1 *Domain* spell/day
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Command: One subject obeys selected command for 1 round.
Shield of Faith: Aura grants +2 or higher deflection bonus.
*Magic Weapon*: Weapon gains +1 bonus.

Boons: