Elvish Fighter

Ares Aeroflot's page

463 posts. Alias of GM Aarvid.


Full Name

Aldren

Race

cleric 3 | AC 16 T 10 FF 17 | HP 19/19 | F +3 R +1 W +7| Init +1 | Perc +11

Classes/Levels

{3/5 channels 2d6, copycat 2/7 }

Size

Med

Strength 14
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 14
Charisma 13

About Ares Aeroflot

Aldren Halfblood of House Astavare
Male half-elf cleric of Calistria 3
CN Medium humanoid (elf, human)
Init +0; Senses low-light vision; Perception +6
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Defense
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AC 16, touch 10, flat-footed 16 (+6 armor)
hp 19 (3d8+1)
Fort +3, Ref +1, Will +7; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee cold iron morningstar +4 (1d8+2) or
. . dagger +4 (1d4+2/19-20) or
. . mwk heavy mace +5 (1d8+2)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 14, 2d6)
Spell-Like Abilities (CL 2nd; concentration +4)
. . 1/day—alter self (specific human, drow, or elf form)
Domain Spell-Like Abilities (CL 2nd; concentration +6)
. . 7/day—copycat (3 rounds), dazing touch (3 HD max)
Cleric Spells Prepared (CL 3rd; concentration +7)
. . 2nd-x invisibility[D], calm emotions (DC 17), hold person (DC 17)
. . 1st—charm person[D] (DC 16), bless, murderous command[UM] (DC 16), protection from evil
. . 0 (at will)—bleed, detect magic, light, read magic
. . D Domain spell; Domains Charm, Trickery
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Statistics
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Str 14, Dex 10, Con 10, Int 10, Wis 18, Cha 14
Base Atk +2; CMB +4; CMD 14
Feats Selective Channeling, Spell Focus (Enchantment)
Traits child of kintargo, sacred conduit
Skills Acrobatics -3 (-7 to jump), Appraise +4, Bluff +9, Disguise +3, Heal +8, Knowledge (history) +4, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +5, Perception +6, Profession (courtesan) +9, Sense Motive +10; Racial Modifiers +2 Perception
Languages Celestial, Common, Elven, Infernal
SQ elf blood
Combat Gear potion of cure light wounds (2), potion of enlarge person, potion of hide from animals, potion of lesser restoration, alchemist's fire (2); Other Gear mwk breastplate, buckler, cold iron morningstar, crossbow bolts (20), cold iron crossbow bolts (20), alchemical silver crossbow bolts (10), dagger, light crossbow, mwk heavy mace, absinthe (per bottle)[UE], bedroll, belt pouch, flint and steel, harlot sweets (2), holy text (The Book of Joy)[UE], iron holy symbol of Calistria[UE], masterwork backpack[APG], mess kit[UE], noble's outfit, signet ring, soap, spell component pouch, tabard[UE], trail rations (5), waterskin
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Special Abilities
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Cleric Channel Positive Energy 1d6 (5/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Charm) Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copycat (7/day) (Sp) Create a single mirror image duplicate
Dazing Touch (3 HD max, 7/day) (Sp) Melee touch attack dazes foe for 1 rd, Immune if more HD than your level.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Selective Channeling Exclude targets from the area of your Channel Energy.