Sosiel Vaenic

Arnon Marquez's page

194 posts. Alias of Corsario.


Full Name

Arnon Marquez

Race

HP 9/9 | AC 11 T 11 FF 10 CMD 13 | F +2 R +1 W +5 | Init +3 | Perc +3 |

Classes/Levels

Status: Diseased

Gender

Male Human (Taldan) Cleric 1 |

Size

Medium

Age

17

Alignment

Neutral Good

Deity

Erastil

Languages

Common

Strength 14
Dexterity 13
Constitution 10
Intelligence 10
Wisdom 17
Charisma 14

About Arnon Marquez

A Cleric of Erastil, trying to help communities tame and benefit for the wilderness, filling the roles of Healer, Buff Caster and Ranged Archer.
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A very young man stands after the others. He wears only a Traveler's outfit, with a proudly shown holy symbol of Erastil and a Longbow showing his religion.
"Count me in! My name is Friar Arnon Marquez and it will be my pleasure to help you reach Faldamont. Maybe I don't have experience, but I am strong, willing, and can help with healing, thanks to Erastil's blessings."
---
Arnon Marquez
Male Human (Taldan) Cleric 1
NG Medium Humanoid (Human)
Init +3, Senses Perception +3
Aura Aura of Good, Aura of Law

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SPENT RESOURCES
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Channel Positive Energy (5/day): Used 1
Calming Touch (6/day): Used 0
Touch of Good (6/day): Used 0
Arrows: 4

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DEFENSE
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AC 11, Touch 11, Flat-Footed 10 (+1 Dex)
HP 9 (1d8+1 Human)
Fort +2, Ref +1, Will +5

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OFFENSE
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Speed 30 ft.
Ranged Longbow +1 (1d8/x3), within 30 ft. +2 (1d8+1)
Ranged Boar Spear (Thrown) +1 (1d8+3), within 30 ft. +2 (1d8+3)
Ranged Dagger (Thrown) +1 (1d4+3/19-20), within 30 ft. +2 (1d4+3)
Melee Boar Spear +2 (1d8+3)
Melee Mace, heavy +2 (1d8+2)
Melee Dagger +2 (1d4+2/19-20)
Special Attacks
Point-Blank Shot
Precise Shot
Channel Positive Energy (1d6, DC 12, 5/day)

Prepared Spells
Cleric (CL 1st; Concentration +4)
Level 1
* Bless
Magic weapon (DC 14)
Protection from evil (DC 14)
Level 0
Enhanced Diplomacy (DC 13)
Guidance (DC 13)
Resistance (DC 13)
*:Domain spell.
Deity Erastil; Domains Community, Good

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STATISTICS
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Str 14, Dex 13, Con 10, Int 10, Wis 17, Cha 14,
Base Atk +0; CMB +2; CMD 13
Feats Point-Blank Shot, Precise Shot
Skills
Acrobatics +1
Bluff +2
Climb +2
Diplomacy +6 (+2 if Patient Optimist)
Disguise +2
Escape Artist +1
Fly +1
Heal +7
Intimidate +2
Perception +3
Perform (Untrained) +2
Ride +1
Sense Motive +7
Stealth +1
Survival +3
Swim +2
Traits Patient Optimist (Erastil), Reactionary
Languages Common
SQ Aura of Good, Aura of Law, Bonus feat, Calming Touch (6/day), Humanoid traits, Orisons, Skilled, Spontaneous casting, Touch of Good (6/day)

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EQUIPMENT
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Longbow
Explorer's Outfit
Holy symbol (wooden)
Pouch (belt)
Gold piece (20)
Silver piece (7)
Copper piece (8)
Spell component pouch
Backpack
Bedroll
Flint and Steel
Holy text (cheap)
Mess kit
Soap (per lb)
Waterskin
Rope (silk/50 ft.)
Arrow (20)
Dagger
Heavy Mace
Boar Spear
Candle (10)
Rations (trail/per day) (2)
Torch (2)
Green Shirt (from Dorcas shop)

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SPECIAL ABILITIES
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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).

Aura of Good (Ex) You project a faint good aura.

Aura of Law (Ex) You project a faint lawful aura.

Bonus Feat Humans select one extra feat at 1st level.

Calming Touch (Sp) You can touch a creature as a standard action to heal it of 1d6+1 points of nonlethal damage. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability 6 times per day.

Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this ability 5 times per day.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Patient Optimist (Erastil) You know that all things pass in time, and are used to having to repeat arguments multiple times to convince even the most stubborn believer. You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt, you may retry it once.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).

Touch of Good (Sp) You can touch a creature as a standard action, granting giving it a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 6 times per day.