Erasmus

Avri's page

13 posts. Alias of TrinketMike.


Full Name

Avri

Race

| HP: 39/39 | AC 21* (T13, FF 18*) | CMB: +4 CMD: 17 | F:+6 R:+6 W:+9 | Init +3 | Perc +17*, SM +14*, Diplomacy +9

Classes/Levels

| Speed 30 ft. | Spells: 3rd: 4/4, 2nd: 3/5, 1st: 5/5 | Channel Energy: 8/8 | Icicle: 6/6, Daylight: 1/1 | Harrow: 1/1 | Active Conditions: Shield, Spiritual Weapon (4/6 rounds)

Gender

Male Aasimar Cleric (roaming exorcist) of Pharasma 6

Strength 11
Dexterity 16
Constitution 10
Intelligence 9
Wisdom 16
Charisma 16

About Avri

Statistics:

Avri
Male Assimar Cleric (roaming exorcist) of Pharasma 6
NG Medium Outsider (native)
Init +3; Senses Darkvision 60 ft., Perception +17 (+3 vs. Incorporeal and haunts)

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DEFENSE
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AC 17, touch 13, flat-footed 14 (+4 armour, +3 Dex, +0 shield)
hp 39 (5d8+6)
Fort +6, Ref +6, Will +9
Resistances Acid 5, Cold 5, Electricity 5
Defensive Abilities spirit sleuth

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OFFENSE
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Speed 30 ft.
Melee +1 mithral dagger +8 (1d4+1 P or S/19-20)
…masterwork heavy mace +5 (1d8 B)
Ranged dagger +7 (1d4/19-20)
…icicle +7 (1d6+3 C) (30 ft. range)

Spells Prepared (CL 6th, Concentration +9)
3rd—searing light, searing light, searing light, water breathing*
2nd—fog cloud*, lesser restoration, spiritual weapon, spiritual weapon, spiritual weapon
1st—hide from undead, protection from evil, protection from evil, protection from evil, obscuring mist*
0—create water, detect magic, light, stabilize

Spell Like Abilities (CL 6th, Concentration +9)
6/day icicle
1/day daylight (10 min/lv, touch, bright light 60 ft)

Supernatural Abilities
8/day channel energy (30 ft, 3d6, Will DC 15 for half damage)

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STATISTICS
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Str 11, Dex 16, Con 10, Int 9, Wis 16, Cha 16
Base Atk +4; CMB +4; CMD 17
Traits Caretaker, Seeker
Feats Alertness, Extra Channel, Weapon Finesse
Skills Diplomacy +9 (1R), Heal +8 (1R), Knowledge (religion) +4 (2R), Perception +17 (+3 vs. Haunts and incorporeal) (6R), Profession (cook) +6 (1R), Sense Motive +14 (+3 if subject is possessed, cursed, enchanted, magical controlled) (6R), Spellcraft +3 (1R),
(3 points; 4 class, -1 INT, 0 race, 0 favoured class)
Abilities celestial resistance, channel energy, curse seeker, dedicated wanderer, domain (ice), domain abilities (icicle), orisons, skilled, spirit sleuth, spontaneous casting (cure spells), unseen revealed
Proficiencies Simple weapons, dagger, light armor.
Languages Common, Celestial

Special Abilities:

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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: NEUTRAL, no aura

Channel Energy 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. 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.

Curse Seeker (Su): A roaming exorcist can more readily identify cursed items. When identifying a magic item, the roaming exorcist needs to exceed the item’s DC by only 5 (instead of by 10) in order to determine whether the item is cursed.

Dedicated Wanderer: A roaming exorcist is dedicated to her cause and affords no time to other pursuits typical of clerics. A roaming exorcist must choose to channel positive energy. She may choose only one domain from her deity’s list of domains, rather than the normal two domains, and she does not gain Medium Armor Proficiency or Shield Proficiency. She gets 4 skill ranks per level.

Domain Ice, Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—freezing sphere, 8th—horrid wilting, 9th—polar ray.
Icicle Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spirit Sleuth (Ex): Upon interacting with a rejuvenating spirit or haunt for the first time (such as by attacking the spirit or channeling energy to damage the haunt), a roaming exorcist can attempt a Sense Motive check as a free action to determine the specific course of action required to permanently neutralize the spirit or haunt (DC = 10 + the undead creature’s Hit Dice or the haunt’s CR).

Unseen Revealed (Ex): A roaming exorcist gains a bonus equal to 1/2 her cleric level (+3) on Perception checks to detect haunts and incorporeal creatures and on Sense Motive checks to determine whether a creature is possessed, under the effects of an enchantment or curse, or otherwise magically controlled.

Harrowings:

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Harrowings
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The Lost Star
…+4 to Wisdom rolls and skills for 24 hours
…+1d6 die for channel energy and +1 DC for 1 battle
…Auto pass a Will Save

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear +1 mithral dagger, dagger (2), masterwork heavy mace, hotl water (3), potion of remove disease, potion of cure moderate wounds (2), scroll of detect undead, scroll of hide from undead (2), scroll of protection from evil, wand of cure light wounds (7 charges), wand of cure moderate wounds (19 charges), wand of lesser restoration (12 charges)
Possessions masterwork chain shirt, bronze war medallion, cloak of resistance +1, dream journal, holy symbol of Pharasma, stone of alarm, masterwork backpack, sack, waterskin, flint and steel, bedroll, explorer’s outfit, holy text, glass jar, sack of small bones, sack of burnt bones, scroll case, scrolls, inkwell, quill, games and cards,
Carrying Capacity
Light 0-43 lb. Medium 44-86 lb. Heavy 87-130 lb.
Current Load Carried ?? lbs.
Money 824 GP 0 SP 0 CP

Background:

Appearance and Personality:

- Respects burials, graves, tombs, corpses, the dead. Collects bones.
- believes in fate, prophecy, destiny, and omens
- Volunteers in kitchen, enjoys cooking and eating. Only eats liquids: soups, juices, tea, coffee.
- Has glowing eyes.
- Walks around with Pharasma’s banner when out. Pious. Stretches.
- Hates undead, tomb robbing, desecration of the interred
- Has experience in hospitals. Tending sick, wounded, dying, and women in labour. Cares for young children.
- Can perform weddings, births, and funerals.
- Adopted Pixy. Afraid of losing her.