Classes/Levels |
Cleric (Evangelist) 2 [ HP: 13/13 AC: 18 T: 14 FF: 15 | Fort +6, Ref +4, Will +7 (+11 vs fear) | Init +3 Perc: +5 ] |
About Belvedyr Haverfoot
Belvedyr Haverfoot
Male Halfling Cleric (Evangelist) 2
NG Small Humanoid (halfling)
Init +3; Senses Perception +5
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Defense
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AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 13 (2d8+4)
Fort +6, Ref +4, Will +7; +2 vs. fear, +2 trait bonus vs. fear
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Offense
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Speed 30 ft.
Melee Rapier +5 (1d4-1/18-20/x2)
Ranged Heavy crossbow +5 (1d8/19-20/x2)
Special Attacks agile feet (7/day), sermonic performance (standard action) (9 rounds/d, sermonic performance: counterspell, sermonic performance: fascinate (dc 14), sermonic performance: inspire courage +1
Cleric (Evangelist) Spells Prepared (CL 2):
1 (3/day) Longstrider, Cure Light Wounds (x2), Detect Undead
0 (at will) Guidance, Read Magic, Detect Magic, Purify Food and Drink (DC 13)
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Statistics
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Str 8, Dex 16, Con 14, Int 10, Wis 16, Cha 16
Base Atk +1; CMB -1; CMD 12
Feats Weapon Finesse
Traits Freedom Fighter, Good Natured
Skills Diplomacy +7, Escape Artist +5, Heal +7, Perception +5, Ride +1, Sense Motive +7, Stealth +5, Swim -3
Languages Common, Halfling
SQ aura, domains (travel), fearless, public speaker (-5 dc to hear), spontaneous casting
Other Gear Chain shirt, Crossbow bolts (20), Heavy crossbow, Rapier, 8 GP
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Special Abilities
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Agile Feet (7/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric (Evangelist) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Fearless +2 racial bonus vs Fear saves.
Good Natured You have an unusually sunny spirit, and it takes serious doing to dampen your mood. You gain a +2 trait bonus on all saving throws against fear effects.
Public Speaker (-5 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Sermonic Performance (standard action) (9 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Sermonic Performance: Fascinate (DC 14) (Su) One or more creatures becomes fascinated with you.
Sermonic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:
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