Full Name |
Berato Aquilinus |
Race |
Cleric 10 (Torag) - Init +1, Senses: Normal Vision, Perception +25, AC 23/ touch 12/ ff 22; hp 73/73 (1/day converts bonus dmg from crit into nonlethal dmg), F+12, R+8, W+16, Speed 60 ft. |
Classes/Levels |
CE 7/7; AoM 10/10; ToG 9/9; PT 1/1. Buffs: magic_vstmnt x2 |
Gender |
Male LG Human (Chelaxian) |
Size |
Medium |
Age |
24 |
Deity |
Torag |
Location |
Cheliax |
About Berato Aquilinus
Berato Aquilinus
Male Human Cleric 10 (Torag)
LG medium humanoid
Init +1 Senses Normal Vision Perception +25
DEFENSE
AC 23, touch 12, flat-footed 22 (armor 8, shield 3, dex 1, sacred 1)
hp 73 (1/day converts bonus dmg from crit into nonlethal dmg)
Fort 12 Reflex 7 Will 16
OFFENSE
Speed 30 ft
Melee MW Consecrated Alchemical Silver Warhammer +14/+9 (1d8+6/x3) or Touch +13/+8 (Varies/x2) [Divine Favor 3, Fate's Favored 1]
Ranged MW Sling +13/+8 (1d4+6/x2) or Ranged Touch +12/+7 (Varies/x2) [Divine Favor 3, Fate's Favored 1]
Space 5 Reach 5
STATISTICS
STR 14 DEX 12 CON 14 INT 12 WIS 22 CHA 15
BAB 7 CMB 9 CMD 21
Feats Extra Channel (B), Selective Channeling (1st), Alignment Channel (Evil) (3rd), Quick Channel (5th), Sacred Summons (7th), Purifying Channel (9th)
Skills Acrobatics 0, Appraise 2, Bluff 2, Climb 4, Diplomacy 17 (+4 vs. Pathfinders, +2 vs. fey, +2 in Irrisen), Heal 21, Knowledge (arcana) 5, Knowledge (history) 6 (+2 ref. Cheliax), Knowledge (nobility) 5 (+2 ref. Cheliax), Knowledge (religion) 8, Knowledge (the planes) 7 (+2 vs. devils), Perception 25 (+2 vs. devils), Sense Motive 14 (+2 vs. devils), Spellcraft 9, Survival 6, Swim 1
Traits Fate's Favored (faith), Seeker (social)
Languages Common, Infernal
Gear Mithral Agile Breastplate (+2*), Mithral Sanctified Quickdraw Light Shield (+2*), MW Consecrated Alchemical Silver Warhammer, MW Cold Iron Warhammer, MW Sling, Headband of Inspired Wisdom +4, Lesser Extend Metamagic Rod, Eyes of the Eagle, Buffering Cap, Golden Eagle Epaulets, Sleeves of Many Garments, Belt of Physical Might +2 (STR/CON), Bag of Holding Type III (35 lbs; holds 1,000 lbs./150 cubic ft.); Backpack - masterwork, Bullets - Sling (20), Kit - Cleric's, Kit - Healer's, Cold weather outfit, Courtier's outfit, Horse - heavy war, Saddlebags, Saddle (military), Scroll of cure light wounds (CL: 1), Scroll of protection from evil (CL: 1), Scroll of obscuring mist (CL: 1), Scroll of magic weapon, Scroll of ironbeard (CL: 1), Scroll of lesser restoration (CL: 3), Elixir of Hiding, wand of endure elements 10chrg, waterskins x2, foodstuff (20 days' worth), mw consecrated alchemical silver warhammer (for others), 20 silver bullets, antitoxin x3, antiplague x3, Kit, Arctic, Kit, Campsite, Kit, Climber's, Kit, Cooking, Tent, Pavillion, Firewood (10 days), Ale (10 gallons), Cheese (10 pound wheel, whole), Chest, Medium, Coffee Pot, with 5 pounds of ground beans, Honey Jar, Travel Cake Mix, Meat, 5 pounds, Bread, 10 loaves.
*NOTE: +2 from magic vestment, extended.
Channel Energy (Su): You can release a wave of positive energy which either heals 5d6 of damage to living creatures or damages undead creatures (Will Save DC 17) You can use this ability 7 times a day. [Channels used before Berator's bedtime each day: 2 (consecrated warhammer half of 5d6 channel smite; sanctified shield +1 sacred bonus to AC)]
Domains Archon (Good), Purity (Protection)
• Touch of Good (Core 44): You can touch a creature as a standard action, granting a +5 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 9 times a day.
• Aura of Menace (APG 86): You can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a –2 penalty to AC and on attacks and saves as long as they remain inside the aura. You can use this ability for 10 rounds per day. These rounds do not need to be consecutive.
• Resistance Bonus (Core 46): You receive a +3 resistance bonus on saving throws.
• Resistant Touch (Core 46): 9 times per day, you can touch an ally to transfer your domain's Resistance Bonus to them for 1 minute.
• Purifying Touch (APG 94): You can touch a willing creature with divine power, giving it a saving throw against each effect currently affecting it, using the original saving throw DC of the effect. Each successful saving throw ends the related effect. The creature can choose not to make a save against an effect. You can use this ability 1 times a day.
Cleric Spells (Caster Level 10th; Concentration +16)
Orisons (DC 16) at will - create water, detect magic, light, mending
1st (DC 17) 6/day - divine favor (D), bless x2, divine favor x2, fallback strategy, liberating command
2nd (DC 18) 6/day - align weapon (D), bear's endurance, bull's strength, eagle's splendor, grace, restoration lesser x2
3rd (DC 19) 4/day - remove blindness/deafness (D), magic vestment x2, summon monster III x2
4th (DC 20) 4/day - spell immunity (D), blessing of fervor, summon monster IV x3
5th (DC 21) 3/day - [i]dispel evil (D), air walk communal, summon monster V x2
Spell-like Abilities
Golden Eagle Epaulets (CL 5th)- 1/day each: bless, sanctuary (DC 11)
Vanity: Temple (4PP): you may use the Heal skill for day job rolls.
BOTTING: in round 1, he will buff frontline allies with his Touch of Good ability or cast a beneficial cleric spell as per the needs of the party; in later rounds, he will use his Sacred Summons feat to bring forth Lantern Archons or Hound Archons as a standard action OR use his Channel Energy class feature to heal his allies and damage excluded foes simultaneously via his Purifying Channel feat.