Balazar

Binkbink Core Fuzzybrain's page

33 posts. Organized Play character for gossamar4.


Full Name

Binkbink Core Fuzzybrain

Race

gnome

Classes/Levels

Cleric/1: HP (10/10): AC (20/touch=14/flat=17): Saves (Fort=3/Ref=3/Will=5): Initiative +4: Perception +6: Sense Motive +3

Gender

male

Size

small

Age

36

Alignment

Chaotic Neutral

Languages

Common, Gnome, Sylvan

Strength 10
Dexterity 16
Constitution 12
Intelligence 8
Wisdom 16
Charisma 12

About Binkbink Core Fuzzybrain

Offense:
Initiative = +4

Melee
Spiked Shield, Light (small) = +3 (1d3/20x2)
Dagger (small) = +3 (1d4/19-20x2)

Ranged
Sling (small) = +3 (1d3/20x2)

Defense:
HP = 10

AC(Touch) = 20(14)

Fortitude = 3
Reflex = 3
Will = 5

CMD = 13

Spells:
Gnome Magic 1/day

Dancing Lights
Flare
prestidigitation
speak with animals

0 lvl

Create Water
Detect Magic
Read Magic

1st lvl 2+*1/day

DC=14

Cause Fear
*Lesser Confusion

* = domain spell

Skills:
Perception = 6 (3+1+2)

Feats/Class:
Weapon Finesse (1st Lvl): Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

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. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

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. Positive = 4/day

Domains:

- Chaos:

----Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 6/day

- Madness:

----Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 6/day

Equipment:
Armor = Scale mail (small)
Weapon = Spiked Shield, light (small)
Weapon = Sling (small), 20 stones

Backpack
--Bedroll
--Case (map/scroll)
--Chalk
--Holy Symbol
--Ink Pen & Ink
--Paper
--Pouch, Belt
--Rations, Trail
--Rope, 50'
--Water skin
--Alchemist's fire x2

Traits:
PFS
Fast-Talker (social): You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Rapscallion (racial): You've spent your entire life thumbing your nose at the establishment and take pride in your run-ins with the law. Somehow, despite all the mischievous behavior in your life, you've never been caught. You gain a +1 trait bonus on Escape Artist checks and a +1 trait bonus on Initiative checks.