Cleric 2 | 20/20 HP | 16 (17 with meteor hammer) AC 10 T 16 FF | 13 CMD | F +5 R +0 W +5 (+2 vs charm, compulsion) | Init +0 | Perc +10 | SM +2 | Spells: 1st: 4/4 | Channel energy DC 12 1d6 5/5 | Active conditions:
#2-15: Shades of Ice, Part I: Written In Blood
#2-17: Shades of Ice, Part II: Exiles of Winter
#2-19: Shades of Ice, Part III: Keep of the Huscarl King
#23: Tide of Morning
Defense AC 17, 10 touch, 17 flat-footed (+6 armor, +1 Shield);
HP 20 (2d8+4+3)
Fort +5 Ref +0 Will +5 (+2 vs charm, compulsion)
Specialendure elements (cold only)
Offense Speed 30 ft
Melee +4 masterwork meteor hammer (1d8+3/x3), -2 bite (1d3+1)
Ranged +1 Sling (1d4+2/x2, 50ft range)
Special Channel energy 1d6 (DC 12, 5/day)
Statistics Str 14 Dex 10 Con 14
Int 10 Wis 14 Cha 14
Base Atk +1; CMB +3; CMD 13
Feats Toughness
Skills ACP -3
- Diplomacy +7 (2 ranks, +2 Cha, +3 class)
- Kn (religion) +4 (1 rank, +3 class)
- Linguistics +8 (1 rank, +3 class, +4 racial)
- Perception +10 (2 ranks, +2 Wis, +3 class, +2 racial, +1 trait)
- Stealth -1 (+2 racial, -3 ACP)
Languages Common, Sylvan, Tengu, Tien
SQ Low-light vision, sneaky, gifted linguist, exotic weapon training (meteor hammer, katana, wakizashi), natural weapon, Aura: faint chaos and good, channel energy 1d6 3+Wis/day, domains: travel and luck, agile feet 3+Wis/day, bit of luck 3+Wis/day
Traits Faith: Birthmark; Social: Seeker
Favored Class Cleric: +2 skill ranks
Equipment:
Weapons and Armor
Alchemical silver wakizashi
Cold iron katana
Masterwork breastplate
Masterwork meteor hammer
Sling + 10 bullets
Consumables
Acid
Alchemist Fire
Holy Water
Scroll of air bubble
Scroll of ant haul
Scroll of comprehend languages x2
Scroll of remove fear
Scroll of remove sickness
Wand of Cure Light Wounds (50 charges)
Wand of Endure Elements (49 charges)
Other Gear
Cold Weather Outfit
Flint and steel
Masterwork backpack
Silk Rope 100 ft.
Funds
639.9 gold
Background:
Appearance and Personality:
Boons & Vanities:
#2-17:
Dragonkiller: Cross off this boon to add an extra 1d6 damage to a single damage roll against a true dragon. Not multiplied on a critical hit.
#2-19:
Snowmask Induction: Permanently gain the effects of endure elements in cold weather at 0° F and above.