About Bohrs Kreegan
AC: 19 (18 flat-footed, 11 touch)
HP: 38 (24 base, 8 racial hit die, +3 con, +3 favored class)
Initiative: +1 (Dex)
Speed: 20 ft.
Attack Bonus (BAB): +2 (+5 rapier, +4 club, +3 crossbow)
Combat Maneuver Bonus (CMB): +4
Spell Resistance Check: +2 (+4 vs Outsiders)
Fort: +4 (+2 trait bonus vs poisons and drugs, +4 vs effects of alcohol)
Description: A barrel-chested man with a full beard, shaggy brown hair and a friendly smile. His voice is a deep and resonant baritone.
Arriving shortly after his ordination, Bohrs has spent his last two years in Kassen; long enough to be counted as a semi-permanent fixture. He can be found in the Seven Silvers tavern on most days, running games of chance for those who would like to try their luck, be it cards, dice, drinking or whatever. Bohrs splits the house take fifty-fifty with Trevlar (after his five silver a day room and board is deducted, of course).
A loud, but likable fellow, Bohrs is on friendly terms with Trevlar Silvers, Trevlar's daughter, Asina, Jocyn Elmaran, the resident minstrel, Short-Change, the server, as well as the tavern's regulars. He is on somewhat less friendly terms with his Mentor, Father Rantal Prasst. The local Erastilian priest frequently chides Bohrs for encouraging irresponsible behavior in the adults who should be working, keeping their homes, and raising their children instead of drinking, gambling and spending their time in such unproductive pursuits. Bohrs bears the criticism as the cost of learning his role as a pastor of the Kassen flock. He hopes one day to see Father Prasst passed out drunk on the common room floor.
Bohrs' friendly, easy-going demeanor allows much to roll off of him, and from what he can tell, he is generally regarded less as a bad influence, and more as a person who is good company when one wishes to pass free time unencumbered by worry and stress. He is convinced that the lives of the people of Kassen will be greatly enriched by a bit of frivolity. He is certain that this is the reason fate and/or fortune brought him to this little corner of the world.
Showdown (campaign): You encountered a group of ruffians from out of town threatening a townsperson, and, through your strength of personality, got them to back down. Pick one of the following skills: Bluff or Intimidate. You gain a +1 trait bonus in that skill, and that skill is a class skill for you.
Iron Liver (equipment): You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Fortified Drinker (religion): Whenever you imbibe any alcoholic beverage, you gain a +2 trait bonus on saves against mind-affecting effects for 1 hour.
Untrained Scholar (faith): Once per day, you can attempt a Knowledge (geography), Knowledge (history) or Knowledge (local) check untrained with a +2 trait bonus.
Hedonistic (Drawback): Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.
Spells per Day: 0-level: 5 1st level: 3 (+1 domain) 2nd level: 2 (+1 domain)
Favored Class: +1 to overcome Spell Resistance of Outsiders.
0-level (orisons) (DC 13):
create water (Cleric of Cayden Cailean Benefit: can be used to create simple ale or wine 1/day)
1st level (DC 14):
Domain Spell: expeditious retreat, knock*
cloak of secrets
2nd level (DC 15):
Domain Spell: align weapon (chaos)
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Channel Energy (Su)/DC 13, 2d6 7/day (0 used): 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 channel 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.
Domains: A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
Domains: Chaos and Exploration
Chaos Domain Power Drunken Autonomy (Su): As a swift action, whenever under the effects of mind-affecting magic, possession, or similar external control, you can channel the unrestricted nature of your god. Instead of acting under the compulsion, you instead act as though you had the confused condition for 1 round. Producing the “act normally” result allows you to act free of mental compulsion for that round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This replaces the touch of chaos domain power of the Chaos domain.
Exploration Domain Power Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
Fey Magic, Underground Terrain (Su):
Fey Magic (Su): Bohrs has a mystic connection to one terrain type, selected from the ranger’s favored terrain list (your choice). Select three 0-level druid spells and one 1st-level druid spell. If you have a Charisma score of 11 or higher, when in the selected terrain, you gain these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to your character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the Bohrs’ Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.
O-level Druid Spells (DC 12):
purify food and drink
1st level Druid Spells (DC 13):
Channel Ray: When you channel energy, you can project a ray from your holy symbol instead of creating a burst. You must succeed at a ranged touch attack to hit an unwilling target; your target is then affected by the channeled energy as normal and receives a saving throw. You need not make an attack roll to affect a willing creature with the ray. The ray has a range of 30 feet per channel energy die, and its save DC is increased by 2.
Channel Smite: Add channel energy damage to one attack.
Extra Channel: You can channel energy two additional times per day.
Prophet (Story Feat): Prerequisites: Ability to cast divine spells, and you must either have received a vision from your god (or another appropriate supernatural entity) or have the Marked by the Gods background (see Ultimate Campaign).
Benefit: If you are nonevil and worship a nonevil deity, whenever you cast a beneficial spell on an ally you gain a +1 sacred bonus to AC for 1 round per spell level. If you are evil or worship an evil deity, whenever you cast a harmful spell on an enemy you gain a +1 profane bonus to AC for 1 round per spell level. Casting a spell on yourself does not count unless it also affects an ally.
Goal: Convert an appropriate number of creatures to the worship of your deity.
Completion Benefit: Your bonus to AC for casting beneficial or harmful spells on allies increases to +2, and the bonus also applies on saving throws for the same duration.
Per Level: 2 Class + 1 Race +1 Favored Class +2 Background*
Bluff (Cha): +7 (1 rank, 3 class, 2 Cha, 1 trait)
Diplomacy (Cha): +6 (1 rank, 3 class, 2 Cha)
Heal (Wis): +8 (2 rank, 3 class, 3 Wis)
Knowledge, Religion (Int): +6 (3 rank, 3 class, 0 Int)
Sense Motive (Wis): +9 (3 rank, 3 class, 3 Wis)
Spellcraft (Int): +6 (2 rank, 3 class, 1 Int)
Background - Appraise (Int): +6 (3 rank, 3 class, 0 Int)
Background - Profession, Gambler (Wis): +9 (3 rank, 3 class, 3 Wis)
+1 Chainmail (+7 AC, +2 Max Dex, -4 ACP) * gp, 40 lbs.
Buckler (+1 AC, -1 ACP), 5 gp, 5 lbs.
Taken by Razmirans:
Club (1d6+2, x2, 10', Type: B) 3 lbs.
Light Crossbow (1d8, 19-20 x2, 80', Type: P) 35 gp, 4 lbs.
Masterwork Rapier, "Houndstooth" (1d6+2, 18-20 x2, Type: P), 20 gp, 2 lbs.
Razmiran Disciple Mask
Holy Symbol Tattoo, 100 gp (back of left hand)
Traveler's Outfit, 5 lbs.
Scroll of Lesser Resoration
Silver Tankard (Holy Symbol), 25 gp, 1 lb.
Placard of Wisdom, 1 gp, 1 lb.
Taken by Razmirans:
Deck of cards, 1 sp, 1 lb.
Dice, 1 sp
Waterskin, filled with water, 4 lbs.
Tangelfoot Bag, 4 lbs.
Backpack, 2 lbs.
Letter of Encouragement
Money: Gold: 0 Silver: Copper: 0
Weight carried: (88.5) 5 lbs.