About BonifaciusData:
Name: Bonifacius Race: Dwarf Job: Age: 47 Height: 5´4" Weight: 120 lbs Alignment: CG Personality: Likes: Traveling, Dislikes: Opression, chains. Favorite foods: Roasted chicken in honeymustard, Dwarven cooking Hobbies: Laughing, drinking, Physical Description: Deity: Desna Languages: Common, Dwarf Favorite Class: Cleric: +2 HP Combat:
Hit Points: 21 Initiative: +0 Armor Check Penalty: -3 Speed: 30 feet (30with armor) Armor Class: 18 (10 +6 Armor +2 Shield) Touch: 10 Flat-footed: 18 Saves: Fortitude: +6 (3 +3 Con) Reflex: +0 (0 +0 Dex) Will: +6 (3 +3 Wis) Situational Bonuses: +2 against spell/SLA/ poison Combat: Base Attack Bonus: +1 Melee Attack Bonus: +4 (1 BAB+ 3 Str) Range Attack Bonus: +1 (1 BAB+ 0 Dex) Combat Maneuver Bonus: 4 (1 BAB 3 Str) CM DC: 14 (10+ 1 Base + 3 Str + 0 Dex) Battleaxe +5 (1d8+4/20x3/P+B) Dagger +4/+1 (1d4+3/19-20/S-P) Sling +1 (1d4+3/20/B) Racial Traits:
Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma. Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size. Type: Dwarves are humanoids with the dwarf subtype. Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages. Defense Racial Traits Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Cleric:
Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities. Starknife Aura (Ex) Chaotic Good 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) 1d6 / 4day Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy 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 channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. 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. Spells A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. Orisons
Domains
Good Fortune (Ex):
Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle. Travel Domain
Spontaneous Casting
Bonus Languages
Feats, Traits &Skills:
Feats: Extra Channel Traits: Observant Sometimes it helps to pay attention to your surroundings and the people you meet. Choose eitherPerception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you. Birthmark Skills: Skillpoints gained/level (4) 2x 2+0(int) *Acrobatics: -4 (0 ranks; ; +0 Dex; -4 armor) *Appraise: +0 (0 ranks; +0 trained; +0 Int) *Bluff: -1 (0 ranks; +0 trained; -1 Cha) *Climb: +0 (0 ranks; 0 trained; 3 Str; -3 armor) *Diplomacy: -1 (0 ranks; +0 trained; -1 Cha) *Disguise: -1 (0 ranks; +0 trained; -1 Cha) *Escape Artist: -4 (0 ranks; ; +0 Dex; -4 armor) Fly: N/A (0 ranks; ; +0 Dex; -3 armor) Heal: +0 (0 ranks; +0 trained; +0 Wis) Heal: +6 (1 ranks; +3 trained; +2 Wis) *Intimidate: -1 (0 ranks; +0 trained; -1 Cha) *Know (arcana): +0 (0 ranks; +0 trained; +0 Int) *Know (dungeoneering): +0 (0 ranks; +0 trained; +0 Int) *Know (engeneering): +0 (0 ranks; +0 trained; +0 Int) *Know (local): +0 (0 ranks; +0 trained; +0 Int) *Know (geography): +0 (0 ranks; +0 trained; +0 Int) *Know (history): +0 (0 ranks; +0 trained; +0 Int) *Know (nature): +0 (0 ranks; +0 trained; +0 Int) *Know (nobility): +0 (0 ranks; +0 trained; +0 Int) *Know (planes): +0 (0 ranks; +0 trained; +0 Int) *Know (religion): +4 (1 ranks; +3 trained; +0 Int) *Linguistics:+0 (0 ranks; +0 trained; +0 Int) Perception: +8 (1 ranks; +3 trained; +3 Wis+1Trait) Ride: -4 (0 ranks; ; +0 Dex; -4 armor) *Sense Motive: +7 (1 ranks; +3 trained; +3 Wis) Stealth: -4 (0 ranks; ; +0 Dex; -4 armor) *Spellcraft: NA (0 ranks; +0 trained; +0 Int) *Survival: +2 (0 ranks; +0 trained; +2 Wis) Swim: -1 (0 ranks; 0 trained; 3 Str; -4 armor) *Use magic device -1 (0 ranks; +0 trained; -1 Cha) Spells:
Concentration:1d20 +3 = +1 level +2 stat Cantrips: Per Day: 4 Spd: Unlimited Detect Magic, Light, Create Water, Read Magic Level 1: Known: 2+1 Domain Spell: Longstrider, Bless, Divine Favor Equipment:
Starting Funds: 240 GP Weapons: 19gp 9lb MW Battleaxe 310gp 6lb Dagger 2gp 1lb Sling 0gp 0lb Sling Bullet 1gp 1lb Armor: 57gp 40lb Breastplate MW 350gp 30 lb Heavy Shield (wodden) 7 10Lb Miscenellous: 131,87gp 32,5 lb Kit, Clerics Price 16 gp; Weight 32 lbs. This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol. Outfit, Cold Weather (free) This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather. Whetstone 0,02 1lb Twine (50ft) 0,01 0,5lb Tattoos 5 Scroll Cure light wounds x2 50gp Scroll Comprehend L. 25 Scroll Magic Stone 25 Chalk x5 5 flasks of Applejack 20 Trail rations Carrying Capacity: Light Load: 0 lbs - 76 lbs Medium Load: 77 lbs - 153 lbs Heavy Load: 154 lbs - 230 lbs Lift Over Head: 230 lbs Lift Off Ground: 460 lbs Push or Drag: 1150 lbs Carried Possessions (76 lbs):
Boons:
House Thrune Favor Grand Lodge FactionS7:
EXPLORER (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check. Once per adventure when you accomplish one of the following goals, you may check a box that precedes it. Once all of a goal’s boxes are checked, the goal is complete. You earn special rewards based on the number of goals you have completed. CHRONICLER (4+ goals): You gain one additional use of the Explorer ability per adventure. In addition, you can use the Explorer ability to modify a Linguistics, Knowledge, or Use Magic Device check and attempt the check as if trained. [][][]EXPEDITION COORDINATOR (7+ goals): You can forego your Day Job check to organize an expedition to a site you recently visited and discover things you missed before. You can check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have otherwise failed. If you do so, all other PCs at the table also succeed at the secondary success condition. [x][x][x][][][][][]Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal. [][][]Forgo a Day Job check to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check. [x]Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal. []Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal. []Recover a piece of the Numerian device known as the Sky Key. [X]Defeat one or more members of the Aspis Consortium in an encounter whose Challenge Rating is at least equal to your character level. []Sponsor another PC to join your faction. To fulfill this goal, that PC must then join the Grand Lodge by spending only 1 Prestige Point per character level (one-third the normal cost). The PC must have at least 6 XP and at least three ranks in any combination of the following skills: Knowledge (any), Linguistics, or Perception. [][][][]Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards. Grand Lodge FactionS8:
EXPLORER (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check. GUIDING COMPASS (4+ goals): Your wayfinder guides you to safety in all circumstances. If you fail a saving throw against an effect that allows additional saving throws to mitigate the effect (e.g. glitterdust or dominate person), you gain a bonus on subsequent saves against such effects equal to 1 for every three goals you have completed. EXPEDITION COORDINATOR (7+ goals): You can forgo your Downtime to organize an expedition to a site you recently visited and discover things you missed before. Check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have failed. If you do so, all other PCs at the table also succeed at the secondary success condition. [][][][][][][][]Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal. [][]Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check. []Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal. []Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal. [][]Participate in an adventure that includes at least two encounters that do not take place on the Material Plane. [][]Resolve an encounter with an organization led by genies, elemental forces, or those who revere them. []Participate in an adventure that directly assists an NPC Pathfinder agent or agent of an allied organization, such as by mounting a rescue, recovering an important object, or defending that group’s resources and reputation. [][][]/[][]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. |
