Ecclesitheurge

Borox's page

201 posts. Organized Play character for Xathos of Varisia.


Full Name

Borox

Race

|AC 22 (T 13/FF 20) | CMB +6 CMD 23 | HP 57 | Init +8 | Fort +10 Ref +6 Will +10

Classes/Levels

| Perception +5 | Speed 20 ft. | Darkvision

Gender

Male CN Dwarf Cleric 6

Size

Memorized Spells:
Cantrips: Detect Magic, Guidance, Resistance, Stabilize L1: Barbed Chains, Bless x2, Shield of Faith, Sunmetal

Age

Memorized Spells:
L2: Bless Weapon, Bull's Strength, Consecrate, Lesser Restoration L3: Dispel Magic, Prayer, Searing Light

Alignment

Chaotic Neutral

Deity

Gorum

Location

Five Kings Mountain

Languages

Common, Dwarven, Orc

Occupation

None

Homepage URL

https://drive.google.com/open?id=0B2TUxhGiT_HiZGMwbWdhbXZGV2c

Strength 14
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 17
Charisma 8

About Borox

Borox
Male Dwarf cleric 6
CN Medium humanoid (dwarf)
Init +8, Senses darkvision (60 ft.); Perception +5
Aura aura of chaos,
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DEFENSE
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AC 22, touch 13, flat-footed 20 (+8 armor, +2 Dex, +1 deflection, +1 natural )
hp 57 ((6d8)+24)
Fort +10, Ref +6, Will +10, +2 vs. poison, spells, and spell-like abilities

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OFFENSE
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Speed 20 ft.
Melee greatsword +1, +7 (2d6+4/19-20)
Melee morningstar +6 (1d8+2)
Ranged sling +6 (1d4+2)
Special Attacks Channel Positive Energy (3d6, DC 13, 2/day),

Prepared Spells
Cleric (CL 6th; concentration +9)
3rd-
2nd-bull's strength*(DC 15), consecrate, resist energy(DC 15), summon monster ii
1st-barbed chains, blessx2, shield of faith*(DC 14), sun metal
0th-detect magic, guidance(DC 13), resistance(DC 13), stabilize(DC 13)
*:Domain spell.
Deity Gorum; Domains Ferocity Subdomain, Glory,
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TACTICS
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STATISTICS
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Str 14, Dex 14, Con 16, Int 10, Wis 17, Cha 8,
Base Atk +4; CMB +6; CMD 23 (21 vs bullrush) (21 vs trip)
Feats Improved Initiative, Power Attack, Furious Focus
Skills Heal +7, Knowledge (Religion) +6, Linguistics(Orc) +4, Perception +5, Perception (Notice unusual stonework) +7, Profession (sculptor) +4, Sense Motive +7, Spellcraft +5, Use Magic Device +0
Traits Focused Mind, Reactionary,
Languages Common, Dwarven, Orc
SQ aura, aura of chaos, darkvision, ferocious strike, greed, hardy, hatred, orisons, spontaneous casting, stability, steady, stonecunning, touch of glory (6/day), weapon familiarity,
Combat Gear Wand (Cure Moderate Wounds//3rd, Cure Moderate Wounds/Cleric/3rd) (5 charges), Wand of Cure Light Wounds (50 charges), meals (common/per day) (5), potion of cure light wounds (2), scroll (bless), scroll (magic stone), scroll (magic weapon), scroll (obscuring mist), scroll (protection from evil), torch (2),
Other Gear greatsword +1, outfit (explorer's), backpack, common, bullets, sling (10) (2), flint and steel, grappling hook, common, holy symbol (wooden), belt pouch, rope (silk/50 ft.), spell component pouch, waterskin, whetstone, morningstar, sling
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SPECIAL ABILITIES
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Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Aura of Chaos (Ex) You project a moderate chaotic aura.

Channel Positive Energy

Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 3d6 points of positive energy damage to undead creatures or to heal living creatures of 3d6 points of damage. Creatures that take damage from channeled energy receive a DC 13 Will save to halve the damage. You can use this ability 2 times per day.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.

Domains

Ferocious Strike (Su) Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals an additional 2 damage. You can use this ability 6 times per day.

Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.

Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

No Racial Subtype You have chosen no racial subtype.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You 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).

Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.

Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.

Touch of Glory (Sp) You can cause you hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a +6 bonus to a single Charisma-based skill check or Charisma ability check. This ability lasts for one hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus 6 times per day.

Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.