Sandpoint Cleric

Bradford Fredrickson's page

13 posts. Alias of Zotsune.


Full Name

Bradford Fredrickson

Race

Human

Classes/Levels

Cleric 1 | HP: 20/20 | AC: 17, T: 11, FF: 16 | F: +4 R: +1 W: +7 | Init: +1 Perc: +9

Gender

Male

Size

Medium

Age

22

Alignment

NG

Deity

Sarenrae

Location

Haldors Spring

Languages

Common

Strength 8
Dexterity 12
Constitution 12
Intelligence 8
Wisdom 18
Charisma 18

About Bradford Fredrickson

Bradford Fredrickson
Male 22 Human Cleric
NG Medium Humanoid (Human)
Init +1; Senses Perception +9
Aura G 30 ft.
Languages Common
DEFENSE
AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
hp 20 (d8 HD)
Fort +4, Ref +1, Will +7
OFFENSE
Speed 30 ft. (6 squares)
Melee Shield Bash +0 (1d4-1/x2)
Space 5 ft.; Reach 5 ft. (10 ft. with reach weapon)
Spells Known/Prepared
(CL 1st; Concentration +5)
1st (3+1/day) – Bless Water, Protection from Evil, Cure Light Wounds, Bless
0 (4/day) – Create Water, Purify Food and Drink, Light, Stabilize
STATISTICS
Abilities Str 8 (-1), Dex 12 (+1), Con 12 (+1), Int 8 (-1), Wis 18 (+4), Cha 18 (+4)
Base Atk +1; CMB +0; CMD 11
Feats Improved Channel, Toughness
Skills Heal +9, Knowledge Religion +4, Perception +9; Armor Check Penalty –7
Combat Gear Chain Shirt, Heavy Steel Shield; Other Gear Bedroll, Masterwork Backpack, Flint and Steel, Spell Component Pouch, Trail Rations (5 days), Canteen, Wooden Holy Symbol, Compartment, Outfit, Monk’s, Vial (7)
Encumbrance light 30 lb., medium 60 lb., heavy 100 lb.; Weight Carried 59 lbs. (excluding tender)
SPECIAL ABILITIES
Spells
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) 1d6 30ft. burst of positive energy either harming undead/evil creatures or healing living healing creatures.
Domains A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. 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.
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

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).

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.