Race |
Aasimar Cleric 3 | HP: 13/13 | AC 19 (Armor, Dex, Shield) (ff 18, t 11) | Fort +3, Ref +3, Will +6 | Init +2, Perc +8 | Heavy mace +4 (1d8+2/x2), light crossbow +4 (1d8/19-20/x2) |
About Brennyn Varron
Brennyn Varron
Angel-Blooded Aasimar (Angelkin) Cleric 3
LN Medium Outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 19, touch 11, flat-footed 18 (+6 armor, +2 shield, +1 Dex)
hp 13 (3d8+2)
Fort +3, Ref +3, Will +6; +2 trait bonus vs. fear and compulsion when acting in service of liege or legitimate leader
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Melee Heavy Shield Bash +0 (1d4+2/x2) and
. . Heavy mace +4 (1d8+2/x2)
Ranged Light crossbow +4 (1d8/19-20/x2)
Spell-Like Abilities Alter Self (1/day), Inspiring Word (6/day), Touch of Law (6/day)
Cleric Spells Prepared (CL 3):
2 (2/day) Restoration, Lesser, Enthrall (DC 15), Admonishing Ray
1 (3/day) Divine Favor, Bless, Cure Light Wounds, Fairness (DC 14)
0 (at will) Stabilize, Mending, Guidance, Enhanced Diplomacy
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Statistics
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Str 15, Dex 15, Con 10, Int 12, Wis 17, Cha 18
Base Atk +2; CMB +4; CMD 15
Feats Brew Potion, Selective Channeling
Traits Authoritarian, Civilized, Eyes and Ears of the City
Skills Acrobatics -5 (-9 jump), Appraise +5, Climb -5, Diplomacy +8, Escape Artist -5, Fly -5, Heal +9, Knowledge (history) +5, Knowledge (nobility) +6, Knowledge (planes) +7, Knowledge (religion) +5, Perception +8, Ride -5, Sense Motive +7, Spellcraft +5, Stealth -5, Swim -5; Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages Celestial, Common, Draconic
SQ aura, cleric channel positive energy 2d6 (7/day) (dc 15), domains (law, nobility), spontaneous casting, zealous
Combat Gear Potion of cure light wounds (3); Other Gear Chainmail, Heavy steel shield, Crossbow bolts (30), Heavy mace, Light crossbow, Bag of holding IV (empty), Ioun stone (clear spindle), Holy symbol (Abadar, adamantium and platinum), Signet ring, 112 GP
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Authoritarian +2 to save vs. fear and compulsion when acting in service of liege or legitimate leader.
Cleric Channel Positive Energy 2d6 (7/day) (DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Cleric Domain (Nobility) Granted Powers: You are a great leader, an inspiration to all who follow the teachings of your faith.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Inspiring Word (6/day) (Sp) Target receives +2 on attack, skill checks, ability checks and saving throws for 1 rds.
Ioun stone (clear spindle) Sustains bearer without food or water.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Law (6/day) (Sp) A d20 roll becomes 11.
Zealous -5 to hit and +2 to damage on your first attack against a target of a different religion than you
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Valour
Horse, Heavy
N Large Animal
Init +4; Senses low-light vision, scent; Perception +8
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Defense
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AC 15, touch 13, flat-footed 11 (+4 Dex, -1 size, +2 natural)
hp 19 (2d8+10)
Fort +8 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +7, Will +3
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Offense
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Speed 50 ft.
Melee Bite (Horse, Heavy) +5 (1d4+5/x2) and
. . Hooves x2 (Horse, Heavy) +0 x2 (1d6+2/x2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. Trip)
Feats Endurance, Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +4 (+8 to jump with a running start, +12 jump), Fly +2, Perception +8, Ride +4 (+6 to stay in the saddle), Stealth +0, Swim +5 (+9 to resist nonlethal damage from exhaustion)
Languages
SQ combat riding [trick]
Other Gear Cleric's kit, Lock of Abadar, Military saddle, Saddlebags (12 @ 47 lbs), Scrivener's kit, Sealing wax, Trail rations (8), You have no money!
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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