Knight of Ozem

Bron Rilon's page

54 posts. Alias of Mythrox.

Full Name

Bron Rilon


Human Cleric AC: 16/9/16, Saves: 4/-1/5 Initiative: -1 Hit Points (8/17)


Cleric of Ioemdae 1







Special Abilities



Lawful Good







Strength 14
Dexterity 9
Constitution 14
Intelligence 10
Wisdom 17
Charisma 12

About Bron Rilon

Height: 6'2" Weight: 230 lbs. Hair: Brown Eyes: Navy Blue
Favoured Class: Cleric-Extra Skills

Hit Points: 1d8(+2 CON)=10(+2 Extra HP)=12
Initiative: -1
AC:16 (10-1Dex, +5Armor,+2 Shield, Touch: 9/Flat Footed: 16

Armor/Protective Item; Scale Mail, Max Dex: +3; Armor Check:-4; Arcane Spell Failure: 25%; Weight: 30 lbs )

Armour/Protective Item Shield, Heavy Steel (Armor/Shield Bonus +2, Armor Check: -2, Arcane Spell Failure 15%, Weight 15lbs)

Speed: 30' (6 squares)20' in heavy armour/[ooc]


Fortitude: +3(base)+2 CON=5
Reflex: +0(base)-1 DEX=-1
Will: +3(base)+3 WIS=6

BAB: +2
CMB: +2
CMD: 11


Masterwork Longsword:
Attack +2 Damage: 1d8+3Str Critical x2 Type: S

Cestus R.hand or Cestus L.hand
Attack +2 Damage: 1d4+2 Critical 19-20/x2 Type: P or S

Light Crossbow:
Attack-1 Damage: 1d8 Critical 19-20 x2 Type: P Range 80'

6 per level(2class+1 Human+1 Favored Bonus+2 Starting Bonus)
Apprise 0 ranks:
Climb: 0 ranks, 2Str, [/b]:
Craft (Armor):
Craft (Weapons):
Diplomacy 1 ranks 1Cha:
Handle Animal, 3Wis:
Heal 1 rank, 3Wis:
[b]Knowledge (arcana),0 rank*
Knowledge (history),0 rank*:
Knowledge (nobility),0 rank*:
Knowledge (planes),2 ranks*:
Knowledge (religion),2 ranks*:
Linguistics,1 rank*:
Perception,1 3Wis:
Languages: Dwarven, Goblin, Celestial and Elven
Profession (Cartographer)1 rank, 3Wis::
Ride, 0 ranks, -1Dex:
Sense Motive 1 ranks, 3Wis :
Spellcraft 0 ranks:
Stealth : 0 ranks, -1Dex:
Survival 0 ranks, 3Wis:
Swim: 0 ranks, 2Str:

Bold=Class Skill / * Trained only
All Str/Dex based skills take Armor Check Penalty -4 (Scale Mail)

Racial Traits::

Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Feats/Class Progression::
1-Toughness, Alignment Channel


Sacred Conduit

Special Abilities:
Blessings-Glory and War

Gear & Money::

Arms and Armor:
Scale Mail:50gp
Heavy Wooden shield:7gp
Cestus:5gp x2
Light Crossbow:35gp

Other Gear
Cleric's Kit:16gp
Cooking Kit:1gp
Tea Pot:1cp
Iron Holy Symbol:5gp


Gems & Jewelry:


Spell DC's
The saving throw DC against a cleric’s spell is 10 + the spell’s level + the cleric’s Wisdom modifier.

0 (DC13)- Create Water, Detect Magic, Light, Stabilize
1- (DC14)(Used), (Used), Protection From Evil

Intimidate Rules:

You can use this skill to frighten an opponent or to get them to act in a way that benefits you. This skill includes verbal threats and displays of prowess.

You can use Intimidate to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If successful, the target gives you the information you desire, takes actions that do not endanger it, or otherwise offers limited assistance. After the Intimidate expires, the target treats you as unfriendly and may report you to local authorities. If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.

You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.

Using Intimidate to change an opponent's attitude requires 1 minute of conversation. Demoralizing an opponent is a standard action.

Try Again
You can attempt to Intimidate an opponent again, but each additional check increases the DC by +5. This increase resets after 1 hour has passed.

You also gain a +4 bonus on Intimidate checks if you are larger than your target and a –4 penalty on Intimidate checks if you are smaller than your target.

If you have the Persuasive feat, you get a bonus on Intimidate checks (see Feats).

Intimidation Spells:

Enhanced Diplomacy, Savage Maw,Channel Vigor

Possible Prepared Spell Choices:

Shield of Dawn, Terrible Remorse, Warp Metal- lvl 4

Possible feat selections:

Gear Wishlist: