Sajan

Brother Scipio's page

155 posts. Alias of Kevin O'Rourke 440.


Classes/Levels

5th Level Cleric of Saranrae. HP 45/57. AC: 24 TAC: 22. Per +9. F +8, R +10, W +12. Spell Points: 5/7. Channel Energy 4/4. Resonance 3/4. Speed 20ft*

About Brother Scipio

Human-Hunter-Cleric (Of Saranrae)
HIT POINTS 57 | SIZE Medium | SPEED 25 feet
Str 12, Dex 18, Con 12, Int 12, Wis 20, Cha 12
AC: 24 TAC: 22
Scimitar: +7, 2d6+1
Languages: Common, Ancient Osirian
Triats: Human, Humanoid
Deity: Saranrae. Domain: Healing (+Fire)
Perception Trained +9
Saves: Fortitude Expert +8, Reflex Trained +10, Will Expert +12
Weapons: Trained in all simple and scimitar.
Armour: Trained in light armor, medium armor, and shields
Spells: Trained in divine spell rolls and DCs and in attack rolls for divine spells
Spell Points: 7/7. Channel Energy 4/4. Resonance 2/4

Religion Trained +9
Survival Expert +10
Hunter Lore Trained +6
Medicine Expert +10
Stealth Trained +8
Nature Trained +9
Occult Trained +6
Acrobatics Trained +8
Athletics Trained +5

Gear: +1 Breastplate, Minor Healing Potion, Everburning Torch, Hand of the Mage, Sickle, Crossbow, 30 Bolts, Dagger, Backpack, Bedroll, Flint and Steal, Rations (Four Days), Silk Rope 50ft, Waterskin, Torch (5).
2pp 4gp 8sp 8cp

Feats:

HUNTER BACKGROUND: You gain the Survey Wildlife skill feat

HEALING HANDS FEAT
Trigger You start to cast heal to heal a living creature or harm to heal an undead creature.
Add a Verbal Casting action to the casting of the triggering spell and increase the number
of Hit Points the target regains by 1d8. If you are at least 10th level, you instead increase
the number of Hit Points the target regains by 2d8, and at 20th level, you instead
increase it by 3d8

SELECTIVE ENERGY FEAT 4
You can prevent enemies and allies from gaining the benefit or facing the wrath of your divine power. When you cast the 3-action version of harm or heal, you can designate a number of creatures equal to your Charisma modifer (minimum 1) that are not targeted by the spell.

ADVANCED DOMAIN FEAT 4
Prerequisites domain
Your studies or prayers have unlocked the deeper secrets of your deity’s domain. You gain the advanced domain power from one of your domains (as listed on Table 3–10: Domains on pages 72–73 Increase your Spell Point pool by the number of points this new domain power costs to cast.
Special You can select this feat once per domain gain an advanced domain power for a different domain which you have the initial domain power.Each time, you gain an advanced domain power for a different domain.

TOUGHNESS FEAT 1
You can withstand more punishment than most before going down. Increase your maximum Hit Points by your level or 4, whichever is higher. When you reach level 5 and every time you gain a level thereafter, adjust your maximum Hit Points gained from Toughness accordingly (for example, at level 7, this feat would increase your maximum Hit Points by 7). You also gain a +1 circumstance bonus to recovery saves (see page 295).

SKILLED FEAT 1 Updated in 1.4
Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. You become trained in another skill at level 5. For more about skills, see page 142.

Natural Ambition-EXPANDED DOMAIN FEAT 1 Prerequisites domain
Choose a domain (Fire) that you don’t already have from your deity’s list and gain its initial domain power (see page 73). You use this additional domain power at a cost of 1 Spell Point per use. Increase your Spell Point pool by 1.
Special You can select this feat up to two times, each time selecting a domain you don’t already have.

BATTLE MEDIC FEAT 1
Prerequisites trained in Medicine
You can patch up yourself or an adjacent ally, even if you’re in the middle of combat. In order to
do so, you must attempt a DC 20 Medicine check. Regardless of your result, the target is bolstered to your use of
Battle Medic.
If you’re a master of Medicine, you can instead attempt a DC 25 check to increase the Hit Points regained by 2d10, and if you’re legendary, you can instead attempt a DC 30 check to increase the Hit Points regained by 4d10.
Success The target regains Hit Points equal to 1d10 plus your Wisdom modifer.
Critical Success As success, but target regains 1d10 additional HP.
Critical Failure The target takes 1d10 damage.

SKILL TRAINING FEAT 1
Prerequisites Intelligence 12
You become trained in the skill of your choice. Special You can select this feat multiple times, choosing a new skill to become trained in each time.

Ancestry feat- CLEVER IMPROVISER FEAT 1: You’ve learned how to handle situations when you’re out of your depth. You gain a +1 circumstance bonus to skill checks in which you’re untrained.

Spells:

Light, Detect Magic, Forbidding Ward
1st Level Spell 3/3
-Heal
-Heal
-Heal

2nd Level Spell 3/3
-Heal
-Heal
-Heal

3rd Level Spell
Heroism
Heroism