Full Name |
Arael Seybellus |
Race |
Half-Elf |
Classes/Levels |
Cleric of Iomedae 5 |
Gender |
Male |
Size |
Medium |
Age |
102 |
Alignment |
LG |
Deity |
Iomedae |
Location |
Westcrown |
Languages |
Common, Elven |
Strength |
10 |
Dexterity |
12 |
Constitution |
13 |
Intelligence |
10 |
Wisdom |
16 |
Charisma |
14 |
About COT: Arael Seybellus
Arael Seybellus
Male Half-Elf cleric 7
LG Medium humanoid (elf, human)
Init +1, Senses low-light vision; Perception +7
Aura aura of good, aura of law,
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DEFENSE
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AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex, )
hp 70 ((7d8)+14)
Fort +7, Ref +3, Will +8, +2 vs. enchantment spells and effects
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OFFENSE
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Speed 20 ft.
Melee masterwork longsword +6 (1d8/19-20)
Melee dagger +5 (1d4/19-20)
Ranged dagger (thrown) +6 (1d4/19-20)
Ranged light crossbow +6 (1d8/19-20)
Special Attacks Channel Positive Energy (4d6, DC 16, 6/day),
Prepared Spells
Cleric (CL 7th; concentration +10)
4th-holy smite(DC 17), restoration(DC 17)
3rd-create food and water, daylight, magic circle against evil(DC 16), prayer
2nd-consecrate, hold person(DC 15), sound burst(DC 15), spiritual weapon, zone of truth(DC 15)
1st-bless, liberating command(DC 14), protection from evil(DC 14), remove sickness(DC 14), sanctuary(DC 14), shield of faith(DC 14)
0th-guidance(DC 13), light, stabilize(DC 13), virtue
*:Domain spell.
Deity Iomedae; Domains Good, War,
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TACTICS
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STATISTICS
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Str 10, Dex 12, Con 14, Int 10, Wis 16, Cha 16,
Base Atk +5; CMB +5; CMD 16
Feats Alignment Channel (Good), Brew Potion, Combat Casting, Selective Channeling, Skill Focus (Knowledge (Local))
Skills Bluff +4, Diplomacy +11, Heal +10, Intimidate +4, Knowledge (Dungeoneering) +1, Knowledge (History) +4, Knowledge (Local) +4, Knowledge (Nobility) +4, Knowledge (Planes) +4, Knowledge (Religion) +4, Linguistics(Infernal) +4, Perception +7, Sense Motive +9,
Traits Caretaker, Conspiracy Hunter (Diplomacy),
Languages Common, Elven, Infernal
SQ adaptability, aura, aura of good, aura of law, battle rage (6/day), elf blood, elven immunities, keen senses, low-light vision, multitalented, orisons, spontaneous casting, touch of good (6/day),
Combat Gear potion of bull's strength, potion of cure light wounds,
Other Gear masterwork longsword, dagger, breastplate, cleric's vestments, crossbow bolts (10), wooden holy symbol, light crossbow, 60.0 gp
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SPECIAL ABILITIES
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Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level.
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 Good (Ex) You project a strong good aura.
Aura of Law (Ex) You project a strong lawful aura.
Battle Rage (Sp) You can touch a creature as a standard action to give it a +3 bonus on melee damage rolls for 1 round. You can do so 6 times per day.
Caretaker As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.
Channel Positive Energy
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 4d6 points of positive energy damage to undead creatures or to heal living creatures of 4d6 points of damage. Creatures that take damage from channeled energy receive a DC 16 Will save to halve the damage. You can use this ability 6 times per day.
Conspiracy Hunter (Diplomacy) You've long heard rumors of dark deeds afoot in Westcrown. Shipments of valuable cargo that go missing with nary a trace or question asked. People who disappear as though they never existed. Lords of business and nobles who speak in veiled references and accidental slips of masters even they must obey. What lords rule the Westcrown underworld? Do the tales of far-reaching criminal organizations hold a hint of truth? Could the fabled Council of Thieves, said to have been purged from the city ages ago, have somehow survived or reformed? And what hold do they hold over the city today? You don't know, but you're determined to find out! Choose one of the following skills: Bluff, Diplomacy, Knowledge (local), Perception, Sense Motive, or Stealth. You gain a +1 trait bonus on this skill and it is always considered a class skill for you.
Domains
Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.
Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.
Language Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
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.
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).
Touch of Good (Sp) You can touch a creature as a standard action, granting giving it a +3 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 6 times per day.