Valeros

Cairo.'s page

389 posts. Organized Play character for Daxter.


Full Name

Cairo

Classes/Levels

Male Keleshite Cleric 9 (HP 75/75; AC:26, T:10, FF:26; Fort:+10 Ref:+5 Will:+11; Init+0; Perc+3) (Effects: None)

Alignment

NG

Languages

Common, Kelesh

Strength 22
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 16
Charisma 14

About Cairo.

Cairo
Male Human(Keleshite) Cleric of Sarenrae 9
Init +0; Senses Perception +3
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DEFENSE
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AC 26, touch 10, flat-footed 26. . (11 armor + 3 Shield +2 Natural)
hp 75
Fort +10, Ref +5, Will +11
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OFFENSE
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Spd 20 ft.
Melee +1 Keen Scimitar +13/+8 (1d6+7/15-20/x2)

Ranged Heavy Crossbow +6 (1d10/19-20/x2)

Spells Known (CL 9 melee touch +12, ranged touch +6):
5 (1/day):Angelic Aspect (D) Break Enchantment
4 (2/day):Blessing of Fervor, Blessing of Fervor, (D)Holy Smite
3 (4/day): Dispel Magic, Magic Circle vs Evil, Remove Blindness/Deafness, Summon Monster 3(D) Heroism
2 (4/day): Ghostbane Dirge, Shield Other, Sound Burst, Spiritual Weapon, (D)Bless Weapon
1 (5/day): Divine Favor, Protection From Evil, Remove Fear, Remove Sickness, Shield of Faith(x),(D) Shield of Faith(x)
0 (at will):Detect Magic, Guidance, Light, Stabilize

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STATISTICS
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Str 18/22, Dex 10, Con 14, Int 10,Wis 14/16, Cha 14
Base Atk +6; CMB +12; CMD 22
Feats Selective Channeling, Heavy Armor Proficiency, Extra Channel, Quicken Channel, Toughness(+9), Power Attack
Traits Exalted of the Society, Cleansing Light
Skills Diplomacy +14, Heal+10, Knowledge(Planes)+9, Knowledge(Religion)+9, Sense Motive+15, Spellcraft +5
Languages Common, Kelesh
Combat Gear: +2 Fullplate, +2 Buckler, +1 Keen Scimitar, Headband of Inspired Wisdom +2, Cloak of Resistance +2, Pearl of Power 1, Oil of Daylight, Wand of Bless(34 charges), Wand of CLW(38 charges), Scroll of Protection From Evil(2), Heavy Crossbow, Bolts(20), Pearl of Power 2, Amulet of Natural Armor +2, Holy Symbol(Silver) Belt of Giant Strength +4, Scroll(Neutralize Poison), Wand(Lesser Restoration(7 charges), Wand(Freedom of Movement)(4 charges), Potion(Fly), First Aid Gloves.
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SPECIAL ABILITIES
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Channel Energy(Positive): 5d6, 8/day DC 19
Healing (Restoration) Domain - Restorative Touch: You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability 6 times per day
Healing Domain - Healer's Blessing: All of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
Glory Domain - Touch of Glory: You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant this bonus 6 times a day.
Heroism Domain - Aura of Heroism: At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive.
[spoiler=Boons]
Mantle of the Black Rider(Assuming the Mantle): 1/day as a swift action, you may gain +2 Strength for 1 minute.
Unidentified Unguent: As a move action that does not provoke an AOO, you may apply or consume the substance to gain a random short-lived mutation for 1d4+3 rounds. Roll a d6 to determine the effects of the mutagen. 1 or 2, Rage as per the spell but you are sickened for 1 round after the effects end. 3 or 4, your natural reach increases by 5 feet but you take 1d2 points of dexterity damage when the effects end. 5 or 6, you gain the ability to, as a standard action, breathe a single 15-foot line of acid dealing 4d6 points of damage(Reflex DC15 for Half), but this deals 2d6 points of acid damage to you when the effects end.
Mantle of the Black Rider(Unleashing the Hut): 1/day before rolling initiative you may gain a +2 insight bonus on that initiative check.
Curse Breaker: Treat your caster level as 2 higher when casting Remove Curse. If you are targeted by Remove Curse, treat the spells caster as 2 higher.
Moment of Glory: Whether it is by fate, fortune, or circumstance, you are able to tap into a hidden reserve of power at just the right moment to perform a truly extraordinary feat. By activating this boon as a free action, you become a mythic character (1st mythic tier) for 3 rounds. If you fall unconscious due to hit point loss during this time, you automatically stabilize without needing to attempt a Constitution check. In addition, once before this effect ends, you may use the surge mythic ability to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using the surge is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.
Battler of Giants: You may, as an immediate action, gain a +4 competence bonus to your AC or CMD, or on attack rolls until the end of your next turn against all opponents at least one size category larger than you.