Survivor

Campus's page

572 posts. Alias of SubiculumHammer.


Full Name

Campus

Race

Cleric of Cayden Ferocity & Exploration Lvl 4 | HP 24/30 | AC16 FF14 T12 | F+6 R+4 W+6* | Init +8 Perc +5 | Mv: 40'

About Campus

Campus | Max HP:38 | AC16 FF14 T12 | F+6 R+4 W+6* | Init +8 Perc +4
Female Human Cleric of Caiden Lvl 1
Domains: Ferocity and Exploration
Movement: +40' (Explorer Domain)

Channel 2d6
Channels Left: 5/5
Str: 17 (+3)
Wis: 15 (+2)
Con: 14 (+2)
Dex: 14 (+2)
Int: 8 (-1)
Cha: 10

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Combat Stats
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BAB: +3
CMB: +6 (3 BAB +3 STR)
CMD: 18 (10+3BAB+3STR+2DEX+0SIZE)
AOO/rnd: 3 (1+2 DEX)

AC: 16 (10+4ARMOR+2DEX)
FlatFooted AC: 14
Touch AC: 12

Initiative:+8 (+2DEX+2TRAIT+4FEAT)
+3Bab+3Str
[dice=Attack]1d20+6[/dice]
[dice=damage]1d8+4[/dice]

Power
[dice=Attack+Power]1d20+6-1[/dice]
[dice=damage]1d8+4+3[/dice]

While enlarged

[dice=Attack]1d20+6[/dice]
[dice=damage]2d6+6[/dice]

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SAVES
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Fort:+6 (+4CLASS+2CON)
Ref :+4 (+1CLASS+2DEX+1TRAIT)
Will:+6 (+4CLASS+2WIS)

Notes:
1. +2 trait bonus on all saving throws against charm and compulsion effects.
2. -
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SKILLS
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SKILL|BONUS|RANK
Acrobatics|+6|4
Perception|+6|4
Sense Motive|+8|3
SpellCraft|+3|1

Skill/Lvl: 2+1

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DOMAIN ABILITIES
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FEROCITY

Ferocious Strike (Su)::
Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

(XXXXX/day)
EXPLORATION
Door Sight:
(Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.

(XXXXX/day)

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Domain Spells Known
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Strength

Enlarge Person:
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it–the spell cannot be used to crush a creature by increasing its size.All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Medium/Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.Multiple magical effects that increase size do not stack.

Exploration
Expeditious Retreat:
CASTING Casting Time 1 standard action Components V, S EFFECT Range personal Target you Duration 1 min./level (D) DESCRIPTION This spell increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Acrobatics skill).

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SPELL SLOTS#
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+ prepared skills slot, unused spell
o used prepared spell slot
- un-used spell slot

Lvl-0|4 per day
1. + Detect Magic
2. + Light
3. + Stabilize
4. + Guidance

Lvl-1|3+1=4 per day
1. + Forbid Action
2. + Cure Light Wounds
3. + Divine Favor

Lvl-2|2+1=3 per day

1. Protection from Evil Communal
2 Silence

Domain Spells:
Lv1: 1
1. + Enlarge Person
Lvl: 2
1. + Bull's Strength

Domain Spell List
EXPLORATION: 1st—expeditious retreat, 2nd—locate object, 3rd—fly, 4th—locate creature, 5th—teleport, 6th—find the path, 7th—teleport (greater), 8th—phase door, 9th—world wave.
FEROCITY: 1st—enlarge person, 2nd—bull’s strength, 3rd—rage, 4th—spell immunity, 5th—righteous might, 6th—bull's strength (mass), 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.
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FEATS
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1. Improved Initiative (+4 Bonus to Initiative)
1B. Combat Reflexes (May Make additional AOO equal to Dex Bonus, and allows AOO when flat footed)
3. Power Attack

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MISC
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Traits:
Twitchy: You gain a +2 trait bonus on initiative checks and a +1 trait bonus on Reflex saves)
Birthmark: Serves as divine focus for casting spells, as a physical manifestation of faith. +2 trait bonus saving throws against charm and compulsion effects.

240GP - 130GP WEAPONSARMOR+gear,
Equipment:
Basic Gear:
backpack,bedroll,belt pouch,candles (10)
holy text,a flint and steel,an iron pot,
mess kit,rope,soap, a spell component pouch,
torches (10), trail rations (5 days),
a waterskin, and a wooden holy symbol.
Ceremonial wineskin with wine.
Stoppered container of black beer.
Potions and Tonics:
Smelling Salts x 1 (25GP)
Vermin Repellent x 2 (10GP)
Scroll Enlarge Person x2 (50 gp)
Scroll CLW x 1 (25gp)
Chain Shirt AC+4,+4MaxDex,-2ArmorCheckPenalty,30ft (100gp)

Weapons:
Cold Iron LongSpear (1d8;x3Crit) (10GP)
Sling + 30 Bullets (0)
Battle aspergillum (5GP)
Dagger

Favored Class (Cleric) Bonuses:
Lvl 1: HP
Lvl 2: HP
Lvl 3: HP
Lvl 4: HP