Rayhan Xobhadi

Canor Auror's page

26 posts. Alias of Canor.


Full Name

Canor Auror

Race

Human

Classes/Levels

Cleric

Gender

Male

Size

Medium

Age

25

Special Abilities

Channel Energy (1d6), War domain, Orisons

Deity

Gorum

Languages

Common

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

About Canor Auror

Human

Spoiler:

# +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
# Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
# Normal Speed: Humans have a base speed of 30 feet.
# Bonus Feat: Humans select one extra feat at 1st level.
# Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
# Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic)

Cleric
Favored Class: all skill points.

Spoiler:
Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment

Spells
Channel Energy (Su)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Domains
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

Orisons
Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric 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).

Combat Stats

Spoiler:

HP: 10/10 (D8+ 1 con + 1 favored class)
AC: 17 (10+1 dex + 6 armor)
Fort: +3 (+2 base +1 stat)
Ref: +1 (+0 base +1 stat)
Will: +5 (+2 base +3 stat)
Initiate: +1
BAB:+0
CMB:+2
CMD: 14
Attacks: Great Sword +2 2d6+3 (19-20)
Ranged: Heavy Crossbow 1d10 (19-20) 120ft

Feats:

Human Bonus Feat: Defensive Combat Training

Spoiler:
You excel at defending yourself from all manner of combat maneuvers.
Benefit: You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense.

Lvl 1:Channel Smite (Combat)
Spoiler:
You can channel your divine energy through a melee weapon you wield.
Prerequisite: Channel energy class feature.
Benefit: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.

Skills:

Spoiler:

Acrobatics
*Appraise
Bluff
Climb
*Craft
*Diplomacy
Disable Device
Disguise
Escape Artist
Fly
Handle Animal
*Heal +7 (1 rank +3 stat +3 class)
Intimidate +2 (1 rank + 1 stat)
*Knowledge (Arcana)
Knowledge (Dungeoneering)
Knowledge (Engineering)
Knowledge (Geography)
*Knowledge (History)
Knowledge (Local)
Knowledge (Nature)
*Knowledge (Nobility)
*Knowledge (Planes)
*Knowledge (Religion)+5 (1 rank +1 stat +3 class)
*Linguistics
Perception
Perform
*Profession
Ride
*Sense Motive
Sleight of Hand
*Spellcraft
Stealth
Survival
Swim
Use Magic Device

Traits:

Spoiler:

Veteran Of Battle (Gorum)
You have fought in several battles and each time felt the presence of Gorum guiding your sword-arm making you ready to act at a moment's notice. You gain a +1 trait bonus on Initiative checks and if you are able to act during a surprise round, you may draw a weapon (but not a potion or magic item) as a free action during the round.

Armor Expert
You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace.

When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.


Domains:
Spoiler:
Strength Domain
Granted Powers: In strength and brawn there is truth—your faith gives you incredible might and power.
Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Might of the Gods (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.
Domain Spells: 1st—enlarge person, 2nd—bull's strength, 3rd—magic vestment, 4th—spell immunity, 5th—righteous might, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.
War Domain
Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.
Domain Spells: 1st—magic weapon, 2nd—spiritual weapon, 3rd—magic vestment, 4th—divine power, 5th—flame strike, 6th—blade barrier, 7th—power word blind, 8th—power word stun, 9th—power word kill.

O-Level Spells(orisons can prepare 3 per day *=prepared)
DC 13

Spoiler:

Bleed: Cause a stabilized creature to resume dying.
Create Water: Creates 2 gallons/level of pure water.
*Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison:Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
*Light: Object shines like a torch.
*Mending: Makes minor repairs on an object
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Spark: Ignites flammable objects.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp.

1st Level Spells: 2 per day, 1 domain
DC: 14
Spoiler:

Domain: Enlarge Person
Ant Haul: Triples carrying capacity of a creature.
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water: Makes holy water.
*Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Curse Water: Makes unholy water.
Dancing Lantern: Animates a lantern that follows you.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
*Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold regions.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can't perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can't attack you, and you can't attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Monster I: Summons extraplanar creature to fight for you.

Equipment:
Spoiler:

Great Sword +2 (2d6+3 19-20 crit range)
Breast Plate (AC Bonus+6, Dex Bonus+3, Armor Check-4-1=-3(see Trait), Spell Failure 25%)
Holy Symbol
(132 gold for your spending)
Heavy Crossbow - 50gp
50 Bolts (5 Quivers) - 5gp
Weapon Cord (APG)- 1gp
Weapon cords are leather straps that attach your weapon to your wrist, typically about 2 feet long. If you drop your weapon or are disarmed, you can recover it as a swift action, and it never moves any further away from you than an adjacent square. However, you cannot switch to a different weapon without first untying the cord (a full-round action) or cutting it (a move action or an attack, hardness 0, 0 hp).

Winter Blanket - 1gp

Rope - 50ft (silk) - 10gp
This rope has 4 hit points and can be burst with a DC 24 Strength check.

Trail Rations - 5 days worth - 1gp