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About Canor AurorHuman
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# +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
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Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment Spells
Domains
Orisons
Spontaneous Casting
Combat Stats
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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
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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:
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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
When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
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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)
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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
Trail Rations - 5 days worth - 1gp
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