Jask Derindi

Cassym's page

1 post. Alias of Fallen_Mage.


Full Name

Cassym

Race

Human (Keleshite)

Classes/Levels

Cleric 1

Gender

Male

Alignment

NG

Deity

Nethys

About Cassym

Cassym
Male Human (Keleshite) Cleric 1
NG Medium Humanoid (human)
Init +0; Senses Perception +4
--------------------
Defense
--------------------
AC 12, touch 10, flat-footed 12 (+2 armor)
hp 9 (1d8)
Fort +2, Ref +0, Will +5
--------------------
Offense
--------------------
Speed 20 ft.
Melee Quarterstaff +0 (1d6/x2)
Special Attacks Blast Rune (6/day)
Spell-Like Abilities Blast Rune (6/day), Lore Keeper (At will)
Cleric Spells Prepared (CL 1, 0 melee touch, 0 ranged touch):
1 (2/day) Magic Weapon (DC 14), Comprehend Languages, Bless
0 (at will) Create Water, Stabilize, Read Magic
--------------------
Statistics
--------------------
Str 10, Dex 11, Con 10, Int 17, Wis 16, Cha 12
Base Atk +0; CMB +0; CMD 10
Feats Fast Learner, Scholar (Knowledge [religion], Knowledge [arcana]), Scribe Scroll
Traits Scholar of Ruins (Knowledge [dungeoneering]), Tomb Raider (Perception)
Skills Acrobatics -3, Appraise +7, Climb -3, Escape Artist -3, Fly -3, Heal +7, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (religion) +9, Linguistics +7, Perception +4, Ride -3, Spellcraft +7, Stealth -3, Swim -3
Languages Common, Draconic, Elven, Kelish, Osiriani, Ancient, Polyglot
SQ Aura, Cleric Channel Positive Energy 1d6 (4/day) (DC 11), Cleric Domain: Knowledge, Cleric Domain: Rune, Compass, Spontaneous Casting
Combat Gear Leather, Quarterstaff; Other Gear Backpack, Masterwork (3 @ 12 lbs), Bedroll, Case, map or scroll (4 @ 0 lbs), Case, map or scroll (4 @ 0 lbs), Cleric's vestments, Compass, Flint and steel, Holy symbol, wooden (Nethys), Ink (1 oz. vial, black) (2), Inkpen, Parchment (sheet) (4), Parchment (sheet) (4), Pouch, belt (2 @ 0.5 lbs), Pouch, belt (3 @ 0 lbs), Spell component pouch, Torch, Waterskin
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Blast Rune (6/day) (Sp) Blast Rune trap deals 1d6+0 energy damage.
Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Knowledge Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Cleric Domain: Rune Granted Powers: In strange and eldritch runes you find potent magic. You gain Scribe Scroll as a bonus feat.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 19.
Scholar (Knowledge [religion], Knowledge [arcana]) +2 bonus on two Knowledge skills
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.