About Chorister BurrChorister Burr Char Info & Stats: ----------------------------------------------------------------------- Basic Information Character Name : Chorister Burr
Class and Level : Cleric 2
Favored Class(es) : Cleric
Strength : 10 (0) 00 point buy + 0 racial + 0 level + 0 misc
Maximum Load : 94/67 lbs.
Combat Stats: Combat Statistics Hit Points (d8) : (19) 2 Con + 1 FavClass (8+2+1/5+2+1)
Base Melee : (+1) 1 BAB + 0 Str + 0 size + 0 misc
Combat Maneuver : (+1) 1 BAB + 0 Str + 0 misc + 0 size <- CMB
Armor Class : (17) 10 base + 5 armor + 1 shield + 1 Dex + 0 misc + 0 size
Fortitude : (+5) 3 base + 2 Con + 0 misc
Conditional Bonuses and Penalties :
Racial Abilities: Human Racial Traits +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). ------------------------------------------------------------------------ Class Abilities: Class Features Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity. Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). (Good) Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.
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 one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting). 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 channeled 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: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. 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, using a domain power is a standard action. Cleric domains are listed at the end of this class entry. (Good & Travel) 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 cast 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). An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy). Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race. Skills: Skills and Languages Your maximum ranks in a skill are equal to your total level.
[ ] Acrobatic : (-05) 0 ranks + 1 Dex + 0 class + 0 misc + 0 trait - 5 armor
Languages: Common, Celestial
Traits & Feats: Traits and Feats
Trait #1 : Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Sacred Touch: You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it. --------------- Level 1 Feat: Selective Channeling - You can choose whom to affect when you channel energy.
Level 1 Bonus Feat: Extra Channel - You can channel divine energy more often.
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Equipment: Money and Equipment Armor : Scale Mail (+5 AC, +3 Max Dex, -4 ACP, 20' Max Speed, 30 lbs)
Weapon #1 : Crossbow, Light (1d8, 19-20 x2, 80', Pierce, 8 lbs)
Other Equipment :
Equipment Weight : 61 lbs Money :
----------------------------------------------------------------------- Magic, Spells: Channel A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. (+2 from extra channel feat) 3 + 3 wis + 2 Feat = 8 channels/day Magic
Level 1 3 casts per day (2 + 1 bonus + 1 domain) DC 14 (10 + 1 level + 3 ability)
Level 2 0 spells per day 0 bonus DC 16 (10 + 2 level + 4 ability + 4 bloodline if Transmutation or Conjuration)
Domain Spells & Abilities
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (6). Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.
Temporary Conditions: *Temporary Bonuses and Conditions* Misc:
*Dice Rolls* [dice=Perception]1d20+5[/dice] [dice=Heal]1d20+8[/dice] [dice=Heavy Mace, Attack&Damage]1d20+1;1d8[/dice]
HP 19/19, AC17, ToG 6/6, AF 6/6, Channels 8/8, Conditions: None |
