Alchemist

Chorister Burr's page

140 posts. Organized Play character for Mug.


Full Name

Chorister Burr

Classes/Levels

Stat:
HP19|AC17 Tch11 FF16|F5 R1 W6| Init 3 Perception +5 | Xbow +2;1d8 HMace +1;1d8

Gender

Human Cleric 2

Languages

Common, Celestial

Strength 10
Dexterity 13
Constitution 14
Intelligence 12
Wisdom 17
Charisma 13

About Chorister Burr

Chorister Burr

Char Info & Stats:

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Basic Information

Character Name : Chorister Burr
Player Name : Jordan
Character Race : Human
Alignment : Lawful Good
Deity : Undecided
Total Level : 2
Height : 5',8"
Weight : 135 lbs
Eyes : Hazel
Hair : Salt and Pepper
Size : Medium
Speed : 30'
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Character Class Information

Class and Level : Cleric 2
Class and Level :

Favored Class(es) : Cleric
Favored Class Bonus : +1 hit point or +1 skill point
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Ability Scores 20

Strength : 10 (0) 00 point buy + 0 racial + 0 level + 0 misc
Dexterity : 13 (1) 03 point buy + 0 racial + 0 level + 0 misc
Constitution : 14 (2) 05 point buy + 0 racial + 0 level + 0 misc
Intelligence : 12 (1) 02 point buy + 0 racial + 0 level + 0 misc
Wisdom : 17 (3) 07 point buy + 2 racial + 0 level + 0 misc
Charisma : 13 (1) 03 point buy + 0 racial + 0 level + 0 misc

Maximum Load : 94/67 lbs.
Lift Overhead : 67 lbs. (equal to Maximum Load)
Lift : 134 lbs. (equal to Maximum Load x2)
Drag or Push : 335 lbs. (equal to Maximum Load x5)
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Combat Stats:

Combat Statistics

Hit Points (d8) : (19) 2 Con + 1 FavClass (8+2+1/5+2+1)
Base Attack (BAB) : (+1)
Initiative : (+3) 1 Dex + 2 misc

Base Melee : (+1) 1 BAB + 0 Str + 0 size + 0 misc
Base Ranged : (+2) 1 BAB + 1 Dex + 0 misc

Combat Maneuver : (+1) 1 BAB + 0 Str + 0 misc + 0 size <- CMB
Maneuver Defense : (12) 10 + 1 BAB + 0 Str + 1 Dex + 0 misc + 0 size <- CMD

Armor Class : (17) 10 base + 5 armor + 1 shield + 1 Dex + 0 misc + 0 size
Touch AC : (11) 10 base + 1 Dex + 0 misc + 0 size
Flat-Footed AC : (16) 10 base + 5 armor + 1 shield + 0 misc + 0 size
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Saving Throws

Fortitude : (+5) 3 base + 2 Con + 0 misc
Reflex : (+1) 0 base + 1 Dex + 0 misc
Will : (+6) 3 base + 3 Wis + 0 misc

Conditional Bonuses and Penalties :
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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).
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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.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

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.
Class skills with at least 1 skill rank in them gain a +3 "class" bonus.
[c] denotes a class skill.
^ denotes a skill that cannot be used untrained.
Skill Ranks per Level: 2 + Int modifier + 1 Racial. (2+1+1=4)

[ ] Acrobatic : (-05) 0 ranks + 1 Dex + 0 class + 0 misc + 0 trait - 5 armor
[c] Appraise : (+01) 0 ranks + 1 Int + 3 class + 0 misc + 0 trait
[ ] Climb : (-06) 0 ranks + 0 Str + 0 class + 0 misc + 0 trait - 5 armor
[c] Craft: : (+00) 0 ranks + 1 Int + 3 class + 0 misc
[c] Diplomacy : (+05) 1 ranks + 1 Cha + 3 class + 0 misc + 0 trait
[ ] Handle Animal ^ : (+01) 0 ranks + 1 Cha + 3 class + 0 misc
[c] Heal : (+08) 2 ranks + 3 Wis + 3 class + 0 misc
[ ] Intimidate : (+00) 0 ranks + 1 Cha + 3 class + 0 misc
[c] Know: Arcana ^ : (+00) 0 ranks + 1 Int + 0 class + 0 misc
[ ] Know: Dungeon ^ : (+00) 0 ranks + 1 Int + 3 class + 0 misc
[ ] Know: Engineer ^ : (+00) 0 ranks + 1 Int + 0 class + 0 misc
[ ] Know: Geography ^ : (+00) 0 ranks + 1 Int + 3 class + 0 misc
[c] Know: History ^ : (+00) 0 ranks + 1 Int + 0 class + 0 misc
[ ] Know: Local ^ : (+00) 0 ranks + 1 Int + 0 class + 0 misc
[ ] Know: Nature ^ : (+00) 0 ranks + 1 Int + 3 class + 0 misc
[c] Know: Nobility ^ : (+00) 0 ranks + 1 Int + 0 class + 0 misc
[c] Know: Planes ^ : (+05) 1 ranks + 1 Int + 3 class + 0 misc
[c] Know: Religion ^ : (+05) 1 ranks + 1 Int + 3 class + 0 misc
[c] Linguistics ^ : (+00) 0 ranks + 1 Int + 0 class + 0 misc
[ ] Perception : (+05) 2 ranks + 3 Wis + 0 class + 0 misc
[ ] Perform : (+00) 0 ranks + 1 Cha + 0 class + 0 misc
[c] Profession : (+00) 0 ranks + 3 Wis + 0 class + 0 misc
[ ] Ride : (-05) 0 ranks + 1 Dex + 0 class + 0 misc + 0 trait - 5 armor
[c] Sense Motive : (+07) 1 ranks + 3 Wis + 3 class + 0 misc
[ ] Sleight of Hand ^ : (+00) 0 ranks + 1 Dex + 0 class + 0 misc + 0 trait - 5 armor
[c] Spellcraft ^ : (+00) 0 ranks + 1 Int + 3 class + 0 misc
[ ] Stealth : (-05) 0 ranks + 1 Dex + 0 class + 0 misc + 0 trait - 5 armor
[ ] Survival : (+03) 0 ranks + 3 Wis + 3 class + 0 misc
[ ] Swim : (-06) 0 ranks + 0 Str + 0 class + 0 misc + 0 trait - 5 armor
[ ] Use Magic Device ^ : (+00) 0 ranks + 1 Cha + 0 class + 0 misc

Languages: Common, Celestial
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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.

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Level 1 Feat: Selective Channeling - You can choose whom to affect when you channel energy.
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. (1 creature)

Level 1 Bonus Feat: Extra Channel - You can channel divine energy more often.
Benefit: You can channel energy two additional times per day.

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Equipment:

Money and Equipment

Armor : Scale Mail (+5 AC, +3 Max Dex, -4 ACP, 20' Max Speed, 30 lbs)
Belt :
Body :
Chest :
Eyes :
Feet :
Hands :
Head :
Headband :
Neck :
Ring #1 :
Ring #2 :
Shield : Shield, Light Wooden (+1 AC, -1 ACP, 5 lbs)
Shoulders :
Wrists :

Weapon #1 : Crossbow, Light (1d8, 19-20 x2, 80', Pierce, 8 lbs)
Ammo : -
Weapon #2 : Mace, Heavy (1d8, x2, Bludgeon, 8 lbs)
Weapon #3 :

Other Equipment :
Backpack 2 lbs
Blanket (winter) 3 lbs
Belt Pouch .5 lbs
Rations x4 4 lbs
Waterskin 4 lbs
Torch x3 3 lbs

Equipment Weight : 61 lbs

Money :
25 GP
0 SP
0 CP

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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 0 - spells per day DC 13 (10 + 0 level + 3 ability)
Known: 3
1) Read Magic
2) Guidance
3) Light
4) Detect Magic

Level 1 3 casts per day (2 + 1 bonus + 1 domain) DC 14 (10 + 1 level + 3 ability)
Known: 3
1) Bless
2) Obscuring Mist
3) Protection from Evil
4) *See Domain Spells*

Level 2 0 spells per day 0 bonus DC 16 (10 + 2 level + 4 ability + 4 bloodline if Transmutation or Conjuration)
Known:

Domain Spells & Abilities
(Good & Travel)
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (6).

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.
Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).
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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]
[dice=Crossbow, Attack&Damage]1d20+2;1d8[/dice]

HP 19/19, AC17, ToG 6/6, AF 6/6, Channels 8/8, Conditions: None