| Full Name |
Anarin Ralomenor |
| Race |
Noble Elf |
| Classes/Levels |
Cleric 4 |
| Gender |
M |
| Size |
Medium |
| Alignment |
Good |
| Deity |
Daysra |
| Occupation |
Priest |
| Strength |
7 |
| Dexterity |
12 |
| Constitution |
12 |
| Intelligence |
14 |
| Wisdom |
17 |
| Charisma |
16 |
About Anarin Ralomenor
Anarin Ralomenor
Male Noble Elven Cleric 4
LG Medium Humanoid (Elf)
Initiative +1; Senses Perception +9; Lowlight Vision
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DEFENSE
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AC 11, touch 11, flat-footed 10 (+1 Dex)
HP: 27 (4d8+4)
Fort +5, Ref +2, Will +7
OFFENSE
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Speed 30 ft.
Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
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Spells Memorized (CL 4, +7 Concentration):
2nd -- Ancestral Communion, Ashen Path, Bless Weapon (D), Consecrate
1st -- Burning Disarm (14), Deathwatch (D), Ears of the City, Ears of the City, Ears of the City, Unbreakable Heart
0 -- Create Water, Light, Guidance, Ray of Frost (Fire), Detect Magic
Domains: Heroism (Glory), Repose,
Channel (Positive) Energy (Su): 2d6 (DC: 18). (8/8)
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 6/6
XXXX Anarin adds his Wisdom bonus to Channel Energy to heal living creatures. (1 Radiant Essence)
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STATISTICS
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Str 7, Dex 12, Con 12, Int 14, Wis 17, Cha 16
Base Atk +3; CMB 0; CMD 12 (-2 Str, +3 BA, +1 Dex))
Traits:
Cleansing Light: Your faith is pure and strong, and your positive energy purges undead. When dealing damage to undead with your channel energy ability, you can reroll any damage die roll that results in a natural 1.
Sacred Conduit: Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have survived). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Feats: Extra Channel, Selective Channel
Skills:
Diplomacy: +10 (4 Rank, 3 Cha, 3 TCS)
Knowledge (Geography): +9 (4 Rank, 2 Int, 3 TCS)
Knowledge (Nobility): +6 (1 Rank, 2 Int, 3 TCS)
Knowledge (Planes): +9 (4 Rank, 2 Int, 3 TCS)
Knowledge (Religion): +9 (4 Rank, 2 Int, 3 TCS)
Linguistics: +7 (2 Rank, 2 Int, 3 TCS)
Perception: +9 (4 Rank, 3 Wis, 2 KS)
Sense Motive: +8 (2 Rank, 3 Wis, 3 TCS)
Spell Craft: +9 (4 Rank, 2 Int, 3 TCS)
Survival: +9 (3 Rank, 3 Wis, 3 TCS)
Racial Modifiers:
-2 Con, +2 Int, +2 Cha
Favored Class Benefits: +3 Skill Points
Languages:
Common, Draconic, Elven
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RACIAL ABILITIES
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Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Dreamspeaker
A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf’s character level). This racial trait replaces elven immunities.
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CLASS ABILITIES
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Weapon and Armor Proficiency: Priests are proficient with all simple weapons and light armor.
Aura (Ex): Good.
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.