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Daereon Phoenixstar's page
835 posts. Organized Play character for JASON RODARTE.
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Race |
Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4 LG Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +4 — Defense AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) hp 49 (8 HD; 5d6+3d8+12) Fort +7, |
Classes/Levels |
Ref +6, Will +12; +2 vs. enchantments Immune sleep; Resist acid 5, cold 5 |
About Daereon Phoenixstar
Male half-elf cleric of Iomedae 3/mystic theurge 1/sorcerer 4
LG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +4
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Defense
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AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex)
hp 49 (8 HD; 5d6+3d8+12)
Fort +7, Ref +6, Will +12; +2 vs. enchantments
Immune sleep; Resist acid 5, cold 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 ghost touch cold iron morningstar +6 (1d8+2) or
+1 undead-bane mithral longsword +6 (1d8+2/19-20 plus 2d6 vs. undead)
Special Attacks channel positive energy 7/day (DC 15 [17 to damage undead], 2d6 [+3 vs. undead]),
sun's blessing
Bloodline Spell-Like Abilities (CL 5th; concentration +9)
7/day—heavenly fire (1d4+2 divine energy)
Domain Spell-Like Abilities (CL 4th; concentration +6)
5/day—touch of glory (+3)
Sorcerer Spells Known (CL 5th; concentration +9)
2nd (5/day)— scorching ray , summon monster II
1st (7/day)— bless, burning hands (DC 15), identify, magic missile , summon monster I
0 (at will)— dancing lights , daze (DC 14), detect magic , detect poison , disrupt undead , read magic
Bloodline Celestial
Cleric Spells Prepared (CL 4th; concentration +6)
2nd—bless weapon D, resist energy , lesser restoration , spiritual weapon
1st—divine favor , doom (DC 13), protection from evil , sanctuary (DC 13), shield of faith D
0 (at will)— create water , guidance, purify food and drink (DC 12), stabilize
D Domain spell; Domains Glory, Sun
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Statistics
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Str 12, Dex 14, Con 13, Int 12, Wis 14, Cha 19
Base Atk +4; CMB +5; CMD 17
Feats Arcane Armor Mastery, Arcane Armor Training, Arcane Strike, Eschew Materials, Improved Initiative,
Skill Focus (Diplomacy), Turn Undead
Traits beneficent touch, sacred touch
Skills Acrobatics -1 (-5 to jump), Craft (weapons) +3, Diplomacy +14, Heal +6, Knowledge (arcana) +10,
Knowledge (religion) +11, Linguistics +5, Perception +4, Sense Motive +6, Spellcraft +10; Racial Modifiers
+2 Perception
Languages Celestial, Common, Elven, Infernal
SQ bloodline arcana (summoned creatures gain DR 4/evil), combined spells, elf blood
Combat Gear pearl of power (2nd level) , potion of cure light wounds (4), scroll of mage armor (CL 6th) ,
scroll of magic missile , scroll of protection from evil, shield , wand of burning hands (CL 3rd, 4 charges) ,
wand of cure light wounds (CL 3rd, 8 charges) , wand of magic missile (38 charges) , wand of shield (9
charges), holy water (2); Other Gear +2 elven chain , +1 ghost touch cold iron morningstar , +1 undeadbane
mithral longsword , cloak of resistance +2 , headband of alluring charisma +2 , backpack, belt pouch,
chalk (3), sack, sack, scroll case, silver holy symbol of Iomedae , sunrod, trail rations (3), waterskin, 186
gp, 2 sp, 7 cp
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Special Abilities
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Arcane Armor Mastery Swift action: -20% arcane spell failure due to armor.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as
magic for the purpose of overcoming damage reduction.
Bloodline Arcana: Celestial (Ex) Summoned creatures gain DR 2/evil (doesn't stack with other DR).
Cleric Channel Positive Energy 2d6 (7/day, DC 15) (Su) Positive energy heals the living and harms the
undead; negative has the reverse effect.
Cleric Domain (Glory) Granted Powers: You are infused with the glory of the divine, and are a true foe
of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to
halve the damage is increased by 2.
Cleric Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can
call upon its blessing or wrath to work great deeds.
Combined Spells (1st) (Su) You can prepare the spells of one spellcasting class using another classes'
slots.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Heavenly Fire (1d4+2 divine energy, 7/day) (Sp) Ranged touch attack harms evil and heals good.
Neutral unaffected.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sun's Blessing (Su) +3 to channel damage vs. undead and they don't get channel resistance.
Touch of Glory +3 (5/day) (Sp) Grant +3 to a CHA-based skill or ability check.
Turn Undead (DC 15) Your Channel Energy can make undead in 30 ft flee for 1 min.
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