Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3
Gender
Male
Size
M
Age
24
Alignment
NG
Deity
Iomedae
Occupation
The Bringer of Faith
Strength
16
Dexterity
10
Constitution
14
Intelligence
13
Wisdom
16
Charisma
12
About Dashel de Penderwon
Dashel de Penderwon
Male human cleric of Iomedae 7
NG Medium humanoid (human)
Init +2; Senses Perception +10
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Defense
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AC 19, touch 11, flat-footed 19 (+6 armor, +1 deflection, +1 natural, +1 shield)
hp 34 (7d8+14)
Fort +8, Ref +3, Will +9
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 longsword +9 (1d8+4/19-20) or
. . club +8 (1d6+3) or
. . silver heavy mace +8 (1d8+3)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks channel positive energy 4/day (DC 16, 4d6)
Domain Spell-Like Abilities (CL 7th; concentration +10)
. . 6/day—touch of glory (+7)
Cleric Spells Prepared (CL 7th; concentration +10)
. . 4th—divine power, freedom of movement, holy smite{super}D{/super} (DC 17), spiritual ally{super}APG{/super}, summon monster IV
. . 3rd—heroism{super}D{/super}, light of iomedae (DC 16), magic circle against evil, prayer
. . 2nd—aid{super}D{/super}, burst of radiance (DC 15), grace{super}APG{/super}, silence (DC 15), spiritual weapon
. . 1st—bless, burning disarm (DC 14), command (DC 14), moment of greatness{super}UC{/super}, murderous command{super}UM{/super} (DC 14), obscuring mist, shield of faith{super}D{/super}
. . 0 (at will)—create water, detect magic, light, read magic
. . D Domain spell; Domains Glory (Heroism subdomain), War (Tactics subdomain)
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Statistics
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Str 16, Dex 10, Con 14, Int 13, Wis 16, Cha 12
Base Atk +5; CMB +8 (+10 trip); CMD 19 (21 vs. trip)
Feats Alignment Channel, Combat Expertise, Extra Channel, Improved Trip, Power Attack
Traits magical knack, reactionary
Skills Diplomacy +8, Heal +9 (+12 to treat poison), Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +5, Perception +10, Profession (scribe) +7, Sense Motive +8, Spellcraft +11, Survival +3 (+5 to avoid becoming lost when using this), Use Magic Device +3
Languages Common, Daemonic
SQ seize the initiative, variant channeling (bravery/valor variant channeling)
Combat Gear potion of cure light wounds, scroll of air bubble, ant haul, scroll of air bubble, ant haul, scroll of comprehend languages, scroll of moment of greatness, protection from chaos, wand of cure light wounds, wand of divine favor (50 charges), wand of shield of faith (50 charges), alchemist's kindness (3), antitoxin, caltrops (2), healer's kit, oil (5); Other Gear breastplate, light steel quickdraw shield, +1 longsword, club, light crossbow, silver heavy mace, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +1, handy haversack, ring of protection +1, antidote kit, bandolier, bedroll, candle (3), chalk (5), cleric's kit, compass, crowbar, earplugs, explorer's outfit, flint and steel, grappling bolt, grappling bolt, hammer, silver holy symbol (Iomedae), ink, black, inkpen (2), marbles, marbles, mirror, mug/tankard, parchment (10), powder (2), sack, sack, sack, signal whistle, signet ring, silk rope (50 ft.), soap, string or twine (2), torch (3), trail rations (7), twine (50'), waterskin, weapon cord, whetstone, 4,069 gp, 7 sp, 6 cp
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Tracked Resources
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Antidote kit (10 uses) - 0/10
Antitoxin - 0/1
Cleric Channel Positive Energy 4d6 (4/day, DC 16) (Su) - 0/4
Club - 0/1
Extra Channel (2/day) - 0/2
Healer's kit - 0/10
Potion of cure light wounds - 0/1
Seize the Initiative (6/day) (Su) - 0/6
Torch - 0/3
Touch of Glory +7 (6/day) (Sp) - 0/6
Trail rations - 0/7
Wand of cure light wounds - 0/50
Wand of divine favor (50 charges) - 0/50
Wand of shield of faith (50 charges) - 0/50
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Special Abilities
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Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Antidote kit (10 uses) +3 circumstance bonus to Heal checks to treat poison.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bravery/Valor Variant Channeling (+2 Sacred) Additional save vs. fear/AC bonus, or standard channel
Cleric Channel Positive Energy 4d6 (4/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Heroism) Cleric Domain (Tactics) Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Improved Trip You don't provoke attacks of opportunity when tripping.
Magical Knack (Cleric) +2 CL for a specific class, to a max of your HD.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scroll of air bubble, ant haul Add this item to create a scroll with spells on it.
Scroll of air bubble, ant haul Add this item to create a scroll with spells on it.
Scroll of comprehend languages Add this item to create a scroll with spells on it.
Scroll of moment of greatness, protection from chaos Add this item to create a scroll with spells on it.
Seize the Initiative (6/day) (Su) An ally within 30' may take the better of 2d20 for initiative
Touch of Glory +7 (6/day) (Sp) Grant +7 to a CHA-based skill or ability check.
Wand of divine favor (50 charges) Add this item to create a wand of a chosen spell.
Wand of shield of faith (50 charges) Add this item to create a wand of a chosen spell.
Weapon cord Attached weapon can be recovered as a swift action.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Skills:
Acrobatics -6 (-10 jump), appraise +1, Bluff +1, Climb -3, Diplomacy +7, Escape Artist -6, Fly -6, Heal +9 (+12 to treat poison), Knowledge (planes) +8, Knowledge (religion) +9, Linguistics +5, Perception +9, Profession Scribe +7, Ride -6, Sense Motive +8, Spellcraft +10, Stealth -4, Survival +3 (+5 to avoid becoming lost when using this), Swim -3, Use Magic Device +3
Languages: Common, Daemonic, infernal
SQ aura, cleric channel positive energy 3d6 (4/day) (dc 16), domains (heroism, tactics), seize the initiative (6/day), spontaneous casting, touch of glory (6/day), variant channeling (bravery/valor variant channeling [+2 sacred])
Gear:
Combat Gear:
Potion of cure light wounds, Scroll of Air Bubble, Ant Haul, Scroll of Air Bubble, Ant Haul, Scroll of Comprehend Languages, Scroll of Moment of Greatness, Protection from Cha, Wand of cure light wounds, Wand of Divine Favor, Wand of Shield of Faith, Alchemist's kindness (3), Antitoxin, Caltrops (2), Healer's kit, Oil (5); lesser restoration wand (21); Belt of Dexterity; +1 ROP, mw chain shirt; two doses of antitoxin, soothe syrup, and twitch tonic; one dose of ghost salt; and a pair of bless scrolls.
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Counting up:
Antidote kit (10 uses) - 0/10
Antitoxin - 0/2
Cleric Channel Positive Energy 3d6 (4/day) (DC 16) (Su) - 0/4
Club - 0/1
Healer's kit (10/10 uses remaining) - 0/10
Potion of cure light wounds - 0/1
Seize the Initiative (6/day) (Su) - 1/6
Torch - 0/3
Touch of Glory (6/day) (Sp) - 0/6
Trail rations - 0/7
Wand of cure light wounds - 12/50
Wand of Divine Favor - 12/50
Wand of Shield of Faith - 13/50
Wand of Lesser Restoration - 9/21
Wand of Cure Moderate - 21/50
bless Scrolls 0/2
Twitch tonic 0/2
Sooth Syrup 0/2
ghost salt 0/1
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Special Abilities:
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Alignment Channel (Evil): Channel Energy heals or harms outsiders of the chosen alignment.
Antidote kit (10 uses): +3 circumstance bonus to Heal checks to treat poison.
Antitoxin: This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component: Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Aura (Ex): The Cleric has an aura corresponding to his deity's alignment.
Bravery/Valor Variant Channeling (+2 Sacred) Additional save vs. fear/AC bonus, or standard channel
Cleric Channel Positive Energy 3d6 (4/day) (DC 16) (Su): Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Heroism) Associated Domain: Glory
Cleric Domain (Tactics) Associated Domain: War
Combat Expertise: +/-1 Bonus to AC in exchange for an equal penalty to attack.
Compass: +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Earplugs: +2 save vs. hearing effects, -5 hearing-based Perception.
Improved Trip You don't provoke attacks of opportunity when tripping.
Magical Knack (Cleric): +2 CL for a specific class, to a max of your HD.
Power Attack: -1/+2 You can subtract from your attack roll to add to your damage.
Reactionary: +2 to Initiative
Scroll Air Bubble, Ant Haul X2
Scroll: Comprehend Languages
Scroll: Moment of Greatness, Protection from Chaos Add
Seize the Initiative (6/day) (Su): An ally within 30' may take the better of 2d20 for initiative
Spontaneous Casting: The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Glory (6/day) (Sp): Grant +5 to a CHA-based skill or ability check.
Wand of Divine Favor
Wand of Shield of Faith
Weapon cord: Attached longsword weapon can be recovered as a swift action.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.