Uzbin Parault

Dendek's page

2 posts. Alias of Chuckling Elvish Bard.


Full Name

Dendek

Race

Human

Classes/Levels

Cleric/1 (Iron Priest)

Gender

Male

Size

Medium

Age

20

Alignment

Neutral Good

Deity

Brigh

Location

Numeria

Occupation

Adventurer

Strength 13
Dexterity 12
Constitution 14
Intelligence 16
Wisdom 16
Charisma 10

About Dendek

Dendek was born to the Shadowed Wing Kellid tribe of northern Numeria. He was always fascinated by machines and mechanical devices, and finally decided to leave his tribe before he was violently driven out.
His wanderings deposited him at the temple of Brigh in Torch, where he found his calling. He's spent the last seven years there, studying the esoteric ways of the Clockwork Goddess, as well as mechanical engineering. He has recently developed an interest in the strange Starfall technologies.

complete character sheet:
Dendek
Male Human cleric (Iron Priest) 1 (Pathfinder RPG Technology Guide 12)
NG Medium humanoid (human)
Init +1; Senses ; Perception +3
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Defense
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AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 10 (1d8+2)
Fort +4, Ref +1, Will +5
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Offense
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Speed 30 ft.
Melee: Light Hammer +1 (1d4/x2)
Special Attacks Channel Positive Energy 1d6 3/day DC 10 (vs constructs, not undead. Full damage vs robots, clockwork; ½ damage vs. all other constructs)
Domain Spell-Like Abilities (CL 1st, concentration +4)
(6/day) Artificer's Touch 1d6
Cleric (Iron Priest) Spells Prepared (CL 1st; concentration +4)
1st — burning disarm (DC 14), magic weapon, comprehend languages (domain)
0 (at will)—light, detect magic, read magic, stabilize

Domains:
Artifice, Knowledge
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Statistics
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Str 13, Dex 12, Con 14, Int 16, Wis 16, Cha 10
Base Atk +0; CMB 1; CMD 12
Feats Technologist, Amateur Investigator
Traits mathematical prodigy, local ties (disable device)
Skills: Craft (mechanical) +7, Disable Device +8, Knowledge (engineering) +8, Knowledge (history) +7, Knowledge (religion) +7, Linguistics +7, Survival +7
Languages: Common, Hallit, Goblin, Dwarven, Androffan
SQ
Aura, Spontaneous Casting (can substitute Make Whole for Cure Moderate Wounds, and Greater Make Whole for Cure Critical Wounds)
Other Gear: studded leather armor, backpack, bedroll, belt pouch, candles (10), holy text, flint & steel, iron pot, mess kit, hemp rope (50'), soap, spell components pouch, torches (10), trail rations (5), waterskin, wooden holy symbol, common artisan's tools, common thieves' tools, 89 GP