Alurad Sorizan

Doran Ramiro's page

47 posts. Alias of natloz.


Full Name

Doran Romiro

Race

HP:13/13 AC:17/9/17 Fort:3 Ref:-1 Will:8 Current effects:

Gender

Human Cleric 2

Alignment

Lawful Good

Languages

Common, Sylvan, Elvan

About Doran Ramiro

Doran Ramiro Cleric 2(FCB: +2 SP)
Init -1; Senses Perception +8

Trackable:
HP: 13/13
Command: 7/7
Channel: 6/6 (1d6)

==DEFENSE==
AC 17, touch 9, flat-footed 17 (+6 armor, +2 shield, -1 dex)
hp 13 (8 + 1d8)
Fort +3, Ref -1, Will +6

Special Defense

==OFFENSE==
Spd 30 ft (20 ft from armor + 10 ft from domain)
Melee Morningstar +1 (1d8) 20/x2 b/p

Ranged Light crossbow (1d8) 20/x2 80ft range

Special Attacks
==STATISTICS==
Str 11, Dex 8, Con 11, Int 12, Wis 16 (14+2), Cha 16

BAB +1, CMB +1, CMD 10
Feats Selective Channeling, Combat Casting
---------------------------------
Spells: Concentration +5 (2 lvl + 3 wis)

Orisons: Create water, Light, Guidance, Mending

Lvl 1 (DC 15):Bless, Divine Favor, Shield of Faith Domain: Longstrider
----------------------------------
Skills

Spoiler:
10 points total +4 background
Class Skills:
Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int); perception (wis) from trait

Diplomacy +8 (+3 cha +2 rank +3 cs)
Know religion +5 (+0 Int +2 ranks + 3 cs)
Perception +9 (+3 Wis +2 rank +3 cs +1 trait)
Sense Motive +8 (+3 Wis +2 rank +3 cs)
Spellcraft +6 (+1 Int +2 rank +3 cs)

Background Profession(Barrister): +8 (+3 wis +2 ranks +3 cs)
Linguistics +5 (+1 Int +1 rank +3 cs)
Know Nobility +5 (+1 Int +1 rank +3 cs)

Traits: Eyes and ears of the city: +1 perception and add it as a class skill

Languages Common, Sylvan, Elven

Racial:
Extra Feat & Extra skill point, +2 wisdom

Special abilities:
Spoiler:

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.

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 + (3) 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 + (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: Law (inevitable):
You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Granted Powers
Command (Su): As a standard action, you can give a creature an emotionless yet undeniable order, as per the spell command. A Will save (DC 14: 10+lvl/2+wis) negates this effect. You cannot target a creature more than once per day with this ability. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (7).
Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—Command undead, 4th—order’s wrath, 5th—Command (Greater), 6th—Planer Binding (inevitables only), 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).

Travel: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Granted Powers
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.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—teleport (greater), 8th—phase door, 9th—astral projection.

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).

Carrying capacity: Light Load: 38lbs, Med load: 76, Heavy Load: 115
Lift overhead: 115lbs; Lift Off ground: 230lbs; Push/Drag:575lbs

Breastplate 200 gp 30 lbs
Heavy Steel shield 20 gp 15lbs
Morningstar 8 gp 6lbs

Adventuring Gear
backpack
bedroll
belt pouch
candles (10)
holy text (cheap)
flint and steel
iron pot
mess kit
50ft rope
soap
spell component pouch
torches (10)
trail rations (5 days)
waterskin
wooden holy symbol.

696gp

background:
Doran was once a vigorous young man making his way in Macridi as a logger. He made his way felling the trees designated by the fey and the leadership of the town. This lead to somewhat of a relationship with some of the forest creatures who liked to tease him with riddles and word games. He eventually met his love in town and they married but had no children. As he grew older his strength waned as did his suitability to chop down trees. He still went into the forest on occasion to spar with his fey friends until one trip they all seemed apologetic for reasons he couldn't understand. Upon his return home he found his wife had fallen ill. Unfortunately the wealth he had accumulated couldn't buy the healing needed to cure her and she eventually passed away.
Doran became depressed for a while before turning to the church of Abadar in town. There he talked with the priests and reflected on their teachings in order to deal with his wife's death. His talks with the priests sometimes turned to debating law and different interpretations. He found his early games with the fey had trained him for such discussions. This realization put a spring in his step he hadn't experienced since his youth. Unbeknownst to him, this was actually Abadar smiling down on him. He stayed with the lawyers and the judges listening and learning and developing his appreciation of Abadar. He eventually heard the call of Abadar to become a full fledged cleric but his gifts seemed to be influenced by his experiences early in life with the fey. He was happy enough being a lawyer but his fey influences gave his a wanderlust that was not sated in town. He was referred to the Silver Shields as a way to get out town while not having to travel alone. It helped that Colewin Binderbook was still a friend through Abadar.