| Full Name |
Dr. Thomas Silver |
| Race |
Human |
| Classes/Levels |
Cleric of THE BEYOND 1/Sorcerer (Starsoul Bloodline) 1 |
| Gender |
M |
| Size |
M |
| Age |
23 |
| Alignment |
CN |
| Deity |
THE BEYOND |
| Location |
Venture City |
| Languages |
Common, Draconic |
| Strength |
11 |
| Dexterity |
17 |
| Constitution |
15 |
| Intelligence |
12 |
| Wisdom |
18 |
| Charisma |
19 |
About Dr. Thomas Silver
Male Human Cleric of THE BEYOND 1/Starsoul Sorcerer 1
CN Medium Humanoid (Human)
Init +3; Perception +9
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Defense
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AC 13 (17 w/ mage armor, 19 w/ mage armor and shield of faith)
hp 18
Fort +4, Ref +3, Will +8
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Offense
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Speed 30 ft.
Melee: heavy mace +0 (1d8)
Melee: Longspear +0 (1d8), brace, reach
Melee: Dagger +0 (1d4) 19/20
Ranged: Longbow +3 (1d8) or +4 (1d8+1) w/in 30'
Ranged:
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Statistics
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Str 11, Dex 17, Con 15, Int 12, Wis 18 , Cha 19
Base Atk ; CMB 0; CMD 13
Feats : Blind Fight (Domain), Point Blank Shot, Precise Shot, Eschew Materials
Traits: Nomadic (Survival), Conspiracy Hunter (Perception)
Skills: Bluff 8(4+1+3) Perception 9 (4+1+3+1), Intimidate 8 (4+1+3) Knowledge (arcana) 6(1+2+3), Knowledge (religion) 5 (1+1+3), Survival 9 (4+1+3+1), and Spellcraft 6 (1+2+3),
Languages: Common, Draconic,
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Spells and Special Abilities
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Channel Energy (Su) 1d6 7/day
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 a neutral cleric 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 a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undeadcreatures. A neutral cleric of 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 can cast 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 Charismamodifier. Creatures healed by channel 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.
Night Hunter (Su): As a standard action, you can blend into the shadows of the night, becoming nearly invisible. As long as you are in an area of dim light or darkness, you are invisible (as per invisibility) to creatures withoutdarkvision. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
It Came From Beyond (Ex): Once per day when you cast a summoning spell, any one creature you summon is more powerful than normal. The creature gains the advanced creature simple template. If you summon more than one creature with a spell, only one of the summoned creatures gains the advanced creature simple template. A summoned creature that gains the advanced creature simple template in this manner looks unusually deformed or hideous. This ability only works on spells you cast as a cleric—it does not work on spellcasting ability gained from any other spellcasting classes you might have.
Bloodline Arcana: Whenever you cast an evocation spell, targets that fail their saves are dazzled by tiny sparkling starlights for 1 round per level of the spell.
Minute Meteors (Sp): At 1st level, you can summon a rain of tiny meteorites as a standard action to fall in a 5-foot column, 30 feet high, with a range of 30 feet. The meteors inflict 1d4 points of fire damage + 1 per 2 sorcerer levels. A Reflex save negates this damage. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
Domain Spells:
1st: Feather Fall or Sleep
Cleric Spells a Day:
0 (3): Stabilize, Detect Magic, Purify Food and Drink
1 (2+1): Shield of Faith, Summon Monster I, Feather Fall.
Arcane Spells a Day:
0 (4): Flare, Message, Disrupt Undead, Ray of Frost
1 (4): Mage Armor, Ray of Enfeeblement
EQUIPMENT:
Longbow
40 arrows
2 daggers
heavy mace
longspear
studded leather armor
silk rope
Silver Holy Symbol
Backpack, common
30 gp