About Druhg
DRUHG CR 4
Male Orc Cleric 5
CE Medium Humanoid (Orc)
Init +0; Senses Darkvision (60 feet); Perception +5
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DEFENSE
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AC 16, touch 11, flat-footed 16. . (+5 armor, +1 deflection)
hp 45 (5d8+5)
Fort +6, Ref +2, Will +10
Defensive Abilities Ferocity
Weakness Light Sensitivity
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OFFENSE
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Spd 20 ft.
Melee +1 Greataxe +6 (1d12+4/20/x3) and
. . Unarmed Strike +5 (1d3+2/20/x2)
Special Attacks Destructive Smite +2 (8/day)
Cleric Spells Known (CL 5, 5 melee touch, 3 ranged touch):
3 (2/day) Rage, Prayer, Blood Rage
2 (3/day) Silence (DC 17), Aid, Hold Person (DC 17), Cure Moderate Wounds (DC 17)
1 (5/day) Cure Light Wounds (DC 16), Protection from Good (DC 16), Command (DC 16), Magic Weapon (DC 16), Bless, Infernal Healing
0 (at will) Detect Magic, Bleed (DC 15), Guidance (DC 15), Stabilize
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STATISTICS
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Str 14, Dex 10, Con 12, Int 8, Wis 18/20, Cha 14
Base Atk +3; CMB +5; CMD 16
Feats Combat Casting, Improved Channel, Selective Channeling
Traits Focused Mind, Sacred Conduit
Skills Acrobatics -3, Climb -1, Diplomacy +8, Escape Artist -3, Fly -3, Knowledge (Religion) +3, Ride -3, Sense Motive +9, Spellcraft +7, Stealth -3, Swim -1
Languages Common, Orc
SQ Aura (Ex), Channel Negative Energy 3d6 (5/day) (DC 17) (Su), Cleric Domain: Destruction, Cleric Domain: Tactics, Sieze the Initiative (8/day) (Su), Spontaneous Casting
Combat Gear +1 Chain Shirt, +1 Greataxe; Other Gear Alchemist's fire (flask), Backpack (empty), Bit and bridle, Cloak of Resistance, +1, Crowbar, Folding Chair, Headband of Inspired Wisdom, +2, Light Horse (combat trained), Pouch, belt (empty), Ring of Protection, +1, Saddle (Military), Unholy symbol, silver: Rovagug, Waterskin, Whetstone
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SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Negative Energy 3d6 (5/day) (DC 17) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Destruction Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Cleric Domain: Tactics Associated Domain: War
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destructive Smite +2 (8/day) (Su) You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use
Ferocity (Ex) You can stay active while dying.
Focused Mind +2 to Concentration checks
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Selective Channeling Exclude targets from the area of your Channel Energy.
Sieze the Initiative (8/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.