Jask Derindi

Erik the Blue's page

54 posts. Organized Play character for Merisal The Risen.


Full Name

Erik

Race

AC 25, touch 13, flat-footed 23 (+7 armor, +1 deflection, +2 Dex, +1 natural, +4 shield) Fort +9, Ref +7, Will +12

Classes/Levels

Hp 59

Gender

Male HumanInit +2; Senses Perception +8 Sense Motive +9

Size

medium

Age

21

Alignment

Neutral Good

Deity

Kurgess

Location

Absalom

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

About Erik the Blue

Priest of Kurgess from Taldor. Game for anything. Probably why he ended up in the Cheliax faction but having traveled to Mendev he has seen the error of his ways. Now chasing lady Gloriana and is now trying to make an impression in the sovereign court

Eric The Blue
Male human (Taldan) cleric of Kurgess 9
NG Medium humanoid (human)
Init +2; Senses Perception +8
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Defense
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AC 25, touch 13, flat-footed 23 (+7 armor, +1 deflection, +2 Dex, +1 natural, +4 shield)
hp 59 (9d8+11)
Fort +9, Ref +7, Will +12
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Offenseo
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Speed 40 ft. (30 ft. in armor)
Melee adamantine morningstar +9/+4 (1d8+2) or
mwk cold iron dagger +9/+4 (1d4+3/19-20) or
mwk cold iron morningstar +9/+4 (1d8+2) or
mwk silver dagger +9/+4 (1d4+2/19-20)
Ranged javelin +8 (1d6+2) or
mwk sling +9 (1d4+2)
Special Attacks channel positive energy 6/day (DC 17, 5d6) 2 used
Domain Spell-Like Abilities (CL 9th; concentration +13)
At will—dimensional hop (90 feet/day)
7/day—bit of luck
Cleric Spells Prepared (CL 9th; concentration +13)
New spell list after rest

Cleric Spells Prepared (CL 9th; concentration +13)
5th—hunter’s blessing, overland flight[D]
4th—blessing of fervor[APG] (DC 18), blessing of fervor[APG] (DC 18), freedom of movement, freedom of movement[D]
3rd—daylight, fly[D], invisibility purge, prayer, prayer
2nd—align weapon, ghostbane dirge[APG] (DC 16), locate object[D], remove paralysis, spear of purity[UM] (DC 16), spiritual weapon
1st—comprehend languages, liberating command[UC], protection from chaos, protection from evil, remove fear, true strike[D]
0 (at will)—create water, purify food and drink (DC 14), read magic, scrivener's chant
D Domain spell; Domains Luck, Travel (Trade[APG] subdomain)
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Statistics
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Str 14, Dex 14, Con 13, Int 12, Wis 18, Cha 16
Base Atk +6; CMB +8; CMD 21
Feats Bestow Luck[ARG], Cosmopolitan[APG], Defiant Luck[ARG], Distance Thrower[UC], Inexplicable Luck[ARG], Selective Channeling
Traits Magical Talent (Prestidigitation), river rat (marsh or river)
Skills Appraise +5, Bluff +11, Diplomacy +18, Disguise +6, Fly +8, Heal +8, Intimidate +6, Knowledge (arcana) +6, Knowledge (history) +5, Knowledge (nobility) +7, Knowledge (planes) +5, Knowledge (religion) +5, Perception +8, Sense Motive +9, Spellcraft +8, Swim +4; Racial Modifiers silver-tongued haggler
Languages Common, Infernal, Kelish
SQ good fortune (1/day), human cleric
Combat Gear pearl of power (1st level), scroll of breath of life, scroll of restoration, restoration, restoration, wand of cure light wounds(13 charges), wand of lesser restoration (48 charges), wand of resist energy (CL 7th, 10 charges), alchemist's fire (5); Other Gear +1 spell storing agile breastplate[APG], caster's shield, greater[UE], adamantine morningstar, javelin (5), mwk cold iron dagger, mwk cold iron morningstar, mwk silver dagger, mwk sling, sling bullets (10), amulet of natural armor +1, circlet of persuasion, cloak of resistance +2, headband of mental superiority +2, pyxes of redirected focus[UE], ring of protection +1, sleeves of many garments[UE], bedroll, belt pouch, courtier's outfit, grappling hook, hemp rope (50 ft.), jewelry[UE], masterwork backpack[APG], silver holy symbol of Kurgess, 819gp

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Special Abilities
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+5 vs. Spell Resistance of Outsiders Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders. (From favoured class bonus APG
Bit of Luck (7/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 5d6 (6/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Trade)
Defiant Luck (2/day) Reroll a natural 1 on a save, or force a reroll of a critical hit confirmation roll.
Dimensional Hop (18 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Distance Thrower Reduce ranged penalties for thrown weapons by 2
Good Fortune (1/day) (Ex) As an immediate action, reroll a die before result is known. Must take 2nd roll.
Inexplicable Luck (1/day) Gain +8 bonus to a single roll, or +4 after the roll is made.
Selective Channeling Exclude targets from the area of your Channel Energy.
Silver-Tongued Haggler (+4, 7/day) (Su) +4 Bluff, Diplomacy, or Sense Motive

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