Dalviss Crenn

_Father_Grimburrow_'s page

180 posts. Alias of J4RH34D.


Strength 4
Dexterity 7
Constitution 8
Intelligence 12
Wisdom 20
Charisma 16

About _Father_Grimburrow_

Father Grimburrow:
Father Grimburrow
Male Human cleric 7
TN Medium humanoid (human)
Init -2, Senses Perception +9
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DEFENSE
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AC 9, touch 8, flat-footed 9 (+1 armor, -2 Dex, )
hp 40 ((7d8))
Fort +4, Ref +0, Will +10, +2 trait bonus on all saving throws against charm and compulsion effects

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OFFENSE
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Speed 30 ft.
Melee dagger +10 (1d4-3/19-20)
Ranged dagger (thrown) +11 (1d4-3/19-20)
Special Attacks Channel Positive Energy (4d6, DC 18, 6/day), Gentle Rest (8/day),

*:Domain spell.
Deity Pharasma; Domains Healing, Repose,
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TACTICS
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STATISTICS
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Str 4, Dex 7, Con 8, Int 12, Wis 20, Cha 16,
Base Atk +5; CMB +2; CMD 10
Feats Channel Smite, Combat Casting, Guided Hand, Improved Channel, Selective Channeling
Skills Appraise +5, Craft (Calligraphy) +5, Diplomacy +10, Heal +9, Intimidate +4, Knowledge (Arcana) +5, Knowledge (History) +5, Knowledge (Nobility) +5, Knowledge (Planes) +5, Knowledge (Religion) +10, Perception +9, Perform (Oratory) +5, Sense Motive +10, Spellcraft +5, Survival +6,
Traits Birthmark, Undead Slayer (Pharasma),
Languages Common, Dwarven
SQ aura, bonus feat, channel smite, healer's blessing, orisons, rebuke death (8/day), skilled, spontaneous casting,
Combat Gear
Other Gear dagger (5), silken ceremonial armor, 150.0 gp
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SPECIAL ABILITIES
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Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Bonus Feat Humans select one extra feat at 1st level.

Channel Positive Energy

Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 4d6 points of positive energy damage to undead creatures or to heal living creatures of 4d6 points of damage. Creatures that take damage from channeled energy receive a DC 18 Will save to halve the damage. You can use this ability 6 times per day.

Channel Smite When making an attack using this feat, you can spend a number of stamina points up to the number of dice in your channel energy. For each stamina point you spend in this way, add an additional 1d6 points of positive or negative energy damage to your Channel Smite attack. This damage is also halved if the target succeeds at its Will save against the Channel Smite attack.

Domains

Gentle Rest (Sp) Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creatures, that creature falls asleep for 1 round instead. Undead creatures touched by you are staggered for 5 rounds. You can use this ability 8 times per day.

Healer's Blessing (Su) All of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Rebuke Death (Sp) You can touch a living creature as a standard action, healing it of 1d4+3 points of damage. You can only use this ability on a creature that is below 0 hit points. You can use this ability 8 times per day.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You 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).

Undead Slayer (Pharasma) Instructed at a young age in the tenets of the faith of Pharasma, you view the undead as abominations that must be destroyed, so their souls can journey beyond to be judged. You gain a +1 trait bonus on weapon damage against undead.

Spells Per Day:

Orison: 4
1st: 6 + 1
2nd: 4 + 1
3rd: 3 + 1
4th: 2 + 1

Spells Prepared:

Orison: Create Water, Detect Magic, Light, Guidance
1st: Hide from undead *2, Magic Weapon, Shield of Faith, Weapons Against Evil *2 + Deathwatch
2nd: Communal + Protection from Evil *2, Bull's Strength, Hold Person + gentle repose
3rd: Continual Flame, Prayer *2 + speak with dead
4th: Blessing of Fervor *2 + Death Ward