Cleric of Iomedae

Father Stom's page

96 posts. Organized Play character for @scottg0.

Full Name

Father Stom


HP 51/51, AC 23/T 12/F 21, Init +1, Perc +3, Fort +6, Ref +4, Will +8, CMB +7/18




Channels left 7/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 4/4, 4th 2/2


Medium 5'5", 155 lbs







Strength 12
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 16
Charisma 18

About Father Stom

Stat Block:

Father Stom
Male human cleric (merciful healer) of Ceres 7 (Pathfinder RPG Ultimate Combat 41)
CN Medium humanoid (human)
Init +1; Senses Perception +3
AC 22, touch 11, flat-footed 21 (+8 armor, +1 Dex, +3 shield)
hp 51 (7d8+14)
Fort +6, Ref +3, Will +8
Speed 30 ft.
Melee cold iron dagger +6 (1d4+1/19-20)
Ranged sling +6 (1d4+1)
Special Attacks channel positive energy 9/day (DC 18, 6d6)
Domain Spell-Like Abilities (CL 7th; concentration +10)
. . 6/day—rebuke death (1d4+3)
Cleric (Merciful Healer) Spells Prepared (CL 7th; concentration +10)
. . 4th—cure critical wounds[D], restoration
. . 3rd—cure serious wounds[D], daylight, invisibility purge, protection from energy
. . 2nd—cure moderate wounds[D], resist energy, lesser restoration, silence (DC 15), spiritual weapon
. . 1st—comprehend languages, cure light wounds[D], endure elements, obscuring mist, protection from evil, shield of faith
. . 0 (at will)—detect magic, light, read magic, stabilize
. . D Domain spell; Domain Healing
Str 12, Dex 12, Con 12, Int 12, Wis 16, Cha 18
Base Atk +5; CMB +6; CMD 17
Feats Alignment Channel, Extra Channel, Quick Channel[UM], Reactive Healing[ACG], Selective Channeling
Traits dangerously curious, sacred conduit
Skills Diplomacy +12, Disable Device +3, Heal +9, Knowledge (religion) +11, Spellcraft +11, Use Magic Device +15
Languages Common, Elven
SQ combat medic, healer's blessing, mercy (mercy: shaken)
Combat Gear potion of cure light wounds, acid, alchemist's fire, alkali flask[APG], antiplague[APG], antitoxin, healer's kit, holy water, smelling salts[APG]; Other Gear +2 mithral agile breastplate[APG], +1 mithral heavy steel shield, cold iron dagger, sling, sling bullets (10), phylactery of positive channeling, bedroll, belt pouch, climber's kit, earplugs[APG], flint and steel, hemp rope (50 ft.), masterwork backpack[APG], masterwork thieves' tools, mug/tankard, pot, silver holy symbol of Ceres, soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Ceres, wooden holy symbol of Ceres, 1,512 gp, 1 sp, 5 cp
Special Abilities
Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Cleric (Merciful Healer) Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Channel Positive Energy 6d6 (9/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Medic (Ex) A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.
Healer's Blessing (Su) Your cure spells are empowered for free.
Mercy: Shaken (2 creatures) (Su) When the merciful healer channels energy she can remove the shaken condition from one or more living creatures that she heals within her channel energy burst. Feats and effects that affect a paladin's mercy also affect this ability.
Quick Channel Channel energy faster by expending more uses
Reactive Healing When dmg would reduce you to 0 or fewer hit points, expend channel or lay on hands as imm act to heal yourself.
Rebuke Death (6/day) (Sp) As a standard action, touch heals 1d4+3 dam to negative HP target.
Selective Channeling Exclude targets from the area of your Channel Energy.


[dice=Channel Positive Energy]6d6[/dice][dice=reroll 1s]total - number of 1s + 1d6 [/dice] Excluding up to 4 bad guys within range
I always Channel Positive to heal and exclude 4 bad guys

[dice=Cure Light Wounds]1d8 + 5[/dice] +[dice=Healers Blessing 50%]total + half total[/dice]
[dice=Cure Moderate Wounds]2d8 + 7[/dice] +[dice=Healers Blessing 50%]total + half total[/dice]
[dice=Cure Serious Wounds]3d8 + 7[/dice] +[dice=Healers Blessing 50%]total + half total[/dice]
[dice=Cure Critical Wounds]4d8 + 7[/dice] +[dice=Healers Blessing 50%]total + half total[/dice]

level up plan:

skill points in: Diplomacy, Knowledge (Religion), Spellcraft, Use Magic Device

Feats: Extra Channel