Full Name |
Felix Jaeger |
Race |
| HP 57/57 | AC 20 T 11 FF 19 | CMB +4, CMD 15 | F: +9, R: +4, W: +11 | Init: +0 | Perc: +15 Sense Motive +14 |
Classes/Levels |
| Speed 20 ft | Active conditions: None | |
Gender |
Male Human LN Cleric (Evangelist, Divine Paragon) 5/ Evangelist 2 |
Size |
M |
Age |
21 |
Alignment |
LN |
Deity |
Irori |
Languages |
Aklo, Aquan, Auran, Azlanti, Celestial, Common, Ignan, Infernal, Terran, Undercommon |
Strength |
10 |
Dexterity |
10 |
Constitution |
14 |
Intelligence |
14 |
Wisdom |
18 |
Charisma |
16 |
About Felix C. Jaeger
Felix Jaeger
Male human cleric (divine paragon, evangelist) of Irori 5/evangelist 2
LN Medium humanoid (human)
Init +0; Senses Perception +15
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Defense
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AC 20, touch 11, flat-footed 19 (+6 armor, +1 dodge, +3 shield)
hp 57 (7d8+19)
Fort +9, Ref +4, Will +11
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee club +4 (1d6) or
. . gauntlet (from armor) +4 (1d3) or
. . unarmed strike +4 (1d3)
Ranged sling +4 (1d4)
Special Attacks channel positive energy 6/day (DC 16, 2d6), countersong, fascinate, inspire courage +2, sermonic performance
Spell-Like Abilities (CL 7th; concentration +10)
. . 1/day—haste
Domain Spell-Like Abilities (CL 6th; concentration +10)
. . 7/day—rebuke death (1d4+3)
Cleric (Divine Paragon, Evangelist) Spells Prepared (CL 6th; concentration +10)
. . 3rd—blindness/deafness (DC 17), cure serious wounds[D], dispel magic, invisibility purge
. . 2nd—cure moderate wounds[D], hold person (DC 16), lesser restoration, spiritual weapon (2)
. . 1st—bless (2), cure light wounds[D], liberating command[UC], sanctuary (DC 15)
. . 0 (at will)—create water, detect magic, guidance, light
. . D Domain spell; Domain Healing
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Statistics
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Str 10, Dex 10, Con 14, Int 14, Wis 18, Cha 16
Base Atk +4; CMB +4; CMD 15
Feats Deific Obedience, Fast Learner[ARG], Improved Improvisation[ARG], Improved Unarmed Strike, Improvisation[ARG], Lingering Performance[APG], Selective Channeling
Traits maestro of the society, observant
Skills Acrobatics +1 (-3 to jump), Appraise +6, Bluff +7, Climb +1, Craft (alchemy) +6, Diplomacy +13, Disable Device +3, Disguise +7, Escape Artist +1, Fly +1, Handle Animal +7, Heal +10, Intimidate +7, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +12, Perception +15, Perform (oratory) +13, Ride +1, Sense Motive +14, Sleight of Hand +1, Spellcraft +12, Stealth +1, Survival +8, Swim +1, Use Magic Device +12
Languages Aklo, Aquan, Auran, Azlanti, Celestial, Common, Ignan, Infernal, Terran, Undercommon
SQ devoted domain, divine brand, healer's blessing, masterful warrior, public speaker, spontaneous casting
Combat Gear oil of bless weapon, oil of magic vestment +3, scroll of remove disease (x2), wand of cure light wounds, antiplague[APG] (3), antitoxin (2), healer's kit;
Other Gear +1 holy reliquary mithral kikko armor[UC], +1 holy reliquary darkwood heavy wooden shield, club, sling, belt of mighty constitution +2, cloak of resistance +2, first aid gloves, headband of alluring charisma +2, wayfinder[ISWG], masterwork thieves' tools, powder[APG] (2), tattoo holy symbol of Irori[UE], waterskin, 2,607 gp, 9 sp, 8 cp
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Special Abilities
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Bardic Performance: Fascinate (2 targets, DC 16) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Cleric (Divine Paragon, Evangelist) Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Channel Positive Energy 2d6 (6/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Devoted Domain (Cleric [Divine Paragon, Evangelist] Domain [Healing]) Gain domain powers of only one domain, and obediences gained earlier.
Divine Brand (Ex) Brand appears on body which can be used as holy symbol.
Healer's Blessing (Su) Your cure spells are empowered for free.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Masterful Warrior (Sp) true strike 3/day, false life 2/day, or haste 1/day
Public Speaker (-9 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Rebuke Death (7/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.
Sermonic Performance (standard action, 20 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:
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