About Fra EzekielData:
Name: Fra Ezekiel, born Edwen Cobblerson Race: Human Job: Cleric Age: 22 Height: 5´4" Weight: 160 lbs Alignment: LG Personality: Likes: Wilderness, communities Dislikes: Bandits, chaos. Favorite foods: Roasted lamb with potatoes Physical Description: A man in his best years wearing a feathered hat and green simple clothing, always with his friend the Lioness Consortio Deity: Erastil Languages: Common Favorite Class: Cleric: 1x +1 HP+ 4 x Skp Combat:
Hit Points: 26 (3d8+6+2FC) Initiative: +0 Armor Check Penalty: 0 Speed: 30 feet (30with armor) Armor Class: 18 (10 0 Dex +4 Armor +1 Shield) Touch: 10 Flat-footed: 17 Saves: Fortitude: +7 (4 +2 Con+1R) Reflex: +3 (1 +1 Dex+1R) Will: +7 (4 +2 Wis+1R) Situational Bonuses: Combat:
Racial Traits:
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size. Base Speed: Humans have a base speed of 30 feet. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. Feat and Skill Racial Traits Focused Study All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Cleric(Herald Caller):
Weapon and Armor Proficiency Clerics are proficient with all simple weapons and light armor. Clerics are also proficient with the favored weapon of their deities. Longbow Aura (Ex) Chaotic Good A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details). Channel Energy (Su) 3d6 Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. Spells A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. Orisons
Dedicated Summoner
Call Heralds (Su)
Divine Heralds (Su)
Mighty Heralds
Bonus Languages
Domain Feather:
Eyes of the Hawk (Ex):
Domain Spells: 1st—calm animals, 2nd—feather fall, 3rd—fly, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—Mass fly 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange. Feats, Traits &Skills:
Feats: Point Blank Shot (1) Skill Focus(Knowledge Religion) Deific Obiance (3) Traits:
Skills: Skillpoints gained/level (15) 3x (4+0(int)+1H)
Prepared Spells:
Orisons: Create Water, Detect Magic, Enhanced Diplomaty, Mending Level 1: (D)calm animals, Bless, Deadeyes Lore, Divine Favor, Protection from Evil Level 2: (D)feather fall, Angelic Aspect, Lesser,Restoration, lesser, Bull´s Strength Level 3: (D)fly, Prayer Equipment:
Weapons 3082 Longbow Alchemistical Silver Battle Aspergillum 325 Dagger 2 40 Cold Iron Arrows 4 20 Arrows treated with Weapon Blanch silver 21 Armor Chain Shirt Buckler 5 Equipment: --------------------------------------
Backstory:
Summons by level:
Summon Monster I Celestial Eagle Celestial Dog Summon Monster II Celestial Elk Summon Monster III Lantern Archon Blink Dog |