Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)
Deity
Pharasma
Homepage URL
Human (Shoanti) Cleric, Hp 27/27 AC 11/11/10 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +6; CMD 15)
About Fraadok
Background:
Fraadok is a male Shoanti of the Skoan-Quah (The Skull Clan), currently on a vision quest so that he may become a tribal shaman. Fraadok is the only son of Zargok of the Skoan-Quah, adept to the current shaman of the tribe, and Cada of the Tamiir-Quah (The Wind Clan), a union made to better relations between the two clans after years of giant raids on their two tribes. As such Fraadok was raised with customs of both clans.
Zargok has recently died to a strange illness plaguing the Velashu Uplands, which has left a gap in the line of tribal shamans. Fraadok has always had a connection with his ancestors and current shaman wishes to see if this connection can be built upon.
Fraadok is a cleric of Pharasma, with the Mixed Heritage racial trait (Heart of the Mountain and Heart of the Wilderness), and the character traits of Giant Slayer and Sacred Touch.
Fraadk is a bald, dark skinned Shoanti male, that stands 6'3" and 200lbs of lean muscle. He has numerous tattoos on his body, easily seen where his hide armor does not cover. His hide armor or grey and black fur, smells of wet dog after Fraadok has to walk in the rain. From his back, an array of different length spears and javelins sprout. At first you think he is bare foot, but with a second glance you see thin sandals protect his feet.
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Fraadok of the Skoan-Quah
Male Human (Shoanti) Cleric 4
N Medium humanoid (human)
Init +1; Senses Perception +3
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Defense
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AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 36 (4d8+8)
Fort +6, Ref +2, Will +7
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Offense
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Speed 20 ft.
Melee light shield bash +2 (1d3+3) and
. . cold iron shortspear +6 (1d6+3) and
. . cold iron spear +6 (1d8+4/×3) and
. . insanity's end +7 (1d8+5/×3)[+1 Longspear] and
. . javelin +2 (1d6+3)
Ranged masterwork composite longbow +1 (1d8+3/×3)
Special Attacks channel positive energy 5/day (DC 14, 2d6)
Domain Spell-Like Abilities (CL 4th; concentration +7)
. . 6/day—rebuke death Cleric Spells Prepared (CL 4th; concentration +7):
2nd—cure moderate wounds [D], lesser restoration, spiritual weapon (x2)
1st—bless, deathwatch [D], divine favor, protection from evil, shield of faith
0 (at will)—bleed (DC 13), detect magic, guidance, mending [D] Domain spell; Domains Healing, Repose, Souls, Pharasma
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Statistics
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Str 16, Dex 13, Con 14, Int 10, Wis 16, Cha 14
Base Atk +3; CMB +6; CMD 17
Feats Big Game Hunter, Scribe Scroll
Traits giant slayer, sacred touch
Skills Climb +1, Handle Animal +3, Heal +7, Knowledge (planes) +4, Knowledge (religion) +5, Linguistics +4, Ride -2, Spellcraft +4, Survival +5; Racial Modifiers +2 Climb, +2 Survival
Languages Common, Shoanti, Thassilonian
SQ +4 vs. spell resistance of outsiders, aura, cleric channel positive energy 2d6(5/day) (dc 13), domains (healing, souls, pharasma), heart of the mountains, heart of the wilderness +1, mixed heritage, rebuke death (6/day), spontaneous casting, touch the spirit world (3 rounds) (6/day)
Combat Gear Insanity's End (+1 Longspear, crit killed Nualia), Wand of Cure Light Wounds, Wand of Magic Weapon, Sunrod (4), Pearl of Power 1st level, Scroll of Protection from Evil (CL3) x2, Scroll of Align Weapon (CL3) x2;
Other Gear Breastplate, Light wooden shield, Javelin (10), Longspear, Shortspear, Spear, Backpack, masterwork (20 @ 39 lbs), Bedroll, Belt pouch (21 @ 0 lbs), Blanket, Candle (10), Chalk (10), Crowbar, Flint and steel, Holy symbol, wooden (Pharasma), Rope, Sack (empty), Sack (empty), Torch (5), Trail rations (4), Waterskin, 663 GP, 9 SP, 5 CP
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Special Abilities
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+4 vs. Spell Resistance of Outsiders Add a +4 bonus on caster level checks made to overcome the spell resistance of outsiders.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. (True Neutral)
Big Game Hunter +1 to hit, +2 to damage Large or larger creatures.
Cleric Channel Positive Energy 2d6 (5/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Souls, Pharasma) Associated Domain: Repose; Granted Powers: Touch the Spirit World
Giant Slayer +1 Bluff, Perception, Sense Motive, attack and damage against giants.
Heart of the Mountains +2 to Acrobatics checks to move on narrow surfaces. You are acclimated to high altitudes.
Heart of the Wilderness +1 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Mixed Heritage Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait.
Rebuke Death (6/day) (Sp) Heal 1d4+1 damage to creatures at negative HP
Sacred Touch As a standard action, you may automatically stabilize a dying creature merely by touching it.
Spontaneous Casting The Cleric can convert stored spells into Cure spells.
Touch the Spirit World (4 rounds) (6/day) (Su) Allow touched weapon to harm incorporeal targets.
Pearl of Power 1st Level 1/day
Wand of Cure Light Wounds 22 Charges, 1d8+1 Hp, DC11
Wand of Magic Weapon 22 Charges, Dur 1 Minute