Freyka
Human cleric of Besmara 1
CN Medium humanoid (human)
Init +5;
Senses Perception +4
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 12 (1d8+4)
Fort +3,
Ref +3,
Will +4
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Offense
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Speed 30 ft.
Melee rapier +3 (1d6/18-20)
Special Attacks channel positive energy 3/day (DC 10, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—copycat (1 round)
Cleric Spells Prepared (CL 1st; concentration +3)
. . 1st—cure light wounds, cure light wounds, magic weapon[D]
. . 0 (at will)—guidance, light, stabilize
. .
D Domain spell;
Domains War (Tactics subdomain), Trickery
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Statistics
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Str 10,
Dex 16,
Con 13,
Int 10,
Wis 15,
Cha 10
Base Atk +0;
CMB +0;
CMD 13
Feats Toughness, Weapon Finesse
Traits besmara's blessing, reactionary
Skills Bluff +4, Perception +4, Profession (sailor) +7, Stealth +7
Languages Common
SQ seize the initiative
Other Gear leather armor, rapier, 110 gp
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Special Abilities
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Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Cleric Channel Positive Energy 1d6 (3/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Tactics)
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copycat (5/day) (Sp) Create a single mirror image duplicate
Seize the Initiative (5/day) (Su) An ally within 30' may take the better of 2d20 for initiative
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