Chaleb Sazomal

Gabriel of Havenshaw's page

161 posts. Organized Play character for EmissaryOfTheNorth.


Full Name

Gabriel of Havenshaw

Race

Aasimar, Fighter 1 / Cleric 1

Remaining Resources:
0/3 1st Level Spells ; 2/5 Channel Energy ; 6/6 Blinding Flash ; 5/6 Touch of Glory

Classes/Levels

(HP 21/21) | AC:20 | T:12 | FF:18 | CMD 17 | Fort +5 | Ref +2 | Will +6 | Init +2 | Perc: +5 | Speed 20ft)

Active Spells/Effects:
None

Gender

Male

Size

Medium

Age

70

Alignment

Neutral Good

Deity

Pelor

Location

Havenshaw

Languages

Common

Occupation

Pilgrim

Strength 16
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 16
Charisma 15

About Gabriel of Havenshaw

Gabriel's Statblock:

Gabriel of Havenshaw
Male, Aasimar Fighter 1 /Cleric 1
Domains: Sun(Light), Glory(Heroism)
Init +2; Senses Darkvision Perception +5

Defense
AC 20 ; Touch 12 ; Flat Footed 18 (6 armor, 2 Dex, 2 shield )
Defensive Abilities: Acid, Cold and Electricity Resistance 5
Hit Points: 21(1d10 + 1d8 +2+1+3)
Saving Throws:
Fort +5; Ref +2; Will +6 (+2 ST vs Fear)

Offense
Speed: 30ft. , 20ft. armored
Melee
One Handed Longsword +5 (1d8 + 3 / 19-20) or
Two Handed Longsword +5 (1d8 + 4 / 19-20)

Ranged

Special Attacks: None

Spells
Caster Level: 1st
Spells per Day: 3/2+1
Spells Prepared:
0th: Light, Resistance, Vigor
1st: Bless, Magic Weapon, Shield of Faith(Dpmain)

Statistics
Str 16 Dex 14 Con 12 Int 10 Wis 16 Cha 15
Base Attack: +1; CMB: +4; CMD: +17
Feats: Weapon Focus(Longsword), Toughness
Traits: Indomitable Faith, World Traveler

Skills: Diplomacy +9, Heal +7, Sense Motive +7, Survival +7
Languages: Common
SQ & Racial Abilities: Scion of Humanity, Celestial Resistances, Skilled(Diplomacy and Perception), Spell-like(Daylight 1/day), Channel Energy(1d6, DC 14, 5/day), Domain Powers(Blinding Flash 6/day, Touch of Glory 6/day)
Favored Class: Cleric
Gear: Backpack, Belt Pouch, Flint and Steel, Iron Pot & Mess Kit, Rope(50 ft), Soap, Trail Rations(5), Waterskin, Chain Mail, Longsword, Heavy Wooden Shield, Wooden Holy Symbol, Cheap Holy Text, 4 gp
Carrying Capacity/Carried Weight: 76/153/230

[Spoiler=Special Abilities Explained]
Channel Energy: 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.

Touch of Glory: You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll

Blinding Flash: As a standard action, you can emit a flash of light from your holy symbol or divine focus. The most powerful light emanates out 20 feet from you. Creatures with fewer Hit Dice than your cleric level within this area are blinded for 1d4 rounds unless they succeed at a Fortitude save. All creatures in this area are dazzled for a number of rounds equal to 1/2 your cleric level (minimum 1).