| Race |
half-orc |
| Classes/Levels |
cleric of Shelyn 5 | HP 38/38 | AC 17, T 10, FF 17 | F7 R4, W11 | Perc +5 | Init +4 |
About Garsita
resources remaining today:
channel positive energy 5/5
bit of luck 6/6
3: daylight, invisibility purge, protection from energy
2: aid[D], delay poison, grace, spiritual weapon
1:bless, comprehend languages, divine favor, liberating command, moment of greatness, true strike
0: (at will)—detect magic, guidance, light, read magic
used this scenario:
CLW wand: 0
updated 10/17/2024
gear loaned by scenario:
potion of invisibility
potion of cure serious wounds
Garsita
feale half-orc cleric of Shelyn 5
NG Medium humanoid (human, orc)
Init 4; Senses darkvision 60 ft.; Perception +5
Aura deflection aura (2 ft.)
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Defense
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AC 17, touch 10, flat-footed 17 (+7 armor)
hp 38 (5d8+10)
Fort 7, Ref 4, Will 11
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +2 glaive +7 (1d10+5 S/×3) or
. . dagger -1 (1d4+2 P or S/19+)
Ranged sling -3 (1d4+2 B)
Domain Spell-Like Abilities (CL 5th; concentration +10)
. . 8/day—bit of luck
Cleric Spells Prepared (CL 5th; concentration +10)
. . 3rd—daylight, invisibility purge, protection from energy[D]
. . 2nd—aid[D], delay poison, grace[APG], spiritual weapon
. . 1st—bless, comprehend languages, divine favor, liberating command[UC], moment of greatness[UC], true strike[D]
. . 0 (at will)—detect magic (at will), guidance (at will), light (at will), read magic (at will)
. . D Domain spell; Domains Protection (Defense[APG] subdomain), Luck
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Statistics
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Str 14, Dex 10, Con 13, Int 10, Wis 20, Cha 14
Base Atk +3; CMB 5; CMD 15
Feats Endurance, Extra Channel, Improved Initiative, Selective Channeling
Traits beneficent touch, deft dodger
Skills Acrobatics -2 (-6 to jump), Heal +10, Knowledge (religion) +8, Spellcraft +6
Languages Common, Orc
Other Gear +2 kikko armor[UC], +2 glaive, dagger, sling, headband of inspired wisdom +2, sling bullets (10), masterwork backpack[APG], spell component pouch, wooden holy symbol, 2,306 gp, 7 sp
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Special Abilities
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Bit of Luck (8/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 3d6 (7/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Defense)
Cleric Domain (Luck)
Darkvision (60 feet) You can see in the dark (black and white only).
Deflection Aura (5 rounds, 1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Orc Blood
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Selective Channeling Exclude targets from the area of your Channel Energy.