Male Varisian Cleric 1 of Desna
NG Medium Humanoid (human)
Init +2; Senses Perception +3
Aura faint chaotic good
Defense:
AC 18, touch 11, ff 17 (+1 Dex, +5 armour, +2 shield)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +5; +2 vs charms and compulsions
Offense:
Speed 30 ft.; 40 ft. base
Melee starknife +0 (1d4/x3) or
Melee dagger +0 (1d4/19-20) or
Melee brass knuckles +0 (1d3)
Ranged light crossbow (bolt) +2 (1d8/19-20, 80 ft. (x10)) or
Ranged starknife +2 (1d4/x3, 20 ft. (x5)) or
Ranged dagger +2 (1d4/19-20, 10 ft. (x5)) or
Ranged sling (stone) +1 (1d3, 50 ft. (x10))
Special Attacks channel positive energy (9/day, 1d6, DC 14)
Domain Spell-Like Abilities (CL 1st, concentration +4)
6/day - bit of luck Cleric Spells Prepared (CL 1st, concentration +4)
1st (2+1) - bless, murderous command (DC 14), true strike(D)
0 (at will) - create water, light, stabilize Domains Exploration (Travel subdomain), Luck
Statistics:
Str 10 (+0), Dex 14 (+2), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 18 (+4)
BAB +0; CMB +0; CMD 12
Feats Extra Channel(B), Selective Channeling
SkillsHeal +7, Intimidate +9, Kn(arcana) +7, Kn(history) +7, Kn(religion) +6, Spellcraft +6
Traits birthmark, influence, scholar of the ancients
Languages Abyssal, Giant, Taldane, Thassilonian
SQ spontaneously cast cure spells, door sight 6/day (7 inches)
Hero Points 1
Characteristics:
Age 20; Birthday Erastil 6, 4693
Height 5'6"; Weight 160 lbs.
Hair black (short); Eyes brown; Skin Fair (tanned)
Favoured Class Cleric
Gear:
Armour scale mail, large wooden shield
Weapons starknife, dagger, brass knuckles, light crossbow, 10 bolts, sling
Money 7 sp, 4 cp
Other Gear
traveler's outfit
backpack
bandolier
bedroll
blanket
belt pouch
10 candles
canteen
bucket
flint and steel
wooden holy symbol of Desna
mess kit
mug
signal whistle
50' string
torch
2 waterproof bags
whetstone
spell component pouch
7 days trail rations
Encumbrance 78.22 lbs. (heavy load)
Special Abilities:
Channel Energy (Su) Georg can channel 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 centred on Georg. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 for every two cleric levels beyond 1st. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + ½ Georg's cleric level + his Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total — all excess healing is lost. Georg may channel energy a number of times per day equal to 3 plus his Charisma modifier. This is a standard action that does not provoke an attack of opportunity. Georg can choose whether or not to include himself in this effect. He must be able to present his holy symbol to use this ability.
Spontaneous Casting Georg can channel stored spell energy into healing spells that he did not prepare ahead of time. He can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same level or lower. (A cure spell is any spell with “cure” in its name.)
Opposed Spells Georg cannot cast lawful or evil spells.
Bit of Luck (Sp) Georg can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favourable result. He can use this ability a number of times per day equal to 3 + his Wisdom modifier.
Door Sight (Su) Georg can lay his hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time he must be touching the surface he wants to see through. He can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level Georg possesses. Georg can use this power a number of times per day equal to 3 + his Wisdom modifier.