Gnitt enohp
Male human cleric of Sefagreth 5
LN Medium humanoid (human)
Init +1;
Senses Perception +3
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Defense
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AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
hp 33 (5d8+5)
Fort +5,
Ref +2,
Will +7
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee hanbo +3 (1d6) or
. . sickle +3 (1d6) or
. . spear +3 (1d8/×3)
Ranged mwk heavy crossbow +5 (1d10/19-20)
Special Attacks channel positive energy 8/day (DC 15, 3d6)
Domain Spell-Like Abilities (CL 5th; concentration +8)
. . 6/day—bit of luck, copycat (5 rounds)
Cleric Spells Prepared (CL 5th; concentration +8)
. . 3rd—channel vigor, protection from energy[D], summon monster III
. . 2nd—dread bolt[UM] (DC 15), invisibility[D], lesser restoration, summon monster II
. . 1st—disguise self[D], divine favor, forbid action[UM] (DC 14), shield of faith, summon monster I
. . 0 (at will)—enhanced diplomacy, light, purify food and drink (DC 13), sotto voce (DC 13)
. .
D Domain spell;
Domains Luck, Trickery
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Statistics
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Str 11,
Dex 12,
Con 12,
Int 12,
Wis 16,
Cha 16
Base Atk +3;
CMB +3;
CMD 14
Feats Bless Equipment, Extra Channel, Selective Channeling, Versatile Channeler[UM]
Traits criminal roots, fate's favored
Skills Acrobatics -5 (-9 to jump), Appraise +5, Bluff +11, Diplomacy +11 (+13 vs. criminals, 9 vs. law-abiding citizens), Disguise +7, Heal +7, Intimidate +3 (+5 vs. law-abiding citizens), Knowledge (history) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Profession (teacher) +7, Sense Motive +11, Spellcraft +5, Stealth -1
Languages Common, Shadowtongue
Combat Gear potion of lesser restoration,
ring of the ram,
wand of cure light wounds;
Other Gear breastplate, heavy steel shield, hanbo, mwk heavy crossbow, sickle, spear, backpack, bedroll, belt pouch, candle, everburning torch, flint and steel, holy text (Sefagreth's Tome of Behavior)[UE], mess kit[UE], silk rope (50 ft.), spell component pouch, waterskin, wooden holy symbol of Sefagreth, mule, 127 gp, 13 sp, 10 cp
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Special Abilities
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Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Bless Equipment Std Act: Bless single item (see text) for 3 rounds.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copycat (6/day) (Sp) Create a single mirror image duplicate
Selective Channeling Exclude targets from the area of your Channel Energy.
Versatile Channeler Channel both positive and negative energy
Versatile Cleric Channel Positive Energy 3d6 (8/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
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