| Full Name |
Hilmandel |
| Race |
Elf |
| Classes/Levels |
Cleric/1 |
| Gender |
Male |
| Size |
Medium |
| Age |
148 |
| Alignment |
Lawful Good |
| Deity |
Erastil |
| Languages |
Common, Elven, Sylvan, Goblin |
| Strength |
14 |
| Dexterity |
17 |
| Constitution |
12 |
| Intelligence |
14 |
| Wisdom |
14 |
| Charisma |
7 |
About Hilmandel
HILMANDEL (PFS #:113878-1 The Grand Lodge)
Male elf cleric of Erastil 1
LG Medium humanoid (elf)
Init +3; Senses low-light vision, Perception +4
Aura aura of good, aura of law
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +4, +2 trait bonus vs. charm and compulsion effects., +2 vs. enchantment spells and effects
OFFENSE
Speed 20 ft.
Melee gauntlet (spiked) +2 (1d4+2)
Ranged longbow +3 (1d8/x3), within 30 ft. +4 (1d8+1)
Melee dagger +2 (1d4+2/19-20)
Ranged dagger (thrown) +3 (1d4+3/19-20), within 30 ft. +4 (1d4+3)
Special Attacks Channel Positive Energy (1d6, DC 8, 1/day),
Domain Power Spell-Like Abilities Touch of Good (5/day),
Cleric Spells Prepared (CL 1st, concentration +5):
1st—obscuring mistCR, protection from evilDCR, sanctuaryCR (DC 13)
0 (at will)—create waterCR, detect magicCR, read magicCR
D Domain spell; Domains Feather Subdomain, Good
STATISTICS
Str 14, Dex 17, Con 12, Int 14, Wis 14, Cha 7
Base Atk +0; CMB +2; CMD 15
Feats Point-Blank Shot
Skills
Acrobatics +0,
Acrobatics (Jump) -4,
Appraise +2,
Bluff -2,
Climb -1,
Craft (Untrained) +2,
Diplomacy -2,
Disguise -2,
Escape Artist +0,
Fly +0,
Heal +2,
Intimidate -2,
Knowledge (Arcana) +6,
Knowledge (Religion) +6,
Perception +4,
Perform (Untrained) -2,
Ride +0,
Sense Motive +6,
Spellcraft +6,
Spellcraft (Identify magic item) +8,
Stealth +0,
Survival +2,
Swim -1
Languages Common, Elven, Goblin, Sylvan
SQ aura of good, aura of law, elven immunities, elven magic, eyes of the hawk, keen senses, low-light vision, orisons, spontaneous casting, touch of good (5/day), weapon and armor proficiency, weapon familiarity,
Gear
gauntlet (spiked); hide; arrows (20) (x4); candle (x2); chalk (1 piece); hammer; holy symbol (wood) lantern (hooded); oil (1 pint flask) (x5); piton (x4); rope (hemp/50 ft.); tindertwig (x4); torch (x2); Longbow ; Backpack [ Bedroll; Mug or Tankard (Clay); Dagger; Fishhook (x2); Flint and Steel; Sewing Needle; Signal Whistle; String (50 ft.); Rations (Trail/Per Day) (x5); Waterskin; Whetstone; ]; Mug or Tankard (Clay) ; Pouch (Belt) ; Sack ; Waterskin ; Total weight: 80lbs
SPECIAL ABILITIES
Aura of Good (Ex) You project a faint good aura.
Aura of Law (Ex) You project a faint lawful aura.
Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. You gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 8 Will save to halve the damage. You can use this abilty 1 times per day.
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Eyes of the Hawk (Ex) You gain a racial bonus of 1 on Perception checks. In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex) You can see 2x as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).
Touch of Good (Sp) You can touch a creature as a standard action, granting giving it a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 5 times per day.
Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity
Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Favored Class Bonus +1 Hit Point
Description
Physical Stats Age 148, Height 6’, Weight 124lbs, Hair Black, Eyes Green
Background
PFS#: 113878-1
Faction: The Grand Lodge
Start GP: 150gp
Remaining GP: 23gp
Trackables
Arrows: 80/80
Items of Note
None