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About IngreIngre
-Offense---------------------------------
Ranged +1 Composite Longbow [2str] +7(1d8+3/ x3) 110ft -Statistics------------------------------
Special Abilities: Channel Positive Energy 2d6 6/day, Aura (Good), Domain (Luck), Spontaneous Casting, Orisons, Bit of Luck 5/day:
Skills:
Acrobatics 3 Appraise -1 Bluff +3 Climb +2 Craft -1 Diplomacy +5 Disguise +3 Escape Artist +1 Fly +1 Handle Animal +1 Heal +6 Intimidate +3 K. Arcane -1 K. Dungeoneering -1 K. Engineering -1 K. Geography +1 K. History -1 K. Nature -1 K. Nobility +3 Planes +3 K. Religion Perception +3 Profession +2 Ride +3 Sense Motive +2 b]Spellcraft[/b] +3 Stealth +3 Survival +2 Swim +2 Class Abilities:
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Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details). Spells: A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Chaotic, Evil, Good, and Lawful Spells A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. Orisons Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again. Channel Energy (Su) <Positive> 2d6 6/day: Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting). 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. A cleric must be able to present her holy symbol to use this ability. Domains
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action. Domain (Luck)
Bit of Luck (Sp): You 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 favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle. Diminshed Spellcasting
Bonus Feat: (Martial Weapon Proficency)
At 10th level, a crusader may also choose from the following feats: Exotic Weapon Proficiency, Greater Shield Focus, Greater Weapon Focus*, Improved Critical*, Shield Slam, Shield Specialization, and Weapon Specialization*. At 20th level, a crusader may also choose from the following feats: Greater Shield Specialization and Greater Weapon Specialization*. Bonus feats marked with an asterisk (*) must be applied to the favored weapon of the crusader’s deity. A crusader need not meet the normal class- or level-based prerequisites for these bonus feats. Aasimar Racial Abilities:
Defense Racial Traits - - - - - - - - - - - - Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Feat and Skill Racial Traits
Magic Traits
Senses Racial Traits
Spells:
1st Level 3 spells [true strike] 2nd Level 1 [aid] Spells Prepared:
Orisons: Read Magic, Detect Magic 1st Level bless, divine favor, protection from evil, [true strike] 2nd Resist Energy [aid] Personality:
Appearance:
Quick Background:
Gear:
Offense MWK Star Knife +1 Composite Longbow (2str) Defense
Ammunition
Consumables
Pet
Misc
00 PP
Tactics:
- - - - - - - - - - - - - - - - - - Pre-Combat Ingre bestows blessings or boons upon her allies if she is able. - - - - - - - - - - - - - - - - - - -
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