Camper

Janos Salamon's page

No posts. Alias of sirgrail.


Full Name

Janos Salamon

Race

Human (Varisian)

Classes/Levels

Cleric 1

Gender

Male

Size

Medium

Age

20

Alignment

Lawful Good

Deity

Iomedae

Languages

Common, Varisian

Strength 12
Dexterity 13
Constitution 12
Intelligence 13
Wisdom 16
Charisma 14

About Janos Salamon

Combat Info:
HP: 9

Initiative +1 (+1 Dex)

AC 18 (10, +5 Breastplate, +2 Shield, +1 Dex)
Flat-Footed AC 17 (10, +5 Breastplate, +2 Shield)
Touch AC 11 (10, +1 Dex)

Fort +1 (+1 Con)
Reflex +1 (+1 Dex)
Will +5 (+2 Cleric, +3 Wis)

CMB +1 (+0 BAB, +1 Str)
CMD 12 (10, +0 BAB, +1 Str, +1 Dex)

BAB +0
Melee +1 (+0 BAB, +1 Str)
Ranged +1 (+0 BAB, +1 Dex)

Weapon/s
Heavy Mace +1 (1d8+1, 20/x2)
Light Crossbow +1 (1d8, Range 80, 19-20/x2)

Skills:
Skill Points per Level 5 (2 from Cleric, +1 from INT, +1 from Human, +1 from Favored Class)
Heal +7
Knowledge (Religion) +5
Perception +4
Sense Motive +7
Spellcraft +5

Feats:
Combat Casting: +4 bonus on concentration checks for casting defensively.

Extra Channel: Channel energy two additional times per day.

Racial Features:
+2 to One Ability Score (WIS): Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat (Combat Casting): Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class Features:
Favored Class: Cleric (+1 SP)

Aura (Ex) Has a powerful lawful good aura.

Spells Can cast Divine spells.

Channel Positive Energy (Su) He can release a wave of energy by channeling the power of his faith through his holy symbol. This energy can be used to cause damage to undead creatures or to heal damage to living creatures.

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 CHA modifier. Creatures healed by channeled 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 CHA 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:
Glory: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light, 4th—holy smite, 5th—righteous might, 6th—undeath to death, 7th—holy sword, 8th—holy aura, 9th—gate.

Sun:
Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

Spontaneous Casting: A good cleric can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric 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).

Traits:
Making Good on Promises: +2 trait bonus vs Fear
Sacred Conduit: Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Wealth and Equipment:
Wealth: 240 gp

Equipment:
Scale Mail - 50 gp
Heavy Shield, Wood - 7 gp
Heavy Mace - 12 gp
Light Crossbow - 35 gp
Dagger - 2 gp

Wooden Holy Symbol
Backpack
Bedroll
Blanket
Rope, 50' hemp
Soap (2)
Trail Rations (4)
Lantern, Hooded
Oil, 4 pints
Belt Pouch
Mirror, small steel
Whetstone
Waterskin

Description:
TBD

Personality:
TBD

Background:
TBD