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Janzadar's page

329 posts. Alias of Corsario.


Full Name

Janzadar

Race

HP 23/23 | AC 14 T 13 FF 12 CMD 16 | F+5 R+5 W+9 | Init +2 | Perc +8 |

Classes/Levels

Status: Normal

Gender

Male Human (Bonuwat) Cleric of Shimye-Magalla 4 |

Size

Medium

Age

16

Alignment

NG

Deity

Shimye-Magalla

Location

Mwangi Expanse

Languages

Polyglot, Common

Strength 10
Dexterity 14
Constitution 10
Intelligence 10
Wisdom 18
Charisma 17

About Janzadar

Janzadar
Male Human (Bonuwat) Cleric of Shimye-Magalla 4
NG Medium Humanoid (Human)
Init +2 (+2 DEX), Senses Perception +8

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SPENT RESOURCES
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Channel Positive Energy (6/day): Used 0
Agile Feet (7/day): Used 0
Lightning Arc (7/day): Used 2
Crossbow Bolts: Used 0

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DEFENSE
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AC 14, Touch 13, Flat-Footed 12 (+2 Dex +1 Armor +1 Deflection)
HP 23 (4d8)
Fort +5 (+4 Class +1 ABP), Ref +5 (+2 DEX +1 Trait +1 Class +1 ABP), Will +9 (+4 WIS +4 Class +1 ABP)

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OFFENSE
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Speed 40 ft. (30' Base +10' Travel Domain), Agile Feet (7/day)
Ranged Touch Lightning Arc +6 (1d6+3 Electricity) (7/day) 30' Range
Ranged Crossbow, Light +5 (1d8/19-20), within 30 ft. +7 (1d8+2) 80' Range
Ranged Trident (Thrown) (+1 ABP) +6 (1d8+1), within 30' +1 Att and Dmg 10' Range
Ranged Dagger (Thrown) +5 (1d4/19-20), within 30' +1 Att and Dmg 10' Range
Melee Trident (+1 ABP) +4 (1d8+1)
Melee Dagger +3 (1d4/19-20)
Special Attacks Channel Positive Energy (2d6, DC 15, 6/day)

Prepared Spells
Cleric (CL 4; Concentration +8 (+4 WIS +4 Level)
Level 2
Silence
Spiritual Weapon
Weapon Of Awe
* Wind Wall
Level 1
Bless (2)
Divine Favor
Protection From Evil
* Obscuring Mist
Level 0
Create Water
Detect Magic
Guidance(DC 14)
Light
*:Domain spell.
Deity Shimye-Magalla
Domains Air, Travel

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STATISTICS
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Str 10 0
Dex 14 +2
Con 10 0
Int 10 0
Wis 18 +4
Cha 17 +3 (+1 L4 +2 ABP)
Base Atk +3; CMB +3 (+3 BAB); CMD 16 (10 +2 DEX +3 BAB +1 Deflection)

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FEATS
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Point-Blank Shot (Human Extra Feat): +1 to ATT and DMG at 30'
Precise Shot (Level 1 Feat): No penalty for firing into melee
Rapid Shot (Level 3 feat): 2 attacks with -2 penalty on Full Attack Action

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SKILLS
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Ranks: 8 per level = 2 Cleric +2 DM +2 Background +1 Human +1 Favored Class
Acrobatics +2 (+2 DEX)
Acrobatics (Jump) +6 (+2 DEX +4 Speed)
Bluff +3 (+3 CHA)
Diplomacy +9 (+3 CHA +3 Class +3 Rank)
Disguise +3 (+3 CHA)
Escape Artist +2 (+2 DEX)
Heal +10 (+4 WIS +3 Class +3 Rank)
Intimidate +3 (+3 CHA)
Knowledge (Geography) +4 (+4 Rank) (Background Skill)
Knowledge (History) +7 (+3 Class +4 Rank) (Background Skill)
Knowledge (Nature) +3 (+3 Rank)
Knowledge (Nature/Jungle) +4 (+1 Trait +3 Rank)
Knowledge (Religion) +6 (+3 Class +3 Rank)
Perception +8 (+4 WIS +4 Rank)
Perform (Untrained) +3 (+3 CHA)
Ride +2 (+2 DEX)
Sense Motive +11 (+4 WIS +3 Class +4 Rank)
Stealth +2 (+2 DEX)
Survival +8 (+4 WIS +4 Rank)

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TRAITS
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Boarded in the Mwangi Expanse: Polyglot and +1 Knowledge (Nature/Jungle)
Deft Dodger: +1 Reflex

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LANGUAGES
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Common
Polyglot (Trait)

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GEAR
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Encumbrance: 31.1 lb. Light (33 / 66 / 100)
Light Crossbow
- Crossbow Bolts (20)
Trident
Dagger
Wooden Holy Symbol
Hot Weather Outfit
Belt Pouch
- Lapis Lazuli (10 gp each) (5)
- Gold Coin (11)
- Silver Coin (9)
- Cooper Coin (10)
Spell Component Pouch
Backpack
- Flint and steel
- Trail Rations (5)
- Silk Rope 50'
- Soap (1 lb)
- Waterskin (Empty)
- Potion of Lesser Restoration

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SPECIAL ABILITIES
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Agile Feet (Su) As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability 7 times per day.

Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Boarded in the Mwangi Expanse You boarded the Jenivere in the Mwangi Expanse, where you've lived or recently traveled through. You harbor no illusions regarding the deadliness of the jungles, the creatures that inhabit it, or the peoples that make their home therein. You gain Polyglot as a bonus language and receive a +1 trait bonus on all Knowledge (nature) checks regarding the jungle.

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 13 Will save to halve the damage. You can use this ability 5 times per day.

Deft Dodger Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Lightning Arc (Sp) As a standard action you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6+1 points of electricity damage. You can use this ability 7 times per 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.

Point-Blank Shot You can spend up to 6 stamina points to increase this feat's range by 5 feet for each stamina point you spent.

Precise Shot As a standard action, you can spend 2 stamina points and make a ranged attack against a foe engaged in melee with an ally. If the attack hits, it deals no damage, but your ally gains your choice of either a +2 bonus on her next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack. This bonus lasts until the start of your next turn.

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).