
Full Name |
Jasper Kandamerus |
Race |
Human Cleric 4 | HP 28/30 (6 NL) | AC 13 T 12 FF 11 | Fort +5 Ref +3 Will +7 (+1 vs Enchantment)| CMB +2 CMD 14| Init +2 Perc -1 | |
Classes/Levels |
Conditions: None | Destructive Smite +2 6/6 Vision of Madness +/-2 6/6 Channel 2d6 6/7 |
Alignment |
CN |
Languages |
Common, Thassilonian, Varisian |
Strength |
10 |
Dexterity |
14 |
Constitution |
12 |
Intelligence |
8 |
Wisdom |
17 |
Charisma |
14 |
About Jasper Kandamerus
Jasper Kandamerus CR 3
XP 800
Male human (Chelaxian) cleric of Groetus 4
CN Medium humanoid (human)
Init +2; Senses Perception -1
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Defense
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AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 30 (4d8+9)
Fort +5, Ref +3, Will +7; +1 resistance bonus vs. enchantment spells
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Offense
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Speed 30 ft.
Melee +1 heavy flail +4 (1d10+1/19-20)
Special Attacks channel positive energy 7/day (DC 14, 2d6), destructive smite (+2, 6/day)
Domain Spell-Like Abilities (CL 4th; concentration +7)
. . 6/day—vision of madness (+2/-2)
Cleric Spells Prepared (CL 4th; concentration +7)
. . 2nd—bull's strength, resist energy, silence (DC 15), touch of idiocy[D]
. . 1st—bane (DC 14), cause fear (DC 14), lesser confusion[D] (DC 14), doom (DC 14), shield of faith
. . 0 (at will)—create water, detect magic, light, stabilize
. . D Domain spell; Domains Destruction, Madness
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Statistics
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Str 10, Dex 14, Con 12, Int 8, Wis 17, Cha 14
Base Atk +3; CMB +3; CMD 15
Feats Extra Channel, Selective Channeling, Toughness
Skills Knowledge (geography) +1, Knowledge (history) +4, Knowledge (religion) +5, Linguistics +4, Survival +1
Languages Common, Thassilonian, Varisian
Combat Gear potion of cure light wounds (3), potion of cure moderate wounds, scroll of cure moderate wounds, scroll of neutralize poison; Other Gear padded armor, +1 heavy flail, whispering coin - lust (enchantment)
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Special Abilities
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Cleric Channel Positive Energy 2d6 (7/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Destruction) Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Cleric Domain (Madness) Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Destructive Smite +2 (6/day) (Su) Make a melee attack with morale bonus to damage.
Selective Channeling Exclude targets from the area of your Channel Energy.
Vision of Madness (+2/-2, 6/day) (Sp) Touch grants bonus to choice of attacks, saves, or skills for 3 rds, but others take equal pen.