Cleric[2]/Fighter[2]/Rogue[2]/Wizard[2] | HP 54/54 | AC 26 T 15 FF 23 | F +10 R +8 W +11 (+12 vs fear) | CMB +9 CMD 23 | Init +4 Perc +7 DD +9 | Know (all)/Acro/SoH/Stealth +7 | Others +6
Gender
Male
Age
17
Alignment
NG
Deity
Sarenrae
Strength
14
Dexterity
14
Constitution
12
Intelligence
13
Wisdom
14
Charisma
12
About Joesef Deadwillow
PFS # 79644-20
Faction : Grand Lodge
No Day Job
Stat Block:
Joesef Deadwillow
Male human (Garundi) cleric of Sarenrae 2/fighter 2/rogue 2/wizard 2
NG Medium humanoid (human)
Init +4; Senses Perception +7
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Defense
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AC 26, touch 15, flat-footed 23 (+6 armor, +1 deflection, +2 Dex, +1 dodge, +1 insight, +1 natural, +4 shield)
hp 54 (8 HD; 2d6+4d8+2d10+10)
Fort +10, Ref +8, Will +11 (+1 vs. fear)
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee +1 keen rapier +7 (1d6+3/15-20) or
cold iron morningstar +7 (1d8+2) or
light shield bash +5 (1d3+1)
Ranged darkwood composite longbow +8 (1d8+2/×3)
Special Attacks channel positive energy 4/day (DC 14, 1d6), hand of the apprentice (5/day), sneak attack +1d6
Domain Spell-Like Abilities (CL 2nd; concentration +4)
5/day—rebuke death (1d4+1), touch of glory (+2)
Cleric Spells Prepared (CL 2nd; concentration +4)
1st—bless, comprehend languages, liberating command[UC], shield of faith[D]
0 (at will)—guidance, purify food and drink (DC 12), resistance, stabilize
D Domain spell; Domains Healing, Glory (Heroism subdomain)
Wizard Spells Prepared (CL 2nd; concentration +4)
1st—feather fall, magic missile, protection from evil
0 (at will)—detect magic, light, mage hand, prestidigitation
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Statistics
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Str 14, Dex 15, Con 12, Int 14, Wis 14, Cha 12
Base Atk +5; CMB +9; CMD 23
Feats Blind-fight, Dodge, Extra Channel, Improved Shield Bash, Power Attack, Shield Focus, Spell Focus (evocation), Two-weapon Fighting, Weapon Focus (rapier)
Traits ever home (garundi), reactionary
Skills Acrobatics +7, Appraise +6, Bluff +6, Climb +6, Craft (alchemy) +6, Diplomacy +6, Disable Device +9, Disguise +6, Escape Artist +6, Fly +6, Handle Animal +6, Heal +6, Intimidate +6, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +6, Perception +7, Perform (sing) +6, Profession (sailor) +6, Ride +6, Sense Motive +6, Sleight of Hand +7, Spellcraft +6, Stealth +7, Survival +6 (+8 to avoid becoming lost), Swim +6, Use Magic Device +6
Languages Azlanti, Common, Infernal, Osiriani, Thassilonian
SQ arcane bond (+1 keen rapier), rogue talent (combat trick), trapfinding +1, variant channeling (disease variant channeling[UM])
Combat Gear sbci durable arrows (50), wand of cure light wounds, alchemist's fire (2), alkali flask[APG] (2), antiplague[APG], antitoxin, holy water; Other Gear +2 mithral chain shirt, +2 darkwood light wooden quickdraw shield[APG], +1 keen rapier, cold iron morningstar, darkwood composite longbow (+2 Str), dusty rose prism ioun stone, amulet of natural armor +1, cloak of resistance +2, cracked pale green prism ioun stone (saves), handy haversack, ring of protection +1, wayfinder[ISWG], bandolier[UE], bedroll, bell, belt pouch, blanket[APG], candle, canteen[UE], chalk, charcoal stick, earplugs[APG], fishhook, flint and steel, glass cutter[UE], glue paper[UE], grappling arrow[UE], holy symbol with compartment[UE], ink, inkpen, masterwork thieves' tools, parchment, scroll case, sewing needle, signal whistle, silk rope (50 ft.), string or twine[APG], trail rations (4), travelling spellbook[APG], waterproof bag[UE], wrist sheath, spring loaded, wrist sheath, spring loaded, 897 gp, 5 sp, 4 cp
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Special Abilities
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Arcane Bond (+1 Keen Rapier) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Blind-Fight Re-roll misses because of concealment, other benefits.
Cleric Channel Positive Energy 1d6 (4/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Heroism)
Disease Variant Channeling (±1 Sacred) Heal ability damage/Sicken
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Hand of the Apprentice (5/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rebuke Death (5/day) (Sp) As a standard action, touch heals 1d4+1 dam to negative HP target.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Touch of Glory +2 (5/day) (Sp) Grant +2 to a CHA-based skill or ability check.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.