Justine the Faithful's page

No posts. Organized Play character for Incendiaeternus.


Full Name

Justine

Race

Human

Classes/Levels

Cleric

Gender

Female

Size

Medium

Alignment

Neutral Good

Deity

Sarenrae

Languages

Common, Ancient Osiriani

Strength 10
Dexterity 13
Constitution 10
Intelligence 12
Wisdom 16
Charisma 16

About Justine the Faithful

Justine
Female human cleric of Sarenrae 3
NG Medium humanoid (human)
Init +1; Senses Perception +3
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Defense
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 21 (3d8+3)
Fort +3, Ref +2, Will +6
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee scimitar +2 (1d6/18-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks channel positive energy 6/day (DC 17, 2d6 [+3 vs. undead]), sun's blessing
Domain Spell-Like Abilities (CL 3rd; concentration +6)
. . 6/day—rebuke death (1d4+1)
Cleric Spells Prepared (CL 3rd; concentration +6)
. . 2nd—cure moderate wounds[D], hold person (DC 15), summon monster II
. . 1st—bless (2), cure light wounds, cure light wounds[D]
. . 0 (at will)—create water, detect magic, guidance, stabilize
. . D Domain spell; Domains Healing, Sun
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Statistics
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Str 10, Dex 13, Con 10, Int 12, Wis 16, Cha 16
Base Atk +2; CMB +2; CMD 13
Feats Extra Channel, Improved Channel, Selective Channeling
Traits charming, sacred conduit
Skills Acrobatics -3 (-7 to jump), Bluff +3 (+4 vs. characters who could be attracted to you), Craft (calligraphy) +5, Diplomacy +8 (+9 vs. characters who could be attracted to you), Heal +9, Knowledge (history) +6, Knowledge (religion) +7, Spellcraft +5, Survival +3 (+5 to avoid becoming lost)
Languages Common, Osiriani, Ancient
Combat Gear wand of cure light wounds, wand of endure elements (50 charges); Other Gear scale mail, crossbow bolts (50), light crossbow, scimitar, wayfinder[ISWG], backpack, cold weather outfit, flint and steel, silk rope (50 ft.), silver holy symbol of Sarenrae, sunrod, trail rations (10), 3,217 gp
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Special Abilities
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Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Cleric Channel Positive Energy 2d6 (6/day, DC 17) (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 (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Cold weather outfit +5 Fort save vs. cold weather.
Rebuke Death (6/day) (Sp) As a standard action, touch heals 1d4+1 dam to negative HP target.
Selective Channeling Exclude targets from the area of your Channel Energy.
Sun's Blessing (Su) +3 to channel damage vs. undead and they don't get channel resistance.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).