| Full Name |
Kane Eriksen |
| Race |
HP 11/11 | AC 18 FF 15 T 15 CMD 13 | Init +2 | Saves (Fort +2 ,Reflex +3, Will +5)| Per +3, SenMot +3| Spd 40' |
| Classes/Levels |
|
| Gender |
M Human Lvl 2 Cleric of Abadar |
| Age |
42 |
| Alignment |
LN |
| Deity |
Adabar |
| Location |
Absalom |
| Languages |
Common, Dwarven |
| Occupation |
Merchant |
| Strength |
10 |
| Dexterity |
15 |
| Constitution |
11 |
| Intelligence |
10 |
| Wisdom |
16 |
| Charisma |
15 |
About Kane Eriksen
Kane Eriksen
Male human cleric of Abadar 1
LN Medium humanoid (human)
Init +2; Senses Perception +3
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
hp 8 (1d8)
Fort +2, Ref +3, Will +5
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Offense
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Speed 40 ft.
Melee dagger +0 (1d4/19-20)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +4)
6/day—inspiring word (1 round)
Cleric Spells Prepared (CL 1st; concentration +4)
1st—bless, divine favor[D], shield of faith
0 (at will)—detect magic, guidance, light
D Domain spell; Domains Nobility, Travel
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Statistics
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Str 10, Dex 15, Con 11, Int 10, Wis 16, Cha 15
Base Atk +0; CMB +0; CMD 13
Feats Dodge, Toughness
Traits deft dodger, gold finger
Skills
Appraise +0
Acrobatics +1 (+5 to jump)
Bluff +2
Climb -1
Diplomacy +2
Disable Device +6
Disguise +2
Escape Artist +1
Fly +1
Heal +3
Intimidate +2
Knowledge (religion) +4
Linguistics +4
Perception +3
Profession (merchant) +7
Ride +1
Sense Motive +3
Stealth +1
Survival +3
Swim -1
Languages Common, Dwarven
SQ agile feet (6/day)
Gear:
Magic:
Wand of Cure Light Wounds (50)
Oil of Bless Weapon
Scroll of Comprehend Languages (x2)
Scroll of Lesser Restortation
Scroll of Magic Weapon (x2)
Alchemical
Alchemist's Fire
Holy Water
Armor
Studded leather
Weapons
Light Crossbow
Crossbow bolts (18)
Dagger
Other
Backpack
Silver holy symbol of Adabar
Thieves' tools
Waterskin
11 pp, 3 gp
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Special Abilities
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Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Nobility) Granted Powers: You are a great leader, an inspiration to all who follow the teachings of your faith.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Inspiring Word (6/day) (Sp) Standard, 30', Target receives +2 morale on attack, skill checks, ability checks and saving throws for 1 rds.