Female Human Cleric 5 | HP 53/53 | AC 18, FF 17, Touch 11 | F 6, R 2, W 7 | Init +6 | Per +3
About Kohinoor an-Gul
Character Sheet:
Kohinoor an-Gul
Female Human Cleric of Sarenrae 5
NG Medium Mythic Humanoid (Human)
Initiative +6; Perception 2
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Defense
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AC 18, Touch 11, Flat-Footed 17 (+1 Dex, +7 Armor)
HP 53 (5d8+10+5+12)
Fort +6 (4 class, 2 Con), Ref +2 (1 class, 1 Dex), Will +7 (4 class, 2 Wis, +1 trait)
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Offense
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Speed 20 ft.
Melee
MWK Scimitar +6 (1d6+2/18-20)
+1 Longspear +6 (1d8+4/x2)
Ranged
Light Crossbow +4 (1d8/19-20)
Spells (Concentration +7)
0th: 4 Prepared (DC 14): Guidance, Light, Resistance, Mend
1st: 4+1 Prepared (DC 15): Magic Weapon, Bless, Obscuring Mist, Sanctuary, (Fire) Burning Hands
2nd: 3+1 Prepared (DC 16): Lesser Restoration, Consecrate, Hold Person, (Good) Attune Weapon
3rd: 1+1 Prepared (DC 17): Blindness/Deafness, (Fire) Fireball
Special Abilities: Fire Bolt 6/Day, Touch of Good 6/Day, Channel Positive Energy 7/Day
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Statistics
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Str 14 Dex 12 Con 14 Int 10 Wis 16 (+2) Cha 14
BAB +3 , CMB 5, CMD 16
Feats: Selective Channeling: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
{Human Bonus} Extra Channel: You can channel energy two additional times per day.
Improved Channel: Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.
Power Attack: -1 attack, +2 damage (+3 if two-handing)
Traits: Reactionary (Combat): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Indomitable Faith (Faith): You were born in a region where your faith was not popular, yet you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.
Skills (Format is name: total (explanation for total) (3 Ranks Total)
Diplomacy: 10 (5 rank, 2 ability, 3 CS)
Knowledge (Religion): 8 (5 rank, 3 CS)
Sense Motive: 11 (5 rank, 3 ability, 3 CS)
Note: -3 ACP
Languages: Common
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Equipment
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MWK Scimitar, +1 Longspear, Light Crossbow, 20 Bolts, +1 Breastplate, Traveler’s Outfit, Silver Holy Symbol of Sarenrae, 2 scrolls of Bless, 2 Scrolls of Hide from Undead, 2 Scrolls of Obscuring Mist, 2 Scrolls of Command, CLW Wand (48), 3 Scrolls of Lesser Restoration, 3 Scrolls of Bull's Strength, 2 Alchemist's Fire, 2 Holy Water 2095 GP
Encumbrance: 56 lbs
L: >58, M: >116, H: >175
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Class Features
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Channel Energy: Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain(Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the
cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
Fire:
Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spells-Burning Hands, Produce Flame
Good:
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spells-Pretection from Evil, Align Weapon
Exceptional Deeds: Legendary Magic: 1 Mythic Charge, cast any spell, swift action, counts as 2 levels higher for all purposes.
Rally: Mythic Charge, allies within 30 ft/you can reroll any one d20 in the next round.
Mythic Power: 9/day
Surge: 1 Mythic Charge, roll 1d6+1 twice and add bigger to a d20 roll. Can do after seeing results.
Amazing Initiative: +3 to initiative, free action and 1 Mythic Charge to take an extra (non-casting) standard action (max 1/round)
[i]Recuperation:[/b] Full HP after 8 hours' rest. 1 Mythic Charge and 1 hour's rest: Half HP, all /day usage abilities restored. Does not refresh Mythic Power or abilities that use it.