Ulfen Raider

Kranoc White-Pelt's page

27 posts. Alias of Celeador.


Full Name

Kranoc White-Pelt

Race

Ulfen Cleric of Gorum (Evangelist) 8 / Mythic (Marshal / Hierophant) 2 / AC 21/11/20 / HP 66 / F +10 R +7 W +15 / Init. +30 / Perc. +14)

Gender

Male

Size

Medium

Age

34

Alignment

Chaotic Neutral

Deity

Gorum

Location

White Estrid

Languages

Common, Skald, Orc

Occupation

Clan Chief, War-Singer

Strength 14
Dexterity 13
Constitution 14
Intelligence 12
Wisdom 22
Charisma 15

About Kranoc White-Pelt

Kranoc White-Pelt
Human (Ulfen) Cleric (Evangelist) 8 / Mythic 2 (Marshal / Hierophant)
CN Medium Humanoid (human)
Init +30; Senses Perception +14

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Defense
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AC 21, touch 12, flat-footed 20 (+8 armor, +1 Dex, +1 natural, +1 deflection)
hp 66 (8d8+16+7)
Fort +10 (+6 Cleric +2 Cloak +2 Stat), Ref +7 (+2 Cleric +2 Cloak +1 Stat), Will +15 (+6 Cleric +2 Cloak +6 Stat +1 Trait)

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Offense
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Speed 30 ft.
Melee +1 Frost Longspear +9/+4 (1d8+4+1d6 cold/20/x3)
Special Attacks sermonic performance (move action) (17/51 via lingering performance rounds/day), sermonic performance: counterspell, sermonic performance: fascinate (dc 14), sermonic performance: inspire courage +3/+5 Banner of the Ancient Kings
Cleric (Evangelist) Spells Prepared (CL 8):
4 (3+1/day) Air Walk, Divine Power, Freedom of Movement, Blessing of Fervor (DC 20)
3 (4+1/day) Magic Vestment, Summon Monster III, Dispel Magic, Resist Energy, Communal, Invisibility Purge
2 (5+1/day) Cure Moderate Wounds (2), Silence (DC 17), Shield Other, Protection from Evil, Communal, Remove Paralysis
1 (6+1/day) Obscuring Mist, Shield of Faith, Magic Weapon, Bless, Bless, Liberating Command, Sanctuary
0 (at will) Read Magic, Detect Magic, Guidance, Stabilize

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Statistics
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Str 14 Dex 13, Con 14 (12 + ((Belt of Mighty Constitution), Int 12, Wis 22 (14 + 2 (Headband of mental prowess +2, lv4/8, +2 Racial, +2 Mythic), Cha 15 (13 + 2 (Headband of mental prowess))
Base Atk +6; CMB +8; CMD 19
Feats Craft Magic Arms & Armor, Craft Wonderous Item, Improved Initiative, Lingering Performance , Flagbearer
Traits Indomitable Faith, Veteran of Battle
Skills Acrobatics -5 (-8 jump), Climb +1, Diplomacy +13, Escape Artist +0, Heal +10, Knowledge (religion) +8, Knowledge (planes) +12, Fly +0, Perception +14, Profession (Blacksmith) +10, Ride +0, Sense Motive +13, Spellcraft +12, Stealth +0, Swim +0
Languages Common, Skald, Orc
SQ aura, cleric channel positive energy 3d6 (5/day) (dc 16) (Variant Channeling: Bravery), domains (tactics), public speaker (-9 dc to hear), seize the initiative (9/day), Weapon Master (8/day), spontaneous casting
Other Gear +2 Mithril Breastplate (6200 gold (crafted)), +1 Frost Longspear (4350 gold (crafted)), Banner of the Ancient Kings (9000 gold (crafted)), Amulet of natural armor +1 (1000 gold (crafted)), Belt of Mighty Constitution +2 (2000 gold (crafted)), Cloak of resistance +2 (2000 gold (crafted)), Headband of mental prowess +2Wis/Cha (5000 gold (crafted)), Ring of protection +1 (1000 gold), Boots of the Winterlands (1250 gold (crafted)), 2200 GP

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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric (Evangelist) Domain (Tactics) Associated Domain: War
Cleric Channel Positive Energy 4d6 (5/day) (DC 16) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Variant Channeling: Battle +2 Sacred Bonus: Heal—Creatures gain a channel bonus on weapon damage and critical hit confirmation rolls until the end of your next turn.
Power Attack -2/+4 (via Weapon Master) You can subtract from your attack roll to add to your damage.
Flagbearer An ally within 30' who can see the flag gains a +2 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects.
Public Speaker (-9 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus his Charisma modifier (+1)
Seize the Initiative (9/day) (Su) An ally within 30' may take the better of 2d20 for initiative
Weapon Master (8/day) (Su) Gain the temporary use of a combat feat.
Sermonic Performance (move action) (19 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance.
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Sermonic Performance: Fascinate (DC 15) (Su) One or more creatures becomes fascinated with you.
Sermonic Performance: Inspire Courage +3 (Su) Morale bonus on some saving throws, attack and damage rolls.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.
Indomitable Faith: You receive a +1 trait bonus on will saves.
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Mythic Abilities
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Mythic Wisdom: You gain a permanent +2 bonus to an ability score of your choice upon reaching the 2nd mythic tier.
Mythic Power (8/day) (Su): You can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 as an immediate action.
Hard to Kill (Ex): Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score.
Amazing Initiative (Ex): At 2nd tier, you gain a +20 mythic bonus on initiative checks. In addition, you can expend one use of mythic power each round to take an additional turn, treating your initiative for this second turn as your initiative roll without the +20 mythic bonus. Using this ability is a free action that must be decided at the end of your first action during the round. This additional turn allows you to take the full range of actions available to you, but both turns still only count as one round for the purposes of durations and other effects based on rounds.
Divine Surge: Inspired Spell (Su): You can expend one use of mythic power to cast any one divine spell. This spell must be on one of your divine spell lists and must be of a level that you can cast using that divine spellcasting class. You don’t need to have the spell prepared or on your list of spells known. When casting a spell in this way, treat your caster level as two levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than the highest-level divine spell you can cast using that spell’s spellcasting class.
Marshal Order: Rally (Su): You can expend one use of mythic power as a swift action to rally your allies. This allows you and each of your allies within 30 feet to call upon your courage once in the next round to reroll any one d20 roll after the roll is made. This ability must be used before the beginning of your next turn or it is wasted. The creature must take the result of the reroll, even if it is worse.
Path ability: Majestic Countenance (Su): Whenever you encounter a creature whose attitude is at least indifferent, treat its attitude as one step higher. If the creature’s starting attitude is helpful, you can make requests of the creature with a +5 bonus on your Diplomacy skill check.
Universal path ability: Feat of Charisma (Su): You can expend one use of mythic power to attempt a feat of Charisma, gaining a +20 circumstance bonus on any one Charisma skill check or ability check.
Mythic Spells: At 2nd tier, you can select one mythic spell (see Chapter 3) and can expend your mythic power to cast that spell with enhanced results. You must be able to cast the normal divine version of the spell or have it on your list of spells known. At 4th tier and every two tiers thereafter, you can select another mythic spell.
Mythic Spell: Bless: This spell’s +1 morale bonus applies on attack rolls, weapon damage rolls, and all saving throws. In addition, each target of this spell can roll any one d20 roll twice and take the better result once during the duration of this spell. The target must decide to use this ability before the first roll is made.
Dual Path (Mythic) (Feat) (Marshal): You gain the 1st level ability of the Marshal path. Whenever you gain a path ability, you can select from list of abilities presented for both paths, as well as from the list of universal path abilities.