Ramona Avandth

Leontiana Caelion's page

46 posts. Alias of Rabscuttle.


Race

| HP 8/8 | AC: 16 Touch: 10 FF: 16 | CMB: 2 CMD: 12 | Fort: 3 Ref: 0 Will: 5 | Init: 0 | Perc: +3 SM: +3

Classes/Levels

| Speed 20ft | Channel 5/5 Hell's Corruption 6/6 Metal Fist 6/6 | Active Conditions: None

Gender

Female LE Human Cleric of Mammon 1

Languages

Common, Infernal

Strength 14
Dexterity 10
Constitution 10
Intelligence 13
Wisdom 15
Charisma 14

About Leontiana Caelion

Statistics:
STR: 14 = Base: 14
DEX: 10 = Base: 10
CON: 10 = Base: 10
INT: 13 = Base: 13
WIS: 17 = Base: 15; Racial: (+2) Human
CHA: 14 = Base: 14

Fort: +2 = Base: +2; CON: +0
Ref: +0 = Base: +0; DEX: +0
Will: +5 = Base: +2; WIS: +3

AC: 16 = Base: (+10); Dexterity: (+0); Armor: (+5) Scale Mail; Shield: (+1) Shield, light steel
Touch: 10
FF: 16

BAB: 0
CMB: 2 = BAB: (+0); Strength: (+2)
CMD: 12 = Base: (+10); BAB: (+0); Strength: (+2); Dexterity: (+0)

Init: +0 = Dexterity: +0
Speed: 20ft
HP: 8
Languages: Common, Infernal

Attacks:

Melee
Shortspear +2 (1d6+2, x2)
Dagger +2 (1d4+2, 19-20/x2)
Touch +2 (Varies, x2)
Unarmed Strike +2 (1d3+2, x2)
Ranged
Sling +0 (1d4+2, x2)
Dagger +0 (1d4+2, 19-20/x2)

Skills:

Acrobatics: -5 = +0 DEX; Misc: (-5) ACP
Appraise: 5 = +1 rank; +1 INT; Misc: (+3) Class Skill
Bluff: 2 = +2 CHA
Climb: -3 = +2 STR; Misc: (-5) ACP
Diplomacy: 6 = +1 rank; +2 CHA; Misc: (+3) Class Skill
Disguise: 7 = +1 rank; +2 CHA; Trait: (+1) Thrune Informant (Disguise); Misc: (+3) Class Skill
Escape Artist: -5 = +0 DEX; Misc: (-5) ACP
Fly: -5 = +0 DEX; Misc: (-5) ACP
Heal: 7 = +1 rank; +3 WIS; Misc: (+3) Class Skill
Intimidate: 2 = +2 CHA
Knowledge (local): 3 = +1 rank; +1 INT; Trait: (+1) Thrune Informant (Disguise)
Knowledge (religion): 5 = +1 rank; +1 INT; Misc: (+3) Class Skill
Perception: 3 = +3 WIS
Profession (Merchant): 7 = +1 rank; +3 WIS; Misc: (+3) Class Skill
Ride: -5 = +0 DEX; Misc: (-5) ACP
Sense Motive: 3 = +3 WIS
Stealth: -5 = +0 DEX; Misc: (-5) ACP
Survival: 3 = +3 WIS
Swim: -3 = +2 STR; Misc: (-5) ACP

Race Features:
Type (CRB 27): You are a humanoid with the human subtype.
Bonus Feat (CRB 27): You gain a bonus feat.*
Skilled (CRB 27): You gain one additional skill rank per level.*


Class Features:
Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.) *
Weapon Proficiency: You are proficient with all Simple weapons.
Aura (Core 39): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment
Favored Weapon (Core 39): You gain proficiency with the favored weapon of your deity (Shortspear)
Channel Energy (Su) (Core 40) (5 /day): You can release a wave of negative energy which causes 1d66 of damage to living creatures. (Will Save DC 14) You can use this ability 5 times a day.
Spontaneous Casting (Core 41): You can lose any prepared spell that is not a orison or domain spell in order to cast an inflict spell of the same spell level or lower.
Domain Powers: You gain the following domain powers:
  • Hell's Corruption (APG 90) (6 /day): You can cause a creature to become more susceptible to corruption with a melee touch attack. Creatures touched take a –2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result. This effect lasts 1 rounds and you can use this ability 6 times a day.
  • Metal Fist (APG 94) (6 /day): As a swift action, you can turn your fists into metal for 1 round, allowing you to make unarmed strikes that deal a base 1d6 points of bludgeoning damage. These unarmed strikes do not provoke attacks of opportunity, but attacking with both uses the two-weapon fighting rules as normal. In addition, these unarmed strikes ignore the hardness of items with a hardness of 10 or less. You can use this ability 6 times a day.


Traits:
Thrune Informant (Disguise) (APHV 14): You gain a +1 trait bonus on Disguise and Knowledge (local) checks* and +1 trait bonus on Diplomacy checks to gather information. Disguise is a class skill for you.*
Flames of Hell (ISG 220): Add 1 to the DC of saving throws made to resist the effects of your channel energy ability.*


Feats:
Selective Channeling (Core 132): When you channel energy, you can choose 2 targets in the area who are not affected by your channeled energy.
Improved Channel (Core 126): Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.*


Equipment:
Scale Mail, Light steel shield, Shortspear, Sling, Dagger, Backpack, Bedroll, Holy Symbol, Silver, Flint and Steel, Pouch, belt, Spell component pouch, Soap (bar), 5 x Torch, Waterskin

Spells:

Cleric
0th (DC 13): Light, Guidance, Detect Magic
1st (DC 14): Cure Light Wounds, Bless, Command [D]