The Mad Priest

Marsk's page

102 posts. Organized Play character for sarpadian.


Full Name

Marsk

Race

Dwarf

Classes/Levels

Cleric 2 | HP 15/17 | AC 18; Tch 11; FF 17 | F +4; R +0; W +6 (+3 vs. poison/spells/SLAs) | CMB +4; CMD 15 (19 vs. bull rush/trip) | Speed 20 ft | Init +1 | Perc +5 (+7 stonecutting)xx

Gender

Male

Size

Medium

Alignment

Lawful Neutral

Deity

Irori

Languages

Common, Dwarven

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

About Marsk

Marsk
Male dwarf cleric of Irori 2
LN Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +5 (+7 to notice unusual stonework)
DEFENSE
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 17 (2d8+4);
Fort +4; Ref +0; Will +6; +3 racial vs. poison/spells/SLAs
Defensive Abilities defensive training (+4 dodge vs. giants)
OFFENSE
Speed 20 ft.
Melee mwk cold iron battleaxe +4 (d8+3), unarmed strike +4 (d3+3)
Ranged light crossbow +2 (d8/19-20)
Special Attacks channel positive energy 3/day (1d6, DC 11), hatred (+1 on attack rolls vs. orcs/goblinoids)
Spell-Like Abilities (CL 2nd; concentration +5)
At will—lore keeper
6/day—touch of law
Cleric Spells Prepared (CL 2nd; concentration +5)
1st—bless, protection from chaosD, shield of faith, summon monster I
0—detect magic, guidance, read magic, resistance
Domains Knowledge, Law
STATISTICS
Str 16, Dex 12, Con 13, Int 10, Wis 16, Cha 10
Base Atk +1; CMB +4; CMD 15 (19 vs. bull rush/trip while standing on ground)
Feats Domain Strike, Improved Unarmed StrikeB
Traits Force for Good, Glory of Old
Skills Perception +5 (+6 to notice unusual stonework), Spellcraft +5; Racial Modifiers +2 Knowledge (history) [dwarven enemies], +2 Perception (to notice unusual stonework)
Languages Common and Dwarven
SQ aura, hardy, lorekeeper, spontaneous casting, stability, stonecutting, weapon familiarity
Combat Gear crossbow bolts (20); Other Gear backpack, mwk cold iron battleaxe, bedroll, belt pouch, candles (10), cheap holy text, flint and steel, mwk heavy steel shield, iron pot, light crossbow, mess kit, rope, mwk scale mail, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, wooden holy symbol, 2107 gp.

SPECIAL ABILITIES:

Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
Channel Energy (Su)
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.
Lorekeeper
Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Lore Keeper (Sp)
You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.
Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).
Touch of Law (Sp)
You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier

Adventures:

Godsmouth Heresy (3 XP, 4 PP)
The Devil You Know, Pt. 1 (1 XP, 2 PP)

Boons:
Pharasma's Blessing: Pharasma blesses you for your service to the Godsmouth Cathedral. You may reroll any single attack roll targeting an undead creature or any single saving throw against an undead creature's ability or effect, always taking the result of the second roll. You must take this reroll before the results of the first roll are known. If Pharasma is your patron deity, you receie a +4 bonus on your reroll. Once this ability has been used, cross it off the Chronicle.