Full Name |
Maus Sedat |
Race |
Human (Chelaxian) |
Classes/Levels |
Cleric 1, HP:9,(8) AC:18, t:12, ff:16, Init +2, Percep +9, Saves Fort +3 (+2), Ref +2, Will +6 |
Gender |
Male |
Size |
Medium |
Age |
18 |
Alignment |
Chaotic Neutral |
Deity |
Pharasma |
Languages |
Common, Dwarven, undercommon |
Occupation |
Priest |
Strength |
12 |
Dexterity |
14 |
Constitution |
12 |
Intelligence |
13 |
Wisdom |
18 |
Charisma |
8 |
About Maus Sedat
Maus Sedat is a young convert to Pharasma after drowning at a young age but being brought back to life. He sees visions of people's deaths every time he looks at them so he tends to be withdrawn. Watching people you know die over and over tends to make one keep one's head down.
After his death he was adopted by a priest of Pharasma (Orgal Stonehand) and was later accepted by the Clerics of Godsmouth Ossuary as a penitant. Maus has been cloistered in training since.
The domains that Pharasma have gifted him with are Water and Knowledge.
MAUS SEDAT CR 1/2
Male Human (Chelaxian) Cleric 1 XP: 670
CN Medium Humanoid (Human)
Init +2; Senses Perception +9
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DEFENSE
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AC 18, touch 12, flat-footed 16 (+4 armor, +2 shield, +2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +6
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OFFENSE
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Spd 30 ft.
Melee Heavy Shield Bash -3 (1d4+1/20/x2) and
Dagger +4 (1d4+1/19-20/x2) and
Dagger +4 (1d4+1/19-20/x2) and
Unarmed Strike +1 (1d3+1/20/x2)
Spell-Like Abilities Icicle (7/day), Lore Keeper (At will)
Cleric Spells Known (CL 1, 1 melee touch, 2 ranged touch):
1 (2/day) Obscuring Mist, Bless, Murderous Command (DC 15)
0 (at will) Resistance (DC 14), Detect Magic, Guidance
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STATISTICS
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Str 12, Dex 14, Con 12, Int 13, Wis 18, Cha 8
Base Atk +0; CMB +1; CMD 13
Feats Channel Smite, Guided Hand +3 melee, +2 ranged
Traits Adopted, Focused Mind
Skills Acrobatics -2, Climb -3, Escape Artist -2, Fly -2, Knowledge (Dungeoneering) +5, Knowledge
(Religion) +5, Linguistics +5, Perception +9, Ride -2, Sense Motive +8, Stealth -2, Swim -3
Languages Common, Infernal, Necril
SQ Aura (Ex), Cleric Channel Positive Energy 1d6 (2/day) (DC 9) (Su), Cleric Domain: Knowledge, Cleric
Domain: Water, Spontaneous Casting
Combat Gear Chain Shirt, Dagger, Dagger, Shield, Heavy Wooden; Other Gear Backpack (17 @ 30 lbs),
Bedroll, Flint and steel, Holy symbol, wooden: Pharasma, Holy Water Flask, Potion of Cure Light Wounds,
Pouch, belt (1 @ 1 lbs), Pouch, belt (empty), Rations, trail (per day) (10), Rope, hempen (50 ft.), Sunrod
(5)
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SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Positive Energy 1d6 (2/day) (DC 9) (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.
Cleric Domain: Knowledge Granted Powers: You are a scholar and a sage of legends. In addition, you
treat all Knowledge skills as class skills.
Cleric Domain: Water Granted Powers: You can manipulate water and mist and ice, conjure creatures of
water, and resist cold.
Focused Mind +2 to Concentration checks
Guided Hand +3 melee, +2 ranged May use Wisdom modifier for attack rolls with favored weapon
Icicle (1d6+0) (7/day) (Sp) 30' Ranged touch attack deals 1d6+0 Cold damage.
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 20.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.