Abadar

Mikhail Templeson's page

1,093 posts. Alias of Malinor..


Full Name

Mikhail Templeson:

Race

Human

Classes/Levels

Fighter [Cleric & Alchemist Devotion] 10- HP 136/136 - AC 30 - F: +19 R: +18 W: +18 - Speed: 30, Init: +5 - Perception +21: Hero Points- 0: Exploration Activity=Investigate

Size

Medium

Alignment

LG

Deity

Abadar

Languages

Common

Occupation

Field Medic

Strength 19
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 16
Charisma 10

About Mikhail Templeson

Character Name: Mikhail
Ancestry & Heritage: Human
Background: Field Medic
Class:Fighter 10
Size: Medium Alignmnet: LG Traits: Human, Humanoid Deity: Abadar
Ability Scores:
Str Mod: 4 Str Score: 19 (+2 start, +2 5th, +2 Fighter, +2 Human, +1 10th)
Dex Mod: 3 Dex Score: 16 (+2 Start, +2 Human, +2 5th)
Con Mod: 2 Con Score: 14 (+2 Start, +2 5th)
Int Mod: 2 Int Score: 14 (+2 5th +2 FM)
Wis Mod: 2 Wis Score: 16 (+2 Start, +2 FM, +2 10th)
Cha Mod: 0 Cha Score: 10

Armor Class
AC 30=21 + 9 (Dex [0] or Cap[0]) *T*EML + (Item [])

Unarmored: *T*EML Light: *T*EML Medium: *T*EML Heavy: *T*EML

Shield (+ 1 ) Hardness: 20 Max HP (-)/BT (-) Current HP (-)

Saving Throws
Fortitude: (19) Con [2] + Prof [16] + Item [1] TE*M*L
Reflex: (18) Dex [3] + Prof [14] + Item [1] T*E*ML
Will: (18) Wis [3] + Prof [14] + Item [1] T*E*ML

Hit Points: Max [136] ; Temporary [] ; Dying [] ; Wounded [] ;
Resistances and Immunities: []
Conditions: []

Perception: [21] Wis[3] + Prof [16]+ TE*M*L + Item [2]

Speed [30] Ft ; Movement Types & Notes: []

Melee
Weapon: +1 Cold Iron Striking Greatsword [21]= Str [4] + Prof [16] + TE*M*L + Item [1]
Dice [2d12P] + Str[4] BPS + W Spec[3] + Other [] + Traits [Versatile P]

Weapon: []= Str [] + Prof [] + TEML + Item []
Dice [] + Str[] BPS + W Spec[] + Other [] + Traits []

Ranged
Weapon: +1 Striking Crossbow [18]= Dex [3] + Prof [14] + TEML + Item [1]
Dice [2d10] + Special [] BPS + W Spec[2] + Other [] + Traits []

Weapon: []= Dex [] + Prof [] + TEML + Item []
Dice [] + Special [] BPS + W Spec[] + Other [] + Traits []

Weapon Proficiencies
Simple: T*E*ML ; Martial: TE*M*L ; Advanced: *T*EML ; Expert: *T*EML

Skills
Acrobatics: [15]= Dex [3]+ Prof[12] + *T*EML + Item [] - Armor []
Arcana: [2]= Int [2]+ Prof[0] + TEML + Item []
Athletics: [18]= Str [4]+ Prof[14] + T*E*ML + Item [] - Armor []
Crafting: [16]= Int [2]+ Prof[14] + T*E*ML + Item []
Deception: [0]= Cha [0]+ Prof[0] + TEML + Item []
Diplomacy: [0]= Cha [0]+ Prof[0] + TEML + Item []
Intimidation: [0]= Cha [0]+ Prof[0] + TEML + Item []
[Greenbelt] Lore: [14]= Int [2]+ Prof[12] + *T*EML + Item []
[Warfare] Lore: [14]= Int [2]+ Prof[12] + *T*EML + Item []
Medicine: [19]= Int [2]+ Prof[16] + TE*M*L + Item [1]
Nature: [2]= Int [2]+ Prof[0] + TEML + Item []
Occultism: [2]= Int [2]+ Prof[0] + TEML + Item []
Performance: [2]= Int [2]+ Prof[0] + TEML + Item []
Religion: [16]= Int [2]+ Prof[14] + T*E*ML + Item []
Society: [14]= Int [2]+ Prof[12] + *T*EML + Item []
Stealth: [15]= Dex [3]+ Prof[12] + *T*EML + Item [] - Armor []
Survival: [14]= Int [2]+ Prof[12] + *T*EML + Item []
Thievery: [3]= Dex [3]+ Prof[0] + TEML + Item [] - Armor []

Ancestry Feats and Abilities
Special 1st:
Heritage 1st: Skilled Heritage [Craft]
Feat 1st: Haught Obstiancy [If you roll a success on a saving throw against a mental effect that attempts to control you, you get a Critical success instead. If a creature fails a Coerce check they get a critical failure and cannot try for at least 1 week)
Feat 5th: Clever Improviser- Untrained Impovisation feat [] and you can attempt to try skill actions athat normally require you to be trained even if you are untrained.
Feat 9th: Multitalented:

Alchemist Dedication:
You put your alchemical interest into practice. You become
trained in alchemical bombs and Crafting; if you were already
trained in Crafting, you instead become trained in a skill of
your choice. You become trained in alchemist class DC.
You gain the alchemist’s infused reagents class feature,
gaining a number of reagents each day equal to your level.
You also gain the Alchemical Crafting feat and four additional
formulas for 1st-level alchemical items, as well as the ability
to create free items during your daily preparations. Your
advanced alchemy level is 1 and doesn’t increase on its own.

Feat 13th:
Feat 17th:

Skill Feats:
Background:Field Medic(ine)
2nd: Student of Canon
4th: Experienced Tracker
6th: Magical Crafting
8th: Ward Medic
Feat 9th (Devotion):

Alchemical Crafting:
: You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.

10th: Continual Recovery: Can make a check every 10 minutes instead of an hour.
12th:
14th:
16th:
18th:
20th:

General Feats:
3rd: Toughness
7th: Fleet
11th:
15th
19th:

Class Feats and Abilities:
Feature 1st: Attack of Opportunity
Featuer 1st: Shield Block
Feat 1st: Power Attack
Feat 2nd: Cleric Dedication
Feature 3rd: Bravery
Feat 4th: Basic Spellcasting
Feature 5th: Fighter Weapon Mastery
Feat 6th: Deadly Simplicity
Feature 7th: Battlefield Surveyor +2 Initative
Feature 7th: Weapon Specialization +2 damage for expert, +3 for master, +4 for Legend
Feat 8th: Divine Breadth
Feature 9th: Combat Flexibility: Gain one Fighter feat of 8th level or lower to use for the day.

Options:

- Sudden Charge: 2 actions- Stride x2 and attack at the end if you are in melee.
-Lunge: 1 action- Increase range on a strike action by 5 ft. Can use to disarm, shove or trip if allowed by the weapon.
- Swipe: 2 actions- Make a single attack roll and compare to up to 2 adjacent characters AC's and then roll damage once and apply to both. Counts as 2 attacks for multiple action penalties. A weapon with sweep adds modifier to all Swipe attacks.
- Blind-fight: Your battle instincts make you more aware of concealed
and invisible opponents. You don’t need to succeed at a flat
check to target concealed creatures. You’re not flat-footed
to creatures that are hidden from you (unless you’re flatfooted
to them for reasons other than the hidden condition),
and you need only a successful DC 5 flat check to target a
hidden creature.
While you’re adjacent to an undetected creature of your
level or lower, it is instead only hidden from you.
- Felling Strike: Your attack can ground an airborne foe. Make a Strike. If it hits and deals damage to a flying target, the target falls up to
120 feet. The fall is gradual enough that if it causes the target
to hit the ground, the target takes no damage from the fall. If
the attack is a critical hit, the target can’t Fly, Leap, levitate,
or otherwise leave the ground until the end of your next turn.

Feature 9th: Juggernaut: Fortitude to Master and success counts as Critical Successes.
Feat 10th:
Feature 11th:
Feat 12th:
Feature 13th:
Feat 14th:
Feature 15th:
Feat 16th:
Feature 17th:
Feat 18th:
Feature 19th:
Feat 20th:

Bonus Feats:

Inventory: Everburning Torch, Healer's Gloves [2d6+7 healing], Eyes of the Eagle, +2 Resilient Full Plate, +1 Striking [Standard Grade] Cold Iron Greatsword, +1 Striking Crossbow, Adventure's Pack (no rations), 47 crossbow bolts, Healer's Tools, 2 Wooden Holy symbols

Bulk [9 w/pack] ; Encumbered [9] = 5 + Str[4] ; Maximum [14]= 10 + Str[4]
CP:9 ; SP:1 ; GP:30 ; PP:

Spell Attack Roll: []=Key [] + Prof [ ] + TEML
Spell DC: []= 10+ Key [] + Prof [] + TEML

Magic Tradition:
Cantrips:
Shield
Divine Lance

Reagents [level/day]: 10/10
Formula:
Lesser Elixir of Life [10/10]
Eagle Eye Elixir [0/0]
Lesser Antidote [0/0]
Lesser Antiplague [0/0]
Lesser Cheetah's Elixer
Lesser Bestial Mutagen
Lesser Juggernaut Mutagen
Lesser Silvertongue Mutagen

Innate Spell:

Focus Spells:

Spells:
L 1: Heal x2
L 2: Heal
L 3: Heal

Attacks:

[dice=First Attack with Civility]1d20+20[/dice]

[dice=First Damage with Civility]2d12+4+3[/dice]

[dice=Second Attack with Civility]1d20+15[/dice]

[dice=Second Damage with Civility]2d12+4+3[/dice]

[dice=Third Attack with Civility]1d20+10[/dice]

[dice=Third Damage with Civility]2d12+4+3[/dice]

Mikhail Pathfinder 1.0:
Mikhail Templeson High Priest [7 Ranks]
-------------------
Fighter [Buckler Duelist] 2 / Cleric 4/ Holy Vindicator 1 - HP 56/56 - AC 27/T: 12/FF: 25 - F: +10 R: +3 W: +9 - CMB: +10 - CMD: 22, Speed: 20, Init: +1 - Perception +15 ; Hero Points- 1; Channels /3
-------------------
Male Human Fighter 2 / Cleric 4/ Holy Vindicator 1
LG Medium humanoid (Human)
Init +1 ; Senses Perception +15
--------------------
Defense
--------------------
AC 27, touch 12, flat-footed 25 (+11 armor, +1 Dex, +4 Shield, +1 Insight)
hp 56 (3d10+4d8+14)
Fort +10, Ref +3, Will +9 [+1 vs anything that tests my Willpower]
Defensive Abilities:
--------------------
Offense
--------------------
Speed 20 ft Armored [30 ft.]
Melee +1 Cold Iron Greatsword "Civility" +10 / +5 (2d6+7; 19-20x2) or Spiked Gauntlet +9 (1d4+4;2)
Ranged
Special Attacks
Warpriest Spells Memorized (CL 7th; concentration +10)
Level 0 [4]- Light, Guidance, Detect Magic, Stabilize, Create Water
Level 1 [4+1]- Longstrider*, Liberating Command, Shield of Faith [2], Compel Hostility
Level 2 [3+1]- Barkskin*, Align Weapon, Lesser Restoration, Spiritual Weapon
Level 3 [2+1]- Fly*, Communal Resist Energy, Magic Circle vs Evil
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 14, Int 10, Wis 16, Cha 10
Base Atk +6; CMB +10; CMD 22
Feats: Buckler Bash [Shield Bash w/Buckler as light shield], Shield Focus, Favored Prestige Class [Holy Vindicator], Unhindered, Shield, Power Attack, Craft Magical Arms and Armor, Alignment Channel [evil], Prestigious Spellcaster [Holy Vindicator]
Traits Bastard [-1 Charisma check vs Nobles and +1 Will Save versus anything that tests the strength of my willpower]; Magical Knack [+2 cleric CL]
Skills: Diplomacy +4 [+3 vs Nobles], Knowledge [Religion] +10, Perception +15, Sense Motive +9, Ride +5, Spellcraft +9, Survival +7
Languages: Common
SQ:
Combat Gear +2 Fullplate, +2 Buckler, +1 Cold Iron Greatsword, +1 Cloak of Resistance, Pearl of Power [Level 1] x3, Pearl of Power [level 2] x2, Backpack, 50 ft Silk Rope, Grappling Hook, Flint and Tinder, Bedroll, 2 Waterskins, 2 Wooden Holy Symbols, Dusty Rose Ioun Stone, +2 Headband of Wisdom: Gold:153 Silver: 9 Copper: 0
--------------------
Tracked Resources
--------------------
Fervor:
Trail rations - 7/7
Waterskins- 2/2
Silk Rope- 50/50 ft
Climber’s Kit- 1/1
Bedroll- 1/1
Everburning Torch- 1/1
Backpack- 1/1
--------------------
Special Abilities
--------------------
Aura- Radiate Good

Orisions

Channel Positive Energy: 3/Day [3d6] DC=10 + 1/2 Cleric Level + Charisma [Will Save DC 12]

Defense Domain:
Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

Travel Domain:
As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Vindicator's Shield: A vindicator can channel energy into his shield as a standard action; when worn, the shield gives the vindicator a sacred bonus (if positive energy) or profane bonus (if negative energy) to his Armor Class equal to the number of dice of the vindicator’s channel energy. This bonus lasts for 24 hours or until the vindicator is struck in combat, whichever comes first. The shield does not provide this bonus to any other wielder, but the vindicator does not need to be holding the shield for it to retain this power.

[spoiler=Attack Info]
dice=Attack with Civility with PA and IC]1d20+10+2-2[/dice]

dice=Damage with Civility with PA and IC]2d6+7+6+2[/dice]

dice=Secondary Attack with Civility with PA and IC]1d20+5+2-2[/dice]

dice=Secondary Damage with Civility with PA and IC]2d6+7+6+2[/dice]

[/spoiler]