Full Name |
Morrigan Ebonfeather |
Classes/Levels |
Human Cleric 1 | HP 11/11 | AC:17 Tch:12 FF:15 | CMD: 15 | Fort +4 Ref +2 Will +5 | Init +6 | Perception +6 |
Gender |
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About Morrigan Ebonfeather
Aasimar Cleric 1
NG Medium Outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 11 (1d8+3)
Fort +4, Ref +2, Will +5
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Melee Longspear +3 (1d8+4/x3)
Ranged Light crossbow +2 (1d8/19-20/x2)
Special Attacks cleric channel positive energy 1d6 (3/day) (dc 10)
Spell-Like Abilities
1/day—daylight
Cleric Spells Prepared (CL 1):
1 (2/day) Shield of Faith, Magic Weapon, Bless
0 (at will) Create Water, Read Magic, Guidance
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Statistics
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Str 16, Dex 14, Con 14, Int 7, Wis 16, Cha 11
Base Atk +0; CMB +3; CMD 15
Feats Combat Reflexes (3 AoO/round), Improved Initiative
Skills Acrobatics -2 (-6 jump), Climb -1, Diplomacy +2, Escape Artist -2, Fly -2, Heal +7, Perception +6, Ride -2, Stealth -2, Swim -1; Racial Modifiers +2 Diplomacy, +3 Perception
Languages Celestial, Common
SQ aura, domains (feather, tactics), eyes of the hawk (+1 perception / +2 init.), seize the initiative (6/day), spontaneous casting
Other Gear Scale mail, Crossbow bolts (20), Light crossbow, Longspear, Backpack (empty), Bedroll, Belt pouch (empty), Chalk, Holy symbol, wooden (Freya), Mug/tankard, Rope, Signal whistle, Waterskin, 51 GP, 7 CP
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Feather) Associated Domain: Animal
Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Cleric Domain (Tactics) Associated Domain: War
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eyes of the Hawk (+1 Perception / +2 Init.) (Su) +1 Perception, +2 Initiative during a surprise round.
Seize the Initiative (6/day) (Su) An ally within 30' may take the better of 2d20 for initiative
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.