| Full Name |
Oriflamme |
| Alignment |
NG |
| Deity |
Sarenrae |
| Strength |
13 |
| Dexterity |
14 |
| Constitution |
12 |
| Intelligence |
10 |
| Wisdom |
16 |
| Charisma |
14 |
About Oriflamme
Current XP 0
Current PP 0
Fame 0
Male human cleric 1
NG Medium humanoid (human)
Init +2 (+2 DEX) Perception +3 (+3 WIS)
Daily Consumables:
Channel Energy (1d6, DC 12): [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Rebuke Death (1d4): [ ] [ ] [ ] [ ] [ ] [ ]
Balanced Offensive: [ ]
DEFENSE
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield)
hp 10 (1d8+1+1)
Current hp 10
Fort +3, Ref +2, Will +5
OFFENSE
Speed 30 ft.
Melee scimitar +1 (1d6+1/19-20/x2) or light mace +1 (1d6+1/x2)
Ranged light crossbow +2 (1d8/19-20/x2)
Special Attacks Balanced offensive, channel energy (1d6(+1)/DC 12 Will save)
Spells Prepared
0th level (3) create water, light, spark
1st level (2+1D) bless, shield of faith, cure light wounds (D)
STATISTICS
Str 13, Dex 14, Con 12, Int 10, Wis 16, Cha 14
Base Atk +0; CMB +1; CMD 13
Feats
Selective Channeling When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. (L1)
Extra Channel You can channel energy two additional times per day. (human bonus)
Skills
Heal +7/+9 with kit (+1 rank, +3 WIS, +3 class skill)
Knowledge (Religion) +4 (+1 rank, +0 INT, +3 class skill)
Diplomacy +6 (+1 rank, +2 CHA, +3 class skill)
ACP -1
Traits
Balanced Offensive You can call forth a surge of elemental energy to strike against your foes. Once per day, you can target a distant foe with an elemental attack. This functions as one of the following cleric domain powers, chosen whenever you activate this ability: acid dart, fire bolt, icicle, lightning arc, or storm burst. Your effective cleric level for this ability is equal to your character level. You can use this ability one additional time per day at 5th level and every 5 levels thereafter.
Exalted of the Society The vaults of the Grand Lodge in Absalom contain many secrets of the divine powers of the gods, and you have studied your deity extensively. You may channel energy one additional time per day.
Racial Modifiers
Languages Common
SQ
Combat Gear scimitar (15/4), dagger (2/1), light crossbow (35/4), 10 crossbow bolts (1/1), studded leather armor (25/20), light wooden shield (3/5), wooden holy symbol (1/0), backpack (2/2)*, bedroll (0.1/5)*, spell component pouch (5/2), traveler's outfit (1/5), flint and steel (1/0)*, waterskin (1/4)*, 1 week trail rations (3.5/7)*, healer's kit (50/1)* 0 pp, gp, sp, 0 cp, #61 encumbrance (#42 w/o pack contents)
SPECIAL ABILITIES
Favored Class: Cleric; L1: +1 HP
Aura:A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Channel Energy: 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 one 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 one 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 who worships 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 casts 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 channeled 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.
Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
Healing Domain
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Sun Domain
Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.