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Phillip Adey's page

177 posts. Alias of joerice.


Full Name

Phillip Adey

Race

Human

Classes/Levels

Thief (knife master) 1/ Cleric of Thisamet 7

Gender

M

Size

M

Age

26

Alignment

CG

Deity

Thisamet

Languages

Common, Elvish, Dwarven, Orc

Occupation

Chef

Strength 10
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 19
Charisma 17

About Phillip Adey

Chef Phillip Adey
Male Human Rogue (Knife Master) 1/Cleric of Thisamet 7 (Fire and Community Domains)
CG Medium Humanoid (Human)
Init +3 ; Perception +12
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Defense
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AC 23 (20 ff, 14 touch)
hp 58
Fort +7, Ref +8, Will +10
Resist Fire: 10
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Offense
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Speed 30 ft.
BAB+5
Melee: +1 Dagger +10 (1d4+1)
Melee: Two weapon +1 Daggers +8/+8
Melee: Light mace +8 (1d6)
Ranged: Light Crossbow +8 (1d8)
Ranged: Thrown Dagger +10 (1d4)
Ranged: Fire Bolt +9 RTA (1d6+3)
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Statistics
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Str 10, Dex 16, Con 12, Int 10, Wis 19, Cha 17
Base Atk +5; CMB +5; CMD 18
Feats : Weapon Finesse, Two-Weapon Fighting, Weapon Focus (Daggers), Extra Channel, Selective Channeling
Traits: Unpredictable, Empyreal Focus
Skills:
Appraise 4 (0+1+3)
Bluff 15 (3+8+3+1)
Diplomacy 13 (3+7+3)
Intimidate 9 (3+3+3)
Knowledge Local 4 (0+1+3)
Linguistics 7 (0+3+3)
Perception 12 (4+5+3)
Profession (Chef) 17 (4+8+3+2)
Sleight of Hand 15 (3+8+3+1)
Languages: Common, Elvish, Dwarven, Orc
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Spells and Special Abilities
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Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Hidden Blade: A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade. This ability replaces trapfinding.
Sneak Stab (Ex): A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger (Advanced Player's Guide 178), she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability.
Channel Energy 4d6 8/day

Domain Abilities:

Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 1d6+6 7/day

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 1d6+3 7/day

Resist Fire 10

Domain Spells:
1st: Bless, Burning Hands 5d4 DC 15
2nd: Shield Other, Produce Flame
3rd: Prayer, Fireball 7d6 DC 17
4th: Imbue with Spell Ability, Wall of Fire DC 18

Cleric Spells a Day:
0 (4): Stabilize, Resistance, Purify Food and Drink, Detect Magic
1 (5+1): Shield of Faith, Divine Favor, Protection From Evil, Detect Evil, Bless, Remove Sickness
2 (4+1): Produce Flame, Enthrall, Owl’s Wisdom, Align Weapon, Aid
3 (3+1): Fireball, Bestow Curse, Magic Circle vs. Evil, Blindness/Deafness
4: (2+1): Wall of Fire, Restoration, Shield of Dawn

EQUIPMENT:
+2 Breastplate
Ring of Protection +1
Amulet of Natural Armor +1
Cloak of Resistance +1
Wand of Cure Light Wounds
+1 Dagger
+1 Dagger
Belt of Incredible Dexterity +2
Headband of Inspired Wisdom +2
light mace
light crossbow
alchemical silver dagger
cold iron dagger
mwk backpack
cleric's kit
(backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.)
Silver Holy Symbol
rope
wrist sheath
wrist sheath
mwk chef's tools
antiplague
vermin repellant
wismuth salix
3 alkali flasks
3 holy water
3 iron grenades
tangleburn bag
cure mod potion
4 cure light potions

326 gp