Full Name |
Richter Denezio |
Race |
Human |
Classes/Levels |
Cleric 1 |
Gender |
Male |
Size |
Medium |
Age |
22 |
Alignment |
Chaotic Good |
Deity |
Cayden Cailean |
Location |
Korvosa |
Languages |
Common |
Strength |
12 |
Dexterity |
12 |
Constitution |
11 |
Intelligence |
10 |
Wisdom |
18 |
Charisma |
16 |
About Richter Denezio
RICHTER DENEZIO CR 1/2
Male Human Cleric 1
CG Medium Humanoid (Human)
Init +1; Senses Perception +4
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DEFENSE
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AC 15, touch 11, flat-footed 14. . (+3 armor, +1 shield, +1 Dex)
hp 8 (1d8)
Fort +2, Ref +1, Will +6
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OFFENSE
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Spd 40 ft.
Melee Dagger +1 (1d4+1/19-20/x2) and
. . Rapier +1 (1d6+1/18-20/x2) and
. . Shield, Light Wooden -3 (1d3+1/20/x2) and
. . Unarmed Strike +1 (1d3+1/20/x2)
Ranged Sling +1 (1d4+1/20/x2)
Special Attacks Agile Feet (7/day), Dazing Touch (7/day)
Spell-Like Abilities Dazing Touch (7/day)
Cleric Spells Known (CL 1, 1 melee touch, 1 ranged touch):
1 (1/2) Command (DC 15), Bless(used), Charm Person (DC 15)
0 (at will) Detect Poison, Light, Detect Magic
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STATISTICS
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Str 12, Dex 12, Con 11, Int 10, Wis 18, Cha 16
Base Atk +0; CMB +1; CMD 12
Feats Combat Casting, Selective Channeling
Traits Fast-Talker, Unhappy Childhood (Religious)
Skills Acrobatics -1, Bluff +8, Climb -1, Diplomacy +7, Escape Artist -1, Fly -1, Ride -1, Sense Motive +8, Spellcraft +4, Stealth -1, Swim -1
Languages Common
SQ Aura (Ex), Channel Positive Energy 1d6 (6/day) (DC 13) (Su), Cleric Domain: Charm, Cleric Domain: Travel, Spontaneous Casting
Combat Gear Shield, Light Wooden, Rapier, Dagger, Sling, Bullets, Sling (10), Studded Leather, Tanglefoot bag; Other Gear Backpack, Masterwork (empty), Chalk, 1 piece, Holy symbol, wooden: Cayden Cailean, Rations, trail (per day), Shaving kit, Torch
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SPECIAL ABILITIES
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Agile Feet (7/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (6/day) (DC 13) (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: Charm Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Cleric Domain: Travel Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dazing Touch (7/day) (Sp) Melee touch attack dazes target.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.