Sable Company Elite Marine

Royston Hawkes's page

102 posts. Alias of Desriden.


Full Name

Royston Hawkes

Race

Human

Classes/Levels

Cleric 1

Gender

Male

Size

Medium

Age

21

Special Abilities

Travel, Liberation domains

Alignment

Chaotic good

Deity

Desna

Languages

Common

Strength 13
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 17
Charisma 12

About Royston Hawkes

CG Human Cleric of Desna
Init +1; Senses Perception +3
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Defense
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AC 17, touch 11 (+1 Dex), flat-footed 16 (+5 armor, +1 shield)
HP 11 (1d8+3)
Fort +5, Ref +2, Will +5
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Offense
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Speed 30 ft (40 ft. without armor)
Melee starknife +1 (1d4+1/20/x3)
Ranged starknife +1 (1d4+1/20/x3) 20-foot range increment
Special Channel energy DC 11 6/day (1d6 positive energy), Aura of Good, Aura of Chaos
Spells First level 2+1 DC 14 (Bless, Comprehend Languages, longstrider*)
Orisons 3 DC 13 (Detect Magic, Light, Stabilize)

Domain powers
Increase your base speed by 10 feet.
Agile Feet (Su): 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.
Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
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Statistics
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Str 13, Dex 13, Con 14, Int 12, Wis 17, Cha 14
Base Attack +0; CMB +1, CMD 12
Concentration +4

Feats Extra Channeling, Selective Channeling
Traits Rostlander, Deft Dodger
Skills Diplomacy +7, Heal +7, Knowledge(religion) +4
Special Favored Class +1 hit point per level
Combat GearStarknife (24 gold), Scale Mail (50 gold), Light wooden shield with Desna's symbol painted on (3 gold)
Other Gear explorer's outfit (free, 8 lbs), Desna holy symbol (1 gold), common backpack (2 gp, 2 lbs), bedroll (1 sp, 5 lbs), common blanket (2 sp, 1 lbs), flint and steel (1 gp, --), fishhook (1 sp, --), hemp rope (1 gp, 10 lbs), waterskin (1 gp, 4 lbs), small tent (10 gold, 20 lbs), Healer's Kit (50 gold)
Gold6 gold, 6 silver

Domains:
Liberation domain

Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.

Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Freedom's Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.

Domain Spells: 1st—remove fear, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—break enchantment, 6th—greater dispel magic, 7th—refuge, 8th—mind blank, 9th—freedom.

Travel domain

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.

Agile Feet (Su): 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.

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.