HP 9 | AC 19 | T 15 | FF 15| CMD 12 | Fort +4 | Ref +5 | Will +5| Init +4 | Perc +4
Gender
Male
Size
Small
Age
22
Special Abilities
Channel, Spells, Firebolt
Alignment
Neutral Good
Deity
Sarenrae
Location
Absalom
Languages
common, halfling
Occupation
pathfinder
Strength
8
Dexterity
18
Constitution
13
Intelligence
10
Wisdom
15
Charisma
12
About Ruke Lockhold
background:
Pathfinder ID: 86022-2
character sheet:
Ruke Lockhold
Male Halfling Cleric of Sarenrae
NG Small Humanoid
Init +4; Senses None; Perception +4
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DEFENSE
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AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
hp 9 (1d8+1)
Fort +4, Ref +5, Will +5
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OFFENSE
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Spd 30 ft.
Melee Dagger +5 to hit (1d3-1/x2/19-20)
Melee Scimitar -1 to hit (1d4-1/x2/18-20)
Ranged Firebolt +5 to hit (ranged touch) (1d6/x2/20)
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STATISTICS
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Str 8, Dex 18, Con 13, Int 10, Wis 15, Cha 12
Base Atk +0; CMB -2; CMD 12
Feats Weapon Finesse
Traits Slippery (+1 Stealth, Stealth is a class skill), Rescued (+1 Acrobatics, Acrobatics is a class skill)
Skills Acrobatics+9, Diplomacy+5, Stealth+13
Languages Common, Halfling
Combat Gear Scimitar, Chain shirt (+4 AC, +4 max dex, -2 armor check), Dagger
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SPECIAL ABILITIES
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Favored Class (Cleric): +1 skill point
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks
Aura (Ex): A cleric of a good deity has a particularly powerful aura corresponding to the deity's alignment (neutral good).
Channel Energy (Su): (1d6, DC 13 - 4/day) A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. 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 channel 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.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
Domains: Glory (Heroism), Fire
• Glory: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
• Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
• Fire Bolt (Sp): (1d6, 5/day) 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.
Spells:
• 0th: Detect Magic, Light, Stabilize
• 1st: Shield of Faith (b), Bless, Protection from Evil
Faction: Andoran
Gear: Cleric’s Kit (backpack, a bedroll, a belt pouch, candles (10), a flint and steel, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Coins: 17gp