Iroran Paladin

Savaro Who-Sings-At-World's-End's page

38 posts. Alias of DystopianDream.


Race

Male LN human cleric 1 | HP: 13/13 | AC:16 T:12 FF:14 | CMB:3 CMD:15 | Saves F:+3 R:+2 W:+4 | Init:+2 | Per:+7 | SM: +6 | Active Conditions: 2 STR damage

Classes/Levels

Spells Memorized:
1st: divine favor (x2), enlarge person[D] | 0: detect magic, light, stabilize

About Savaro Who-Sings-At-World's-End

Savaro Who-Sings-At-World's-End
Human cleric (divine paragon) of Irori 1 (Pathfinder Player Companion: Divine Anthology 15)
LN Medium humanoid (human)
Init +2; Senses Perception +7
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 13 (1d8+5)
Fort +3, Ref +2, Will +4
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Offense
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Speed 30 ft.
Melee club +3 (1d6+3) or
. . cold iron dagger +3 (1d4+3/19-20) or
. . longspear +3 (1d8+4/×3) or
. . unarmed strike +3 (1d3+3)
Ranged sling +2 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks channel positive energy 2/day (DC 9, 1d6)
Cleric (Divine Paragon) Spells Prepared (CL 1st; concentration +3)
. . 1st—divine favor (2), enlarge person[D] (DC 13)
. . 0 (at will)—create water, detect magic, light
. . D Domain spell; Domains Strength, Tactics inquisition[UM]
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Statistics
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Str 16, Dex 14, Con 12, Int 14, Wis 14, Cha 8
Base Atk +0; CMB +3; CMD 15
Feats Combat Reflexes, Deific Obedience, Improved Unarmed Strike, Toughness
Traits fate's favored, seeker
Skills Knowledge (arcana) +10, Knowledge (planes) +10, Knowledge (religion) +10, Perception +7, Sense Motive +6
Languages Common, Kelish, Vudrani
SQ devoted domain, divine brand, inquisitor's direction
Combat Gear scroll of bless, scroll of protection from evil, alchemist's fire; Other Gear lamellar (leather) armor[UC], club, cold iron dagger, longspear, sling, sling bullets (10), grappling hook, hemp rope (50 ft.), trail rations (3), 7 gp, 4 sp
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Special Abilities
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Cleric (Divine Paragon) Domain (Strength) Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power.
Cleric (Divine Paragon) Domain (Tactics Inquisition) Deities: Gorum, Irori, Torag.

Granted Powers: It is the cold and tactical mind that often wins the day. A proper, carefully considered sacrifice can inspire one's allies to serve your cause.
Cleric Channel Positive Energy 1d6 (2/day, DC 9) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Devoted Domain (Cleric [Divine Paragon] Domain [Tactics Inquisition]) Gain domain powers of only one domain, and obediences gained earlier.
Divine Brand (Ex) Brand appears on body which can be used as holy symbol.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inquisitor's Direction (5/day) (Su) Forego all actions for the round, 1 ally in 30 ft gains haste for 1 round.