Race |
Human Female Cleric |
Classes/Levels |
AC14 T14 FF10 CMD17| HP 55/55| F +7 R +5 W +10 | Init +3 | Perc +15, SM +9 | |
About Selkania
Selkania #2
Female human (Kellid) cleric (ecclesitheurge, iron priest) of Brigh 5/evangelist 2 (Pathfinder Campaign Setting: Inner Sea Gods, Pathfinder Campaign Setting: Technology Guide, Pathfinder RPG Advanced Class Guide 91)
N Medium humanoid (human)
Init +3; Senses Perception +15
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Defense
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AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
hp 55 (7d8+17)
Fort +7, Ref +5, Will +10
Resist fire 10
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Offense
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Speed 30 ft.
Melee dagger +7 (1d4-1/19-20) or
. . light hammer +7 (1d4-1)
Special Attacks channel positive energy 3/day (DC 13, 2d6)
Domain Spell-Like Abilities (CL 6th; concentration +11)
. . At will—mending
. . 8/day—artificer's touch (1d6+3 , bypasses DR and hardness 6), fire bolt (1d6+3 fire)
Cleric (Ecclesitheurge, Iron Priest) Spells Prepared (CL 6th; concentration +11)
. . 3rd—cure serious wounds, fireball (DC 19), fireball (DC 19), stone shape[D]
. . 2nd—aid, bull's strength, hold person (DC 17), soften earth and stone[D], spiritual weapon
. . 1st—bless, bless, burning hands (DC 17), burning hands (DC 17), magic stone[D], remove fear
. . 0 (at will)—guidance, light, read magic, stabilize
. . D Domain spell; Domains Earth, Fire
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Statistics
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Str 8, Dex 16, Con 14, Int 14, Wis 21, Cha 10
Base Atk +4; CMB +7; CMD 17
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Deific Obedience, Point-Blank Shot, Precise Shot, Spell Focus (evocation), Spell Specialization[UM], Technologist, Throw Anything, Weapon Finesse
Traits mathematical prodigy, numerian archeaologist, vile domain
Skills Craft (alchemy) +6, Diplomacy +10, Disable Device +17, Knowledge (arcana) +13, Knowledge (engineering) +13, Knowledge (history) +6, Knowledge (local) +6, Knowledge (religion) +8, Perception +15, Sense Motive +9, Spellcraft +6, Survival +9, Use Magic Device +4
Languages Androffan, Common, Dwarven, Hallit, Ignan
SQ +4 bonus to disable device checks, blazing robe, blessing of the faithful, bonded holy symbol (amulet), domain mastery, secondary domain (construct[APG]), spell-only domain ()
Combat Gear blazing robe[UE], lesser electricity elemental metamagic rod[APG], potion of mage armor (3), wand of cure light wounds; Other Gear dagger, light hammer, arcane bond amulet, belt of mighty constitution +2, headband of inspired wisdom +2, backpack, bedroll, belt pouch, candle (10), flint and steel, holy text (Brigh)[UE], mess kit[UE], pathfinder chronicle[ISWG], pot, silk rope (50 ft.), soap, spell component pouch, thieves' tools, trail rations (5), waterskin, wooden holy symbol of Brigh, 487 gp, 2 sp, 9 cp
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Special Abilities
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+4 bonus to Disable Device checks (Good) While reciting formulas from Logic of Design, you must craft a new creation, continue work on an elaborate device or object, or disassemble an existing creation to see how it works. Share the knowledge you discover while working on this projec
Agile Maneuvers Use DEX instead of STR for CMB
Artificer's Touch 1d6+3 (8/day) (Sp) Melee touch attack deals 1d6+3 damage to objects or constructs, bypassing 6 hardness.
Blazing robe (1/day, DC 16) Burst of fire deals 2d6 fire dam in 20 ft radius (Ref half).
Blessing of the Faithful (+2 sacred bonus, 40 feet) (Su) Ally gains in close range gains +2 atk, skills, ability checks, saves or AC.
Bonded Holy Symbol (Amulet) (1/day) (Su) Can cast one extra spell/day with bonded item.
Cleric (Ecclesitheurge, Iron Priest) Domain (Construct)
Cleric (Ecclesitheurge, Iron Priest) Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Channel Positive Energy 2d6 (3/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Domain Mastery Can use normal spells to prepare from the domain list, and can choose different domain spells available each day
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fire Bolt 1d6+3 fire (8/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.