Gender |
Human Cleric Pharasma 6| HP 51/51 | AC 20/10/20 | +7/+3/+8 | Init +0 | Perc +4 | PP(2/2) Spells: Shield of Faith +3AC, False Life 9hp, Divine Favor +3 |
About Silas Kaine
Silas Kaine
Male human cleric of Pharasma 6
LN Medium humanoid (human)
Init +0; Senses Perception +4
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Defense
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AC 20, touch 10, flat-footed 20 (+9 armor, +1 natural)
hp 51 (6d8+18)
Fort +7, Ref +3, Will +8
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee
. . +1 heavy mace +7 (1d8+3) or
. . cold iron dagger +6 (1d4+2/19-20) or
. . dagger +6 (1d4+2/19-20)
Ranged sling +4 (1d4+2)
Special Attacks channel positive energy 4/day (DC 14, 3d6)
Domain Spell-Like Abilities (CL 6th; concentration +9)
. . 6/day—gentle rest, rebuke death (1d4+3)
Cleric Spells Prepared (CL 6th; concentration +9)
. . 3rd—blindness/deafness (DC 16), prayer, speak with dead[D] (DC 16), summon monster III
. . 2nd—bull's strength, cure moderate wounds[D], false life, lesser restoration, shatter (DC 15)
. . 1st—bless, cure light wounds[D], divine favor (2), shield of faith
. . 0 (at will)—detect magic, light, read magic, stabilize
. . D Domain spell; Domains Healing, Repose
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Statistics
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Str 15, Dex 10, Con 14, Int 13, Wis 16, Cha 12
Base Atk +4; CMB +6; CMD 16
Feats Additional Traits, Furious Focus[APG], Heavy Armor Proficiency, Power Attack
Traits deft dodger, fate's favored, magical knack, subject of study
Skills
Acrobatics -6 (-10 to jump)
Diplomacy +5
Heal +10 (+11 circumstance to treat wounds or deadly wounds)
Knowledge (history) +5
Knowledge (nobility) +5
Knowledge (planes) +10
Knowledge (religion) +10
Linguistics +5
Perception +4
Profession (undertaker) +8
Sense Motive +7
Spellcraft +6
Languages Celestial, Common, Dwarven
SQ healer's blessing
Combat Gear pearl of power (1st level) (2), +1 agile half-plate[APG], +1 heavy mace, cold iron dagger, dagger, sling, amulet of natural armor +1, handy haversack, bandolier[UE], holy symbol of Pharasma, cold iron, prayer book, shovel, spell component pouch, surgeon's tools[UE], strand of prayer beads
bag of iron coins 50/50
sling bullets, cold iron 50/50
healer's kit (10/10)
holy water (2/2)
32 gp, 5 sp
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Special Abilities
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Cleric Channel Positive Energy 3d6 (4/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Repose) Granted Powers: You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Gentle Rest (6/day) (Sp) As a standard action, melee touch staggers living 1 rd (sleep if already staggered), longer duration vs. undead.
Healer's Blessing (Su) Your cure spells are empowered for free.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rebuke Death (6/day) (Sp) As a standard action, touch heals 1d4+3 dam to negative HP target.