Petrune

Silme's page

18 posts. Alias of EricTheRed.


Race

Half-Elf

Classes/Levels

Cleric-1

Gender

Male

Size

Medium

Age

32

Alignment

CG

Deity

Desna

Location

Riddleport

Occupation

Herbalist/Healer

Strength 12
Dexterity 13
Constitution 10
Intelligence 15
Wisdom 18
Charisma 8

About Silme

SILME
Male
Half-elf
Cleric 1
CG
Medium humanoid

----Racial Traits----

Spoiler:

  • +2 to one ability score = Wisdom
  • Low-light Vision
  • Keen Sense = +2 bonus for sight and sound Perception Checks; Perception Check to spot a secret/concealed door within 10'
  • Elven Immunities = immune to magic sleep effects; +2 saving throw bonus against enchantment spells/effects
  • Skill Focus = Heal
  • Languages = Common, Elven, 1 bonus

----Class Abilities----

Spoiler:


  • AURA - A Cleric of Desna radiates a powerful aura of Chaotic Good. (PFB 20).
  • CHANNEL ENERGY - A cleric may channel energy as explained in the Channel Energy box. (PFB 22).
  • CLERIC BONUS LANGUAGES - A cleric’s bonus language options include Celestial, Abyssal, and Infernal regardless of race. (PFB 22).
  • CLERIC ORISONS - Clerics can prepare a number of orisons, or 0-level spells, each day. They can cast these spells at will as a spell-like ability. 3 at 1st level, or 4 at any subsequent level. Orisons are treated like any other spell cast by the cleric in terms of duration and other variables based on level. Orisons cannot be channeled through spontaneous casting. (PFB 22).
  • CLERIC SPELLS - The cleric casts divine spells drawn from the Cleric spell list, as listed in PFA2 13. The cleric must meditate and pray for an hour each day to regain spells. (PFB 20-22).
  • CLERIC SPONTANEOUS CASTING - A Good cleric can swap prepared spells for healing spells. An evil cleric can swap out prepared spells for inflict spells. A neutral cleric of a neutral god can choose one or the other upon taking the Cleric class. (PFB 22).
  • CLERIC WEAPONS AND ARMOR - All simple weapons, all types of armor, shields (except tower shields), and favored weapon of deity -- Starknife. (PFB 20).
  • DOMAIN POWERS - Each of the cleric's chosen domains grants domain powers.
    - Dimensional Hop (Su) - You can teleport up to 10 feet per day as a swift action. This teleportation must be used in 5-foot. increments and such movement does not provoke attacks of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought with you. [PFB 183]
    - Touch of Good (Su) - You can touch a creature as a standard action giving it a bonus to a single attack roll, skill check, ability check, or saving throw equal to your caster level. This bonus lasts 3 rounds or until it is used. Once a creature has benefited from touch of good, it can gain no further benefit from this ability for 1 day. [PFB 179] (PFB 22).
  • FORBIDDEN SPELL ALIGNMENT - Spells with the Evil descriptor are forbidden by your alignment and your deity's alignment. Spells with the Lawful descriptor are forbidden by your alignment and your deity's alignment. (PFB 22, 23).

-----General Feats-----

Spoiler:


  • ARMOR PROFICIENCY (HEAVY) - When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. (PFB 82)
  • ARMOR PROFICIENCY (LIGHT) - When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. (PFB 82)
  • ARMOR PROFICIENCY (MEDIUM) - When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. (PFB 82)
  • SELF-SUFFICIENT - You get +2 to Heal checks and +2 to Survival checks. (PFB 94)• SHIELD PROFICIENCY - You can use a shield and take only the standard penalties. (PFB 94)
  • SKILL FOCUS (Heal) - You get a +3 bonus to Heal checks. (PFB 94)

====Other Stats====

Spoiler:

Init +1 ; Senses Perception +0, Low-light Vision, Keen Senses (+2 sight-based, +2 sound-based)

==DEFENSE==
AC 14, touch 11, flat-footed 13 (+2 armor, +1 shield, +1 dex)
hp 8 (1d8)
Fort +2, Ref +1, Will +6
Defensive Abilities Elven Immunities

==OFFENSE==
Spd 20 ft./x4
Melee Dagger, melee +1 1d4+1 19-20/x2
Melee Starfire +1 1d4+1 20/x3

==STATISTICS==
Base Atk +0, Cmb +1
Skills Craft (alchemy) +6, Heal +13, Profession (apothecary) +8, Spellcraft +6, Survival +7
Languages Chelaxian, Common, Elven, Thassilonian, Undercommon
SQ Channel Energy, Dimensional Hop, Touch of Good
Combat Gear Dagger, Mode, Leather, Buckler
Other Gear Dagger (x3), Starknife, Bedroll, Backpack, Flint/Steel, Candle (x20), Healer's Kit, Explorer's Outifit, Waterskin (2), Trail Rations (x5), Belt Pouch (x3), Armor & Shield, Weapons

Medium Encumbrance (Speed: 20 ft., Max Dex Bonus: +3, -3 to All Strength and Dexterity-based skill checks)

Languages: Chelaxian, Common, Thassilonian, Varisian, Elven