| Classes/Levels |
cleric 2 |HP:15/15 AC: 13 | TAC: 12 | FFAC: 11 | CMD: 11 | FCMD: 10 | Fort: +4 | Ref: +2 | Will: +7 | Init: +4 +2 sup| Perc: +9 |
About Snith Dovic
Backstory
Snith Dovic was born in was born in a small farming village near the Ulfen city of Bildt. His father, mother and two older brothers worked the family farm and worshiped Erastil. He had to deal with the usual issues involved with being different from the other children. His first friend was a dwarven child who's father was the local blacksmith. He eventualy won over the other children with his natural charm. Born with Eristal's bow as a mark on his back Snith was aprenticed to the headman of the villge and cleric of Erastil along with the man's son also a cleric Erastil when he was 15. His best friend was the dwark Borak and they spent many happy days fighting and training with the weapons from his father's shop. Snith spent many happy years in his village even getting married to his childhood friend, until the death of his wife Dalta from old age. His parents, siblings and a few of their older children had already passed and the fact that he still felt young and vital at the age of 90 meant that he would have to bury more loved ones. In fact the only friend he had left from when he was younger was the dwarf Borak the blacksmiths son. He left his village and set out for a different life where he would not see the ravages of time eat at his loved ones. He would travel to small villages and stay for a few months doing anything from healing the sick to helping with the harvest. After traveling from his home for the last 9 years he has been serving his deity through Helping others as best he can whether hunting bandits with the local guard or healing the sick.
Stats
Snith Dovic
Male Aasimar Cleric 2
LG Medium Outsider (native)
Init +4(+2 surprise); Senses darkvision 60 ft.; Perception +9
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Defense
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AC 13, touch 12, flat-footed 11
hp 15 (2d8+2)
Fort +3, Ref +2, Will +6
Resist cold 5, electricity 5, acid 5
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Offense
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Speed 30 ft.
Melee Dagger +1(1d4 19-20/×2)
Ranged Bow +3 (1d8/x3)
Spell-Like Abilities
. . 1/day—daylight
Cleric Spells Prepared (CL 1):
0 (4/day)
1 (4/day)
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Statistics
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Str 10, Dex 14, Con 12, Int 10, Wis 19, Cha 12
Base Atk +0; CMB +0; CMD 11
Feats Martial Weapon Proficiency (Longbow), Point blank shot
Traits Birthmark, Reactionary
Skills
Combat Gear Longbow, 16 arrows, 20 blunt arrows, dagger, harimaki
Other Gear Explorer's Outfit, cleric's kit 10 GP
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Special Abilities
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Channel Positive Energy 6 times 1d6 healing or harming undead
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Favored class: Cleric + sp
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
Selective Channel: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.