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About Spencer SparrowsongStats:
AC: 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) HP: 17 (2d8+2) Class + Con Saving Throws: Fort +5 Ref +2 Will +6
Base Attack:+1 CMB: +3 CMD: 15; Init: +2 Melee:
Ranged:
Magic: Cleric Spells Memorized (CL 2nd; concentration +5) [D] = Domain Spell 0th - (at will) - Light, Resistance, Guidance, Purity Food and Water 1st - Bless [D] , Protection from Evil, Summon Monster I, Entropic Shield
Feats: ... Point Blank Shot: You are especially accurate when making ranged attacks against close targets. You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. ... Precise Shot: You are adept at firing ranged attacks into melee. You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Traits: ... Observant: You have honed your skill to pay attention to your surrounding while training at the Pathfinder Grand Lodge. You gain +1 trait bonus to Perception checks and Perception is a class skill. ... Poverty Stricken: You gain a +1 bonus on Survival checks, and Survival is always a class skill for you. Skills: Survival +9, Knowledge Nature +5, Perception +9, Handle Animal +2 Languages: Common Racial Traits: ... Bonus Feat: Humans select one extra feat at 1st level. ... Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Class Abilities: ... Aura of Good: A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). ... Cleric Channel Positive Energy 1d6 (3/day, DC 10): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. ... Spontaneous Casting - Convert Spells to Healing: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name). An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).
Weapons and Armor: Breastplate Armor, Heavy Wooden Shield, Dagger, Sling, Club, Sickle, Longspear, MW Darkwood Composite Longbow Mighty+2, Arrows (40), Sling Stones (10), Wand of Cure Light Wounds, scroll of comprehend languages, scroll of endure elements, scroll of magic weapon, scroll of protection from evil, scroll of summon monster I Other Gear: Backpack, Belt pouch, Blanket, Flint and steel, Rope, Trail rations (3), Traveler's outfit, Waterskin (2), Whetstone, Wooden Holy Symbol of Erastil ....... Tracked Resources ....... scroll of comprehend languages
..... Encumbrance ..... Current Encumbrance: 99 lbs. Medium Load Light Load: 58 lbs. or less
Cleric Domains:
Animal ... Granted Powers:You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill. ... Speak with Animals: You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level. ... Animal Companion: At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions). ... Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange. Community ... Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds. ... Calming Touch: You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. ... Unity: At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th. ... Domain Spells: 1st—bless, 2nd—shield other, 3rd—prayer, 4th—imbue with spell ability, 5th—telepathic bond, 6th—heroes' feast, 7th—refuge, 8th—mass cure critical wounds, 9th—miracle. Guard Dog:
BEAR
Defense AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
Offense Speed 40 ft.
Statistics Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Tricks (3 per Int point) = 6
Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character. Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated. Guard (DC 20): The animal stays in place and prevents others from approaching. Appearance:
Spencer is just and average guy. He stands about 5' 10" with a wiry build weighting 155 lbs. He has medium brown hair and a face full of hair. He always wears his green traveling cloak with his bow slung over his back and quiver at his hip. His armor is made of hides from many animals and has a musky smell. He looks as if ready to go on a hunt. He is followed by his dog named Bear.
Personality:
Spencer is good hearted and gentle to all living things. He is always willing to help and very optimistic believing that even giving a little help will make a great improvement to the success of the task and to the community. The downside to Spencer's good nature is that he can sometimes take it to far and be obsequious. Being overly helpful when the situation or person does not call for it.
Purchases/Sold:
... Character Creation:(150 - 149) Hide Armor, Heavy Wooden Shield, Dagger, Sickle, Sling, Club, Longspear, Longbow, Arrows (40) Backpack, Belt pouch, Blanket, Flint and steel, Rope, Trail rations (3), Traveler's outfit, Waterskin (2), Whetstone, Wooden Holy Symbol of Erastil, Guard Dog ---------- Earned from The Temple of Empyeral Enlightenment: 512gp 2 PP ---------- Bought: Wand of Cure Light Wounds - 2 PP
Sold: Hide Armor + 7.5 gp ---------- Earned from Among the Living: 420 gp 2 PP ---------- Spent: Courtier's outfit -30 gp
---------- Earned from Mist of Mwangi: 509 gp 2 PP ---------- Spent:
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Scenarios Played:
PFS Info.:
PFS #: 62762-5 Character Name: Spencer Sparrowsong Character Level and Race: Cleric 2 Human Day Job Roll: None Faction: Grand Lodge Eagle’s Stats and Attacks:
[dice=Bite] 1d20+3 [/dice]
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
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