Carousing Champion

Sylorin Molay's page

93 posts. Organized Play character for Wags :..


Full Name

Sylorin Molay

Race

Half Elf

Classes/Levels

Cleric / 1st

Gender

Male

Size

M

Age

29

Alignment

Neutral Good

Deity

Shelyn

Languages

Common,Elven

Strength 14
Dexterity 12
Constitution 14
Intelligence 11
Wisdom 17
Charisma 10

About Sylorin Molay

Sylorin Molay
Half-Elf Cleric of Shelyn 2
NG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +5
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Defense
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AC 17, touch 11, flat-footed 16 (+5 armor, +1 shield, +1 Dex)
hp 18 (1d8+2)
Fort +5, Ref +2, Will +6; +2 vs. enchantments
Immune sleep
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Offense
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Speed 20 ft.
Melee morningstar +2 (1d8+2)
Ranged sling +1 (1d4+2)
Special Attacks channel positive energy 3/day (DC 10, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +6)
. . 6/day—lightning arc (1d6 electricity), resistant touch
Cleric Spells Prepared (CL 1st; concentration +6):
1st—bless, divine favor, obscuring mist [D]
0 (at will)—detect magic, read magic, stabilize
[D] Domain spell; Domains Air, Protection
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Statistics
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Str 14, Dex 12, Con 14, Int 11, Wis 17, Cha 10
Base Atk +0; CMB +2; CMD 13
Feats Persuasive, Skill Focus (Diplomacy)
Traits elven reflexes, focused mind
Skills Diplomacy +9, Intimidate +2, Knowledge (religion) +4, Perception +5, Spellcraft +4; Racial Modifiers +2 Perception
Languages Common, Elven
SQ aura, domains (air, protection), elf blood
Combat Gear oil; Other Gear scale mail, light wooden shield, morningstar, sling, sling bullets (10), backpack, chalk, flask, hooded lantern, waterproof, reversible cloak, rope, trail rations (4), waterskin, 72 gp, 6 cp
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Air) Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.
Cleric Domain (Protection) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Focused Mind +2 to Concentration checks
Lightning Arc (1d6 electricity) (6/day) (Sp) 30' Ranged touch attack deals 1d6+0 Electricity damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Resistant Touch (6/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute.

Sylorin Molay
Male Half-Elf; Medium Humanoid ( Elf, Human )
Cleric1
Hit Dice:
(1d8)+2
Hit Points:
10
Initiative:
+3
Speed:
Walk 20 ft.
AC:
18 (touch 11, flatfooted 17)
Attacks:
*Morningstar +3; *Shield, Heavy Wooden -1; Sling +1;
Damage:
*Morningstar 1d8+3; *Shield, Heavy Wooden 1d4+1; Sling 1d4+3;
Vision:
Low-Light Vision
Face / Reach:
5 ft. / 5 ft.
Special Attacks:
Lightning Arc
Special Qualities:
Adaptability, Aura of Good, Elf Blood, Elven Immunities, Keen Senses, Low-Light Vision, Multitalented, Orisons, Resistant Touch, Spontaneous Casting, Variant Channeling - Protection, Weapon and Armor Proficiency
Saves:
Fortitude: +5, Reflex: +2, Will: +6
Abilities:
STR 16 (+3), DEX 12 (+1), CON 14 (+2), INT 11 (+0), WIS 17 (+3), CHA 10 (+0)
Skills:
Acrobatics: -5; Acrobatics (Jump): -9; Appraise: 0; Bluff: 0; Climb: -3; Craft (Untrained): 0; Diplomacy: 9; Disguise: 0; Escape Artist: -5; Fly: -5; Heal: 3; Intimidate: 2; Knowledge (Religion): 4; Perception: 5; Perform (Untrained): 0; Ride: -5; Sense Motive: 3; Spellcraft: 4; Stealth: -5; Survival: 3; Swim: -3;
Feats:
Persuasive, Skill Focus (Diplomacy)
Challenge Rating:
1/2
Alignment:
Neutral Good
Region: Jinin
Possessions: Morningstar; Shield, Heavy Wooden; Scale Mail; Monk's Outfit; Reversible Cloak (Common); Backpack, Common; Chalk (1 Piece); Flask (Empty); Lantern (Hooded/Waterproof); Oil (1 Pint Flask); Rations (Trail/Per Day); Rope (Silk/50 ft.); Bedroll; Sling Bullets (10); Holy Symbol (Wooden); Sling; Waterskin (Filled);

Deity: Shelyn Domains: Air (You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.) Protection (Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.)
Prepared Spells Prepared Spell List: Cleric (CL 1): 0th - detect magic , read magic (DC ) , stabilize (DC 13) 1st - bless , divine favor (DC ) , *obscuring mist
Cleric - Spells per Day: (3/2+1/0/0/0/0/0/0/0/ DC:13 + spell level); Known: Level 0: Bleed, Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Scrivener's Chant, Spark, Stabilize, Vigor, Virtue Level 1: Abstemiousness, Abundant Ammunition, Air Bubble, Ant Haul, Bane, Bless, Bless Water, Burning Disarm, Cause Fear, Command, Compel Hostility, Comprehend Languages, Cure Light Wounds, Dancing Lantern, Deadeye's Lore, Deathwatch, Decompose Corpse, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Diagnose Disease, Divine Favor, Doom, Endure Elements, Enhance Water, Entropic Shield, Fairness, Forbid Action, Gorum's Armor, Hairline Fractures, Haze of Dreams, Hide from Undead, Inflict Light Wounds, Know the Enemy, Liberating Command, Lighten Object, Magic Stone, Magic Weapon, Moment of Greatness, Murderous Command, Obscuring Mist, Obscuring Mist, Protection from Chaos, Protection from Evil, Protection from Law, Ray of Sickening, Read Weather, Reinforce Armaments, Remove Fear, Remove Sickness, Restore Corpse, Sanctify Corpse, Sanctuary, Sanctuary, Shield of Faith, Shield the Banner, Summon Minor Monster, Summon Monster I, Sun Metal, Tap Inner Beauty, Touch of Bloodletting, Unbreakable Heart, Weapons Against Evil