Othlo Janke

Tamir __'s page

8 posts. Alias of Foxy Quickpaw.


Full Name

Omar

Race

Human

Classes/Levels

Cleric of Desna (1)

Gender

Male

Alignment

CG

Deity

Desna

Strength 16
Dexterity 10
Constitution 12
Intelligence 10
Wisdom 14
Charisma 8

About Tamir __

Omar
Male Human cleric 1
CG Medium humanoid (human)
Init +6, Senses Perception +2
Aura aura of chaos, aura of good,
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DEFENSE
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AC 14, touch 10, flat-footed 14 (+4 armor, )
hp 10 ((1d8)+2)
Fort +3, Ref +0, Will +4, +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects.
Defensive Abilities bit of luck (5/day),
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OFFENSE
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Speed 40 ft.
Melee greatsword +3 (2d6+4/19-20)
Melee dagger +3 (1d4+3/19-20)
Ranged dagger (thrown) +0 (1d4+3/19-20)
Melee heavy mace +3 (1d8+3)
Special Attacks Channel Positive Energy (1d6, DC 9, 2/day),

Prepared Spells
Cleric (CL 1st; concentration +3)
1st-divine favor(DC ), expeditious retreat(DC ), shield of faith(DC 13)
0th-create water, detect magic, light
*:Domain spell.
Deity Desna; Domains Exploration Subdomain, Luck,
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TACTICS
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STATISTICS
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Str 16, Dex 10, Con 12, Int 10, Wis 14, Cha 8,
Base Atk +0; CMB +3; CMD 13
Feats Improved Initiative, Martial Weapon Proficiency (Greatsword)
Skills Heal +6, Knowledge (Religion) +4, Sense Motive +6,
Traits Reactionary,
Languages Common
SQ aura, aura of chaos, aura of good, bonus feat, door sight, orisons, skilled, spontaneous casting,
Combat Gear rations (trail/per day) (5),
Other Gear greatsword, vestments (cleric's), chain shirt, backpack, common, grooming kit, rope (silk/50 ft.), flint and steel, mess kit, holy text (cheap), unholy symbol (wooden), bedroll, belt pouch, waterskin, spell component pouch, dagger, heavy mace, 50.2 gp
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SPECIAL ABILITIES
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Aura (Ex) 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).

Aura of Chaos (Ex) You project a faint chaotic aura.

Aura of Good (Ex) You project a faint good aura.

Bit of Luck (Sp) You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability 5 times per day.

Bonus Feat Humans select one extra feat at 1st level.

Channel Positive Energy

Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 9 Will save to halve the damage. You can use this ability 2 times per day.

Desert Child (desert) You were born and raised in rocky deserts. You are accustomed to high temperatures, and gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects.

Domains

Door Sight (Su) You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 7 inches. You can use this power 5 times per day.

No Racial Subtype You have chosen no racial subtype.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You 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).