Telka Ibn Jad
Male dwarf cleric of Desna 6
CG Medium humanoid (dwarf)
Init +7;
Senses darkvision 60 ft.; Perception +18 (+20 to notice unusual stonework)
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Defense
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AC 24, touch 11, flat-footed 23 (+10 armor, +1 Dex, +3 shield; +2 deflection bonus vs. evil)
hp 45 (6d8+12)
Fort +8, Ref +4, Will +12; +2 vs. poison, spells, and spell-like abilities, +2 trait bonus vs. charm and compulsion; +2 resistance vs. evil
Defensive Abilities defensive training
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Offense
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Speed 40 ft.
Melee light mace +3 (1d6-1)
Special Attacks channel positive energy 2/day (DC 12, 3d6), hatred
Domain Spell-Like Abilities (CL 6th; concentration +12)
. . 9/day—bit of luck
Cleric Spells Prepared (CL 6th; concentration +12)
. . 3rd—blindness/deafness (DC 19), fly[D], magic circle against evil, water walk
. . 2nd—aid[D], bull's strength, hold person (DC 18), sound burst (2, DC 18), dealy poison
. . 1st—cause fear (DC 17), command (2, DC 17), longstrider[D], shield of faith (2)
. . 0 (at will)—detect magic, guidance, light, read magic
. . D Domain spell; Domains Luck, Travel
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Statistics
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Str 8, Dex 12, Con 14, Int 14, Wis 22, Cha 8
Base Atk +4; CMB +3; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Additional Traits, Heavy Armor Proficiency, Improved Initiative
Traits birthmark, observant, poverty-stricken, reactionary
Skills Acrobatics -5 (-1 to jump), Appraise +6 (+8 to assess nonmagical metals or gemstones), Diplomacy +10, Heal +12, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +9, Perception +18 (+20 to notice unusual stonework), Profession (scribe) +10, Sense Motive +17, Spellcraft +8, Survival +13; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Ancient Osiriani, Common, Dwarven, Hallit, Polyglot, Tien
SQ agile feet (9/day), good fortune (1/day)
Magic Itemslesser extend metamagic rod, 3 pearls of power (1st level), cloak of resistance +1, handy haversack, headband of inspired wisdom +2
Consumables oil of daylight, potion of spider climb, scroll of air walk, scroll of calm emotions, scroll of comprehend languages (x2), scroll of delay poison, scroll of invisibility purge (x2), scroll of lesser (x2) restoration, scroll of magic stone (x2), scroll of magic weapon (x2), scroll of obscuring mist, scroll of protection from evil, scroll of remove fear, scroll of remove fear (x2), scroll of resist energy (x4), scroll of tongues (x2), wand of bless (31 charges), wand of cure light wounds (35 charges), wand of protection from evil (7 charges)
Mundane Equipment acid (2), alchemist's fire (2), antitoxin (2), healer's kit, holy water (4), backpack, courtier's outfit, flint and steel, ink, inkpen, jewellry (worth 50 gp), masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, paper (10), silk rope (50 ft.), spell component pouch, wooden holy symbol of Desna, wooden holy symbol of Desna
Weapons and Armour +1 full plate, +1 heavy wooden shield, light mace
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Special Abilities
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Agile Feet (9/day) (Su) For 1 rd, you ignore difficult terrain.
Bit of Luck (9/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 3d6 (2/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Good Fortune (1/day) (Ex) As an immediate action, reroll a die before result is known. Must take 2nd roll.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.