Sandpoint Cleric

Thaddeus Forktongue's page

14 posts. Alias of scranford.


Full Name

Thaddeus Forktongue

Race

Human

Classes/Levels

Cleric 1

Gender

Male

Size

Medium

Age

28

Special Abilities

See Spoiler

Alignment

LN

Deity

Chaniud

Location

Hazuk, Bazareene

Languages

Trade tongue,

Strength 16
Dexterity 8
Constitution 15
Intelligence 10
Wisdom 18
Charisma 15

About Thaddeus Forktongue

Character Sheet

Spoiler:

THADDEUS CR 1/2
Male Human Cleric 1
LN Medium Humanoid (Human)
Init -1; Senses Perception +4
--------------------
DEFENSE
--------------------
AC 16, touch 9, flat-footed 16. . (+5 armor, +2 shield, -1 Dex)
hp 12 (1d8+4)
Fort +3, Ref -1, Will +6
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Heavy Shield Bash -1 (1d4+3/20/x2) and
. . Gauntlet (from Armor) +3 (1d3+3/20/x2) and
. . Longsword +3 (1d8+3/19-20/x2) and
. . Spear +3 (1d8+4/20/x3) and
. . Unarmed Strike +3 (1d3+3/20/x2)
Ranged Crossbow, Light -1 (1d8/19-20/x2)
Spell-Like Abilities Lore Keeper (At will), Rebuke Death (7/day)
Cleric Spells Known (CL 1, 3 melee touch, -1 ranged touch):
1 (2/day) Shield of Faith (DC 15), Bless, Cure Light Wounds (DC 15)
0 (at will) Purify Food and Drink (DC 14), Detect Magic, Light
--------------------
STATISTICS
--------------------
Str 16, Dex 8, Con 13, Int 10, Wis 18, Cha 15
Base Atk +0; CMB +3; CMD 12
Feats Toughness +3
Traits Focused Mind, Scholar of the Great Beyond: Knowledge (History)
Skills Acrobatics -7, Climb -3, Diplomacy +6, Escape Artist -7, Fly -7, Heal +8, Knowledge (Religion) +4, Ride -7, Spellcraft +4, Stealth -7, Swim -3
Languages Common, Trade Tongue
SQ Aura (Ex), Channel Positive Energy 1d6 (5/day) (DC 12) (Su), Cleric Domain: Healing, Cleric Domain: Knowledge, Spontaneous Casting
Combat Gear Crossbow, Light, Longsword, Scale Mail, Shield, Heavy Wooden, Spear; Other Gear Holy symbol, wooden: ????, Pouch, belt (2 @ 1.4 lbs), Rope, hempen (50 ft.), Sack (3 @ 12 lbs), Sack (empty), Sunrod (2), Waterskin, Whetstone, Small silver token
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (5/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Healing Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain: Knowledge Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Focused Mind +2 to Concentration checks
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 20.
Rebuke Death (7/day) (Sp) Heal 1d4 damage to creatures at negative HP.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Super duper top secret DM only Character sheet.

Spoiler:

THADDEUS CR 1/2
Male Human Cleric 1
LN Medium Humanoid (Human)
Init -1; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 16, touch 9, flat-footed 16. . (+5 armor, +2 shield, -1 Dex)
hp 13 (1d8+5)
Fort +4, Ref -1, Will +6
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Heavy Shield Bash -1 (1d4+3/20/x2) and
. . Gauntlet (from Armor) +3 (1d3+3/20/x2) and
. . Longsword +3 (1d8+3/19-20/x2) and
. . Spear +3 (1d8+4/20/x3) and
. . Unarmed Strike +3 (1d3+3/20/x2)
Ranged Crossbow, Light -1 (1d8/19-20/x2)
Spell-Like Abilities Lore Keeper (At will), Rebuke Death (7/day)
Cleric Spells Known (CL 1, 3 melee touch, -1 ranged touch):
1 (2/day) Shield of Faith (DC 15), Bless, Cure Light Wounds (DC 15)
0 (at will) Purify Food and Drink (DC 14), Detect Magic, Light
--------------------
STATISTICS
--------------------
Str 16, Dex 8, Con 15, Int 10, Wis 18, Cha 15
Base Atk +0; CMB +3; CMD 12
Feats Alertness, Toughness +3
Traits Focused Mind, Scholar of the Great Beyond: Knowledge (History)
Skills Acrobatics -7, Climb -3, Diplomacy +6, Escape Artist -7, Fly -7, Heal +8, Knowledge (Religion) +4, Perception +6, Ride -7, Sense Motive +6, Spellcraft +4, Stealth -7, Swim -3
Languages Trade Tongue
SQ Aura (Ex), Channel Positive Energy 1d6 (5/day) (DC 12) (Su), Cleric Domain: Healing, Cleric Domain: Knowledge, Spontaneous Casting
Combat Gear Crossbow, Light, Longsword, Scale Mail, Shield, Heavy Wooden, Spear; Other Gear Holy symbol, wooden: ????, Pouch, belt (2 @ 1.4 lbs), Rope, hempen (50 ft.), Sack (3 @ 12 lbs), Sack (empty), Sunrod (2), Waterskin, Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (5/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Healing Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain: Knowledge Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Focused Mind +2 to Concentration checks
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 20.
Rebuke Death (7/day) (Sp) Heal 1d4 damage to creatures at negative HP.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
--------------------
Psionics (sp): Poison at the Sorcerer Spell (DC15), Polymorph self, into snake or snakelike forms only.

Poison Bite (Ex): Inject venom only when grappling with a foe with exposed skin. (DC12 + 1/2 level) for 1d4 CON damage, then 1-minute later 1d4 CON. Kissing reduces the DC by 2.

Yuan-ti Blood: For all special abilities and effects, tainted ones are considered Yuan-ti. They also cannot become ghosts.

Poison Immunity: Tainted ones are immune to all forms of snake venom, including their own poison.

Spell Resistance: Tainted ones gain SR 12 +1 per 3 levels. SR13.

Tainted ones gain Alertness as a bonus feat.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.