Theodric DeSoldon
Male human (Taldan) cleric of Sarenrae 1
NG Medium humanoid (human)
Init +2; Senses Perception +3
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Defense
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AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4-1/19-20) or
. . light mace +2 (1d6-1) or
. . scimitar -1 (1d6-1/18-20)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 12, 1d6 [+1 vs. undead]), sun's blessing
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—fire bolt (1d6 fire)
Cleric Spells Prepared (CL 1st; concentration +4)
. . 1st—burning hands[D] (DC 14), magic weapon, shield of faith
. . 0 (at will)—light, spark[APG], stabilize (DC 13)
. . D Domain spell; Domains Fire, Sun
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Statistics
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Str 8, Dex 14, Con 12, Int 14, Wis 16, Cha 14
Base Atk +0; CMB -1; CMD 11
Feats Martial Weapon Proficiency (scimitar), Noble Scion of Lore[ISWG], Weapon Finesse
Traits dangerously curious, fast-talker
Skills Bluff (1) +7, Diplomacy (0) +2, Knowledge (arcana) (1) +7, Knowledge (nobility) (1) +9, Knowledge (religion) (1) +7, Spellcraft (1) +6, Use Magic Device (1) +7
Languages Common, Draconic, Kelish
Favored Class Bonus (Cleric) hp +0; skill ranks +1
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Special Abilities
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Channel Positive Energy (Su) (1d6, 5/day, DC 12) Positive energy heals the living and harms the undead; negative has the reverse effect.
Dangerously Curious (Ex) Your natural curiosity about magic has led you to play with dangerous arcane items. You gain Use Magic Device as a class skill and a +1 Trait bonus on checks with that skill.
Fast Talker (Ex) You have a silken tongue and a way of convicing others that what you say is true...even when it isn't. You gain Bluff as a class skill and gain a +1 trait bonus on Bluff checks.
Fire Bolt (Sp) (1d6 fire, 6/day) As a standard action, ranged touch attack deals fire damage to foe within 30 ft.
Noble Scion of Lore (Ex) You are a member of a proud noble family, and gain +2 bonus on all Knowledge (nobility) checks. Due to your formal education, you also gain a +1 bonus on all Knowledge checks.
Sun's Blessing (Su) +1 to channel damage vs. undead, and they don't get channel resistance.
Weapon Finesse (Ex) You are trained to use your agility rather than brawn when fighting. When using a light or finesse melee weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Prestige Points 2
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Gear
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Weapons and Armor: haramaki[UC], crossbow bolts (10), dagger, light crossbow, light mace, scimitar
Alchemical Items: <none>
Magic Items (consumable): potion of cure light wounds, wand of burning hands (CL3, 4 charges)
Magic Items (permanent): <none>
Other Gear: backpack, belt pouch, candle (7), explorer's outfit (worn), courtier's outfit, ink, inkpen, copy of The Birth of Truth and Light (in Kelish), parchment (3), scroll case, silver holy symbol (ring), snuffbox, tin, spell component pouch
Money & Treasure: 101 gp, 2 sp, 5 cp; misc. jewelry worth 100 gp.
[ ][ ] Defeat an outsider that has the evil subtype or an undead creature whose CR is at least equal to your character level.
[ ][ ] Defeat a divine spellcaster whose patron is an evil deity and whose CR is at least equal to your character level.
[ ][ ] Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair treatment until he can safely be released, ransomed, or delivered to authorities for justice. Alternatively, allow such an enemy combatant with no means of escape to flee without further harm.
[ ] Forgo your Downtime and succeed at a Diplomacy, Knowledge (local), or Perform (oratory) check with a DC equal 15 + your character level to organize a charity event. Alternatively, donate resources worth 100 gp per character level to charity.
[ ] Rescue a named NPC who is a divine spellcaster with a good-aligned deity or a named outsider with the good subtype. Alternatively, collaborate with the NPC to overcome an obstacle directly related to the PCs’ success conditions, such as defeating a foe; summoned outsiders do not contribute to this goal, but called ones do if not coerced into service.
[ ] Have a number of ranks equal to your character level (minimum 4) in Diplomacy, Heal, or Knowledge (religion).
[ ] In the course of an adventure, purify a corrupted object or location, or remove an evil force that is possessing or otherwise controlling a creature.
[ ][ ][ ]/[ ][ ] Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.