Mystic Theurge

Tibearius's page

160 posts. Organized Play character for Purple Dragon Knight.


Full Name

Tibearius

Race

Cleric 2 (Desna) - Init +1, Senses: Perception +3, AC 18/ touch 11/ ff 17; hp 15/15, F+4, R+1, W+6, Speed 40 ft.

Classes/Levels

Bit of Luck 6/6; Agile Feet 6/6; Channels 3/5; Buffs: longstrider, bless, inspire courage.

Gender

* * * * * C O R E * * * * * Male CG Human

Size

Medium

Age

24

Deity

Desna

Location

On the road again!

About Tibearius

Tibearius
Male Human cleric 2
CG Medium humanoid (human)
Init +1, Senses Perception +3
Aura aura of chaos, aura of good,
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DEFENSE
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AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield, )
hp 15 ((2d8)+2)
Fort +4, Ref +1, Will +6
Defensive Abilities bit of luck (6/day),
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OFFENSE
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Speed 30 ft., Agile Feet (6/day)
Melee mace, heavy +2 (1d8+1)
Melee +1 light wooden shield -2 (1d3+1)
Melee dagger +2 (1d4+1/19-20)
Ranged dagger (thrown) +2 (1d4+1/19-20)
Melee longspear +2 (1d8+1/x3)
Melee starknife +2 (1d4+1/x3)
Ranged starknife (thrown) +2 (1d4+1/x3)
Special Attacks Channel Positive Energy (1d6, DC 13, 5/day),

Prepared Spells
Cleric (CL 2nd; concentration +5)
1st-bless(2), longstrider(DC ), protection from evil(DC 14)
0th-create water, detect magic, guidance(DC 13), light
*:Domain spell.
Deity Desna; Domains Luck, Travel,
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TACTICS
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STATISTICS
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Str 13, Dex 12, Con 13, Int 12, Wis 16, Cha 14,
Base Atk +1; CMB +2; CMD 13
Feats Combat Casting, Selective Channeling
Skills Bluff +8, Diplomacy +6, Heal +8, Knowledge (Arcana) +5, Knowledge (Religion) +6, Sense Motive +7, Spellcraft +5,
Traits Fast-Talker, Sacred Conduit,
Languages Common, Sylvan
SQ agile feet (6/day), aura, aura of chaos, aura of good, bonus feat, orisons, skilled, spontaneous casting,
Combat Gear candles (10), torch (10),
Other Gear mace, heavy, scale mail, +1 light wooden shield, pouch, belt, holy text (cheap), flint and steel, mess kit, soap, spell component pouch, waterskin, holy symbol, wooden, dagger (2), longspear, starknife (2), 249.19 gp
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SPECIAL ABILITIES
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Agile Feet (Su) As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability 6 times per day.

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 moderate chaotic aura.

Aura of Good (Ex) You project a moderate 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 6 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 13 Will save to halve the damage. You can use this ability 5 times per day.

Domains

Fast-Talker You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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.

Sacred Conduit Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have survived). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

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).