Full Name |
Tucker Burian |
Race |
Human (Andoran) |
Classes/Levels |
Cleric 5 (Qi Zhong), Monk 2; Init +2; Perception +10 |
Gender |
Male |
Size |
Medium |
Age |
33 |
Alignment |
NG |
Deity |
Qi Zhong |
Location |
Golarion |
Languages |
Common, Infernal |
Strength |
15 |
Dexterity |
14 |
Constitution |
14 |
Intelligence |
11 |
Wisdom |
18 |
Charisma |
15 |
About Tuck the Traveler
Tuck
NG Human male cleric 5/monk 2 (Qi Zhong)
Init: +2 ; Senses Perception +10
DEFENSE
AC 19, touch 17, flat-footed 16 (armor +2, dodge +1, monk +4, dex +2)*
hp 57 Fort +11(+10); Ref +10(+7); Will +13
Defense Abilities evasion
Special: Resistant Touch (7/day)
OFFENSE
Speed 30 ft.
Melee +8 heavy mace (1d8+2); unarmed strike +6 (1d6+2)
Space 5 ft.
Special Attacks Flurry of blows (unarmed or with heavy mace) +2/+2; Unarmed AoO at +8 (trait)
Spells (CL 7 (trait), Concentration +11) (4/4+1/3+1/2+1): Cleric 0: Resistance, detect magic, light, guidance; 1: Bane (DC15),protection from evil, bless (x2), divine favor; 2: inflict moderate wounds (DC 16), sound burst (DC 16), align weapon, spiritual weapon; 3: protection from energy, invisibility purge, inflict serious (DC 17)
STATISTICS
Str 15(13), Dex 14(12), Con 14(12), Int 11, Wis 18, Cha 15
Base Atk +4; CMB +6 (4+2); CMD +23 (10+5+2+2+4)*
Feats Extra channel, dodge, weapon focus (heavy mace), crusader’s flurry, combat reflexes (2 extra AoO), selective channeling (exclude 2).
Traits Bullied, magical knack.
Skill Acrobatics +6, Climb +6, Diplomacy +10, Perception +10, Sense Motive +13, Spellcraft +8, Stealth +7, Swim +7
SQ
Languages Common, Tian
Equipment Belt of Physical Perfection +2 (16,000), Bracers of Armor +2 (4,000), +1 heavy mace (2362), holy symbol tattoo (2@100), cleric’s kit (16), ioun torch (75), donkey mount (light horse cost/stats) (91 gp with tack: bit, bridle, saddle, and saddlebags), MW Lt Xbow & 30 bolts(338), wand of cure light wounds, 25 charges (375), 59 gp
SPECIAL ABILITIES
AC Bonus (Ex): When unarmored and unencumbered, add WIS (+4) bonus to AC and CMD.
Aura (Ex): Strong aura, LG.
Channel Energy (Su): Channel positive energy 3d6, Will save DC 14, 7/day (extra channel).
Domains: Healing, protection.
Evasion (Ex):
Flurry of Blows (Ex): Flurry as full-attack action.
Protection Domain: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 2 (1 for every two cleric levels you possess.) You can only use this ability on a creature that is below 0 hit points. You can use this ability 7 times per day (3 + your Wisdom modifier).
Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability 7 times per day (3 + yourWisdom modifier).
Stunning Fist (Ex): Fort save 17 or stunned (declare before attack), 3/day.
Unarmed Strike: Unarmed strike, lethal or nonlethal, for 1d8+1.
Protection Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field,7th—repulsion, 8th—mind blank, 9th—prismatic sphere.
Bullied: You were bullied often as a child, and you are now constantly ready to defend yourself with your fists when an enemy comes near. You gain a +1 trait bonus on attacks of opportunity attack rolls made with unarmed strikes. Note that this trait does not grant the ability to make attacks of opportunity with your unarmed strikes—you must have a level of monk, the Improved Unarmed Strike feat, or some other similar power to gain the use of this character trait. However, that doesn't prevent you from selecting this trait. You simply cannot make use of it until a later point if you do.
Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.