About Vaclav RennetVaclav Rennet
Defense : (Current HP 27)
Ring of Force Shield:
(8500 gp) An iron band, this simple ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action. Offense : BAB +4, CMB +6 , CMD +18
Channel Energy (Su): 3d6 x5/day 30’ radius, selective channel can leave out 2 creatures (based on Ch mod) 2 used.
Channel Energy (Su):
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. Selective Channeling You can choose whom to affect when you channel energy. Prerequisite: Cha 13, channel energy class feature. Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected. Appearance: Vaclav is a solidly, but not powerfully, built man of slightly less than average height. His olive skin and black hair indicate Varisian descent, although his features are somewhat rounder than the Varisian ideal. Grey is just starting to creep into his short goatee and closely cropped black hair. But for the wooden longbow symbol of Erastil dangling from his belt, his well-traveled gear and upright bearing might lead the casual observer to deduce that he is a common mercenary. Abilities
Stat Calcs and Hit point history:
5+5+2+1+7+5, Racial +2 W
Hit Points : 1st - 9 2nd 2nd level 5 3rd level 2 4th level 5; 5th level 1; 6th level 3; Level based ability boost 4th Wis Spells: orisons 4, 1st lvl 4+1, 2nd 4+1, 3rd 3+1 Orisons: light , detect magic, guidance, resistance 1st: bless (d), protect(evil), shield of faith, obscuring mist
Typical spell loads:
Utility Orisons: light, detect magic, detect poison, guidance
1st: protection from evil(d), bless water, comprehend languages, command, bless 2nd:align weapon(d), augury, delay poison, zone of truth 3rd: prayer(d), remove disease, remove blindness/deafness Combat Orisons: light , detect magic, guidance, resistance 1st: bless (d), protect(evil), shield of faith, obscuring mist
Spells for tomorrow? remove disease, detect evil, status, protection from evil,
Domains Community Domain:
Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Unity (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th. Domain Spells: 1st—bless, 2nd—shield other, 3rd—prayer, 4th—imbue with spell ability, 5th—telepathic bond, 6th—heroes' feast, 7th—refuge, 8th—mass cure critical wounds, 9th—miracle. Good Domain :
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only). Trait and Feats: :
Citybred(Magnimar)(+1 Reflex saves, +2 Diplomacy), Longbow Proficiency (cleric of Erastil) Point Blank Shot (+1 hit and dam inside 30’) (Human Bonus Feat), Precise Shot (no to hit penalty shooting into melee) (1st level), Selective Channeling(3rd level) Weapon Focus (Longbow)(5th level) Skills:
(2/level+ 1/level human = 3 pts/level = 18 pts )
Craft(bows) 5 = 2 +0 I +3 cleric
Untrained:
Other Gear:
(Load Limits: 58 light, 116 medium, 175 heavy. Load ~40 lbs. +73 with pack ) wooden holy symbol, platinum ring
Belt pouch -- tinderbox, 3 tindertwigs, flask of oil, silver holy symbol . Aylmora's gift: Oil of Magic Weapon 1 large platinum ring Backpack: (73 pounds)
Bucket
1150 gp 5 sp cp Back at the Cathedral:
Back History: :
Born in Magnimar to a Chelaxian cheese-maker and his Varisian second wife. Dedicated to the local temple of Erastil at age 6, though Mom still came to visit. Didn't like the strict, verbally abusive Temple Elder. Didn't do well in his studies. Ran away at age 14, renouncing religion all together. Drifted for 3 years.
Ended up in the Korvosan military as an archer. Did a tour in the Mindspin Mountains under the leadership of some Hellknights. Fought goblins, orcs and, once, a hunting party of hill giants. Starting praying to many other gods because there are no atheists in foxholes. Drummed out after 9 undistinguished years because of some difficulties in the quartermaster corps. Joined a mercenary band, which was hired by a greedy incompetent noble to help annex some of his neighbor's demesne. The battle was a rout; Vaclav was left dying on the battlefield. In desperation he turned again to Erastil, who heard his plea and healed him enough to stagger away, leaning on a broken longbow. Since then he's drifted from temple to temple, working as a gopher or guard, trying to understand Erastil's plan for him. Because of his unusual history and a tendency to not hold his drink, he's often not well received in the wealthier, more urban temples, but in the poorer temples of rural communities, where the trappings of religion are less important he often finds acceptance for short periods of time. Vaclav was traveling from Magnimar to Sandpoint carrying supplies for the festival at the opening of the Sandpoint temple when he stopped for the night at a roadside camping spot. Soon a pair of Varisian travelers joined him over his small fire. They had a pair of rabbits; Vaclav had a tun of sacramental wine. It was only natural that he play the host. When he woke up the next morning the sun was high and the Varisians were gone -- along with his mare and all her baggage. At least they left his bow, forgotten at the edge of a thicket, and a full wineskin, an ironic gift. Vaclav arrives in Sandpoint a day late, and footsore. Hollis the Acolyte:
S 12 Dex 16 Co 10 Int 10 Wis 14 Ch 10 BAB 0 CMB +1 CMD 14 F +2 W +4 R +3 Hp 5 Channel 1d6 Holy Symbol
Domains, Good and Plant Typ Spells : Light Mending Stabilize
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