Full Name |
Valin Halcyon |
Race |
| HP 82/82 | AC 31 T 13 FF 29 | CMB +16, CMD 29 | F: +13, R: +6, W: +12 | Init: +8 | Perc: +12 Sense Motive +10 |
Classes/Levels |
| Speed 30ft | Active conditions: None | |
Gender |
Male LG Fighter 8/ Cleric 2 |
Size |
M |
Age |
25 |
Special Abilities |
Indomitable Faith, Reactionary |
Alignment |
LG |
Location |
Absalom |
Languages |
Common |
Strength |
24 |
Dexterity |
14 |
Constitution |
14 |
Intelligence |
7 |
Wisdom |
14 |
Charisma |
7 |
About Valin Halcyon
Valin Halcyon
Male human (Varisian) cleric of Iomedae 2/fighter 8
LG Medium humanoid (human)
Init +8; Senses Perception +12
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Defense
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AC 31, touch 13, flat-footed 29 (+11 armor, +1 deflection, +2 Dex, +1 natural, +6 shield)
hp 82 (10 HD; 2d8+8d10+20)
Fort +13, Ref +6, Will +12 (+2 vs. fear)
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Offense
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Speed 30 ft.
Melee +2 adamantine bastard sword +18/+13 (1d10+12/17-20) or
. . mwk cold iron bastard sword +17/+12 (1d10+10/17-20) or
. . mwk silver bastard sword +17/+12 (1d10+9/17-20)
Ranged +1 composite longbow +10/+5 (1d8+4/×3)
Special Attacks channel positive energy 1/day (DC 9, 1d6), weapon training (heavy blades +1)
Domain Spell-Like Abilities (CL 2nd; concentration +4)
. . 5/day—battle rage (+1), touch of good (+1)
Cleric Spells Prepared (CL 2nd; concentration +4)
. . 1st—bless, divine favor 1/2), protection from evil[D]
. . 0 (at will)—detect magic, guidance, light, stabilize
. . D Domain spell; Domains Good, War
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Statistics
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Str 24, Dex 14, Con 14, Int 7, Wis 14, Cha 7
Base Atk +9; CMB +16; CMD 29
Feats Combat Reflexes, Exotic Weapon Proficiency (bastard sword), Improved Critical (bastard sword), Improved Initiative, Iron Will, Point-Blank Shot, Precise Shot, Quick Draw, Step Up, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Traits indomitable faith, reactionary
Skills Acrobatics -8, Climb +0, Knowledge (dungeoneering) +3, Perception +12, Profession (brewer) +10, Sense Motive +10, Survival +8 (+12 to avoid becoming lost), Swim +0
Languages Common, Varisian
SQ armor training 2
Combat Gear oil of bless weapon, potion of cure light wounds (3), potion of fly (2), potion of remove blindness/deafness, wand of cure light wounds, wand of cure light wounds (CL 3rd, 8 charges), alchemist's fire (4), antitoxin (2); Other Gear +2 full plate, +2 darkwood tower shield, +1 composite longbow (+3 Str), +2 adamantine bastard sword, arrows (40), mwk cold iron bastard sword, mwk silver bastard sword, amulet of natural armor +1, belt of giant strength +4, cloak of resistance +2, ring of protection +1, wayfinder, backpack, bedroll, chalk, flint and steel, grappling hook, hammer, mwk manacles, piton (3), silk rope (50 ft.), torch (3), torch (2), waterskin, wooden holy symbol of Iomedae, 3,836 gp, 4 cp
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Special Abilities
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Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Battle Rage +1 (5/day) (Sp) Touch ally to grant +1 to a melee dam for 1 rd.
Cleric Channel Positive Energy 1d6 (1/day, DC 9) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain (War) Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Touch of Good +1 (5/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades