Ranger

Vhagor's page

35 posts. Organized Play character for Solicitor.


Full Name

# 279826-2 Vhagor Skrikal

Race

| HP: 11/14 | AC: 21 (14 Tch, 18 Fl) | CMB: +2, CMD: 15 | F: +4, R: +2, W: +5 | Init: +2 | Perc: +3, SM: +3

Classes/Levels

| Speed 20ft (Medium Armor+Load)| Channel Energy: 1/4 | Surge: 6/6 | Storm Burst: 6/6 | Spells: 1st 2/3 | Active conditions: +1 AC from boon

Gender

Male

Size

Medium

Age

24

Special Abilities

Channel Energy 4/4 | Surge 6/6 | Storm Burst 6/6

Alignment

N

Deity

Gozreh

Location

The Grand Lodge

Languages

Common

Occupation

Sailor

Strength 14
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 16
Charisma 12

About Vhagor

Vhagor Skrikal
Male Human Cleric (of Gozreh) 1
N M Humanoid
Init +2; Senses regular sight/hearing; Perception +3

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Defense
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AC 20, touch 13, flat-footed 17 (+5 armor, +2 Dex, +2 shield, +1 Dodge)
hp 14 (1d8)
Fort +4, Ref +2, Will +5
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Offense
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Base Atk +0; [ b]CMB [/b]+2; CMD 15
Speed 30 ft.
Melee
Trident +2 (1d8+2/x2)(P)(Brace and 10ft throwing range)
Ranged
Sling +2 (1d4+2/x2)(B)(50ft range)
Spell-Like Abilities
Surge: +4 CMB to either bullrush or drag an enemy, 30ft range
Channel Energy: 1D6 positive energy (to heal or harm undead) vs DC11 Will
Storm Burst: 30ft ranged attack, 1D6+1 nonlethal, target also suffers a -2 to attack for 1 round
Cleric Spells Prepared (CL 1):
(lvl0, unlimited) Light, Guidance, Stabilize
(lvl1, 3 a day) Bless x1, Shield of Faith x1, Obsuring Mistx1
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Statistics
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Abilities:

Str 14
Dex 14
Con 14
Int 8
Wis 16
Cha 12

Feats:

H1 Dodge
1 Toughness

Traits:

Trait 1 Seafarer (regional) +1 swim, always a class skill. +1 knowledge nature & geography while on the ocean
Trait 2 Poverty Stricken (social) +1 survival, always a class skill

Skills:
Total Skill points (2), Skills marked with * are class skills, first number indicates total skill points invested
1 Swim* +0 (+2 with just armor, +6 without shield/armor)
1 Profession Sailor* +7
0 Survival* +4
0 Perception +3
0 Sense Motive +3
0 Climb -4 (-2 with just armor, +2 without shield/armor)
0 Stealth -4 (-2 with just armor, +2 without shield/armor)
ACP: -6

Languages:

Language 1 Common

Cleric Features:

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities (Trident).
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Channel Energy (Su): A cleric can release a wave of positive energy by channeling the power of her faith through her holy (or unholy) symbol. 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 channel 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.
Spontaneous Casting: The cleric can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric 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).
Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Domains:

Domain 1: Water (Oceans subdomain)
Spells: 1st Obscuring Mist 2nd Slipstream 3rd Water Walk
Abilities
Surge (Su): As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain 2: Weather
Spells: 1st Obscuring Mist 2nd Fog Cloud 3rd Call Lightning
Abilities
Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Equipment:

Combat Gear
Equipment 1
Trident (4 lbs) Sling (0 lbs) Sling Bullets x10 (5 lbs) Scale Mail (30 lbs) Heavy Wooden Shield (15 lbs) Alchemist’s Fire x2 (2 lbs)
Other Gear
Equipment 2
Cleric’s Kit (32 lbs)(This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol), Shovel (8 lbs), crowbar (5 lbs)
Total weight: 101 lbs - medium load
Coin
16 GP, 17 SP 20 CP

Strength 14 - Light Load 58lbs or less - Medium Load 59-116 lbs - Heavy Load 117-175 lbs


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Other
Faction: The Concordance
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TRACKED RESOURCES
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Tracked Resource 1
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Special Abilities
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Ability Name (Type) Description