Full Name |
Wil Shepherd |
Race |
Human |
Classes/Levels |
Cleric 1 |
Gender |
Male |
Size |
Medium |
Age |
22 |
Alignment |
CN |
Deity |
Cayden Cailean |
Languages |
Common |
Occupation |
Dilettante |
Strength |
10 |
Dexterity |
14 |
Constitution |
12 |
Intelligence |
8 |
Wisdom |
18 |
Charisma |
14 |
About Wil Shepherd
About Wil Shepherd
Wil Shepherd
Male Human Cleric/1
CN Medium Humanoid (Human)
Init +2
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DEFENSE
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AC 19, touch 12, flat-footed 17 (+6 armor, +1 shield)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +6
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OFFENSE
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Speed 30 ft. (20ft w/armor)
Melee- Rapier +2 (1d6+0 18-20/x2)
Ranged- Light Crossbow +2 (1d8 19-20/x2)
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STATISTICS
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Str 10, Dex 14, Con 12, Int 8, Wis 18, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats- Combat Reflexes, Weapon Finesse
Traits- Rich Parents- You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure anyway, you enjoyed a one-time benefit to your initial finances and your starting cash increases to 900 gp.
- Fencer- You trained long hours as a youth with blades, either taking lessons in the genteel art of fencing from tutors paid for by your parents or by being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on attacks of opportunity made with daggers, swords, and similar bladed weapons.
Skills- Craft (brewing) +3, Diplomacy +5
Languages Common
Equipment: silvered rapier, breastplate, masterwork buckler, light crossbow, 20 bolts, light warhorse, bedroll, riding saddle, saddle bags, 4 bottles of fine wine, bit and bridle, explorer's outfit, artisan's outfit, 2 noble's outfits, 59 gp, 27 sp, 20 cp
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CLERIC SPELLS
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0- Guidance, Mending, Virtue
1- Bless, Remove Fear, DS-Enlarge Person
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SPECIAL ABILITIES
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Aura
Channel Energy – Positive – 1d6 in 20-foot radius centered on cleric 5/day SV DC 12
Domains – Strength – Strength Surge – As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to +1 to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability 7/day
-Travel- Agile Feet – 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 7/day.
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Wil grew up wealthy. He always had the best. He loved visiting taverns and spending hours gambling and carousing. He never could understand why his father wanted him to spend time among the merchants. The deals were always so boring. Who cares how much grain costs in some city 3-days away. Wil never thought much about anything. But now his parents have threatened to cut him off and Wil needs to find a new source of income.