Duke Arvanoff

Yngvar Sundheim's page

39 posts. Organized Play character for GM Harpwizard.


Full Name

Yngvar Sundheim

Race

Human (Ulfen) Cleric 5

About Yngvar Sundheim

76576-4
Yngvar Sundheim
Male human (Ulfen) cleric of Sarenrae 4
NG Medium humanoid (human)
Init +0; Senses Perception +7
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Defense
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AC 17, touch 10, flat-footed 17 (+6 armor, +1 shield)
hp 28 (4d8+5)
Fort +5 (+5 circumstance bonus vs. cold weather), Ref +1, Will +8
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 scimitar +4 (1d6+4/18-20) or
. . mwk cold iron heavy mace +4 (1d8+3) or
. . scimitar +3 (1d6+3/18-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks channel positive energy 4/day (DC 13, 2d6)
Domain Spell-Like Abilities (CL 4th; concentration +8)
. . 7/day—fire bolt (1d6+2 fire), rebuke death (1d4+2)
Cleric Spells Prepared (CL 4th; concentration +8)
. . 2nd—bull's strength, cure moderate wounds[D], lesser restoration, spiritual weapon
. . 1st—bless, bless, burning hands[D] (DC 15), endure elements, remove fear
. . 0 (at will)—detect magic, guidance, purify food and drink (DC 14), stabilize
. . D Domain spell; Domains Fire, Healing
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Statistics
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Str 13, Dex 10, Con 12, Int 12, Wis 19, Cha 13
Base Atk +3; CMB +3; CMD 14
Feats Extra Channel, Power Attack, Selective Channeling
Traits armor expert, flame of the dawnflower
Skills Acrobatics -3 (-7 to jump), Appraise +5, Diplomacy +8, Heal +8, Intimidate +2, Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +6, Perception +7, Sense Motive +8, Spellcraft +6
Languages Abyssal, Common, Skald
Combat Gear wand of cure light wounds, oil (2); Other Gear mwk breastplate, light steel shield, +1 scimitar, light crossbow, mwk cold iron heavy mace, scimitar, backpack, bedroll, belt pouch, cold weather outfit, flint and steel, hooded lantern, silver holy symbol of Sarenrae, waterskin, 3,291 gp, 5 sp
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Special Abilities
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Armor Expert -1 Armor check penalty.
Cleric Channel Positive Energy 2d6 (4/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cold weather outfit +5 Fort save vs. cold weather.
Fire Bolt 1d6+2 fire (7/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Flame of the Dawnflower +2 damage with a scimitar on a critical hit.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rebuke Death (7/day) (Sp) As a standard action, touch heals 1d4+2 dam to negative HP target.
Selective Channeling Exclude targets from the area of your Channel Energy.