Sanvil Trett

Zachorius's page

40 posts. Organized Play character for bluedove.


Full Name

Zachorius McDane

Race

Human (Ulfen)

Classes/Levels

Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach

Gender

HP 10/10 | Male

Size

M

Age

22

Deity

Cayden Cailean

About Zachorius

ZACHORIUS
Male Human (Ulfen) Cleric 1
CG Medium humanoid (human)
Init +2; Senses Perception +2,
Aura Aura of Chaos, Aura of Good,

DEFENSE

AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 shield, )
hp 10 (1d8)+2
Fort +3, Ref +2, Will +4

OFFENSE

Speed 30 ft., Agile Feet (5/day)
Melee longspear (two handed) +3 ((two handed) 1d8+4/x3)
Melee spiked gauntlet +3 (1d4+3)
Melee rapier +3 (1d6+3/18-20)
Melee buckler -1 (1d3+3)
Melee morningstar +3 (1d8+3)
Melee sickle +3 (1d6+3)
Ranged sling +2 (1d4+3)

Prepared Spells Prepared Spell List
Cleric (CL 1st):
1st - enlarge person* (DC 13) , protection from evil (DC 13) , resistance
0th - detect magic , light , bless
*: Domain spell.
Deity Cayden Cailean; Domains Strength, Travel,

STATISTICS

Str 16, Dex 14, Con 12, Int 8, Wis 14, Cha 14
Base Atk +0; CMB +3; CMD 15
Feats Combat Reflexes, Selective Channeling
Skills Acrobatics -3, Appraise -1, Bluff +2, Climb -2, Craft (Untrained) -1, Diplomacy +6, Disguise +2, Escape Artist -3, Fly -3, Heal +2, Intimidate +2, Knowledge (Religion) +3, Perception +2, Perform (Untrained) +2, Ride -3, Sense Motive +2, Stealth -3, Survival +2, Swim -2,
Languages Common, Skald
SQ Agile Feet (5/day), Aura, Aura of Chaos, Aura of Good, Bonus Feat, Channel Positive Energy (-1d6, DC 13, 5/day), Orisons, Skilled, Spontaneous Casting, Strength Surge (5/day),

Possessions longspear; spiked gauntlet; rapier; buckler; scale mail; cold-weather outfit; holy symbol (wooden); morningstar; sickle; tankard; Backpack, Common [ Rations (Trail/Per Day) (x7); Twine (50 ft.); Bread (Loaf) (x3); Cheese (Hunk) (x3); Meat (Chunk) (x3); Flint and Steel; ]; Scroll Case [ Scroll (Endure Elements); ]; Sling ; Sack [ Rope (Hemp/50 ft.) (x2); Ale (Gallon) (x5); Explorer's Outfit; Blanket (Winter); Bedroll; Pot (Iron); Waterskin (Filled); Sling Bullets (10); ];

SPECIAL ABILITIES

Agile Feet (Su) 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 5 times per day.
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Aura of Chaos (Ex) You project a faint chaotic aura.
Aura of Good (Ex) You project a faint good aura.
Beneficent Touch (Silver Crusade Faction) Once per day, when you cast a spell or use a class ability that heals hit point damage, reroll any 1s that appear on the dice and take the new roll (even if it is another 1).
Bonus Feat Humans select one extra feat at 1st level.
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal -1d6 points of positive energy damage to undead creatures or to heal living creatures of -1d6 points of damage. Creatures that take damage from channeled energy receive a DC 13 Will save to halve the damage. You can use this ability 5 times per day.
Domains: Strength , Travel
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Sacred Conduit Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure you survived; your mother may or may not have survived. In any event, the magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spontaneous Casting You can channel stored spell energy into healing spells that you 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).
Strength Surge (Sp) As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains a +1 enhancement bonus to melee attacks. combat maneuver checks that rely on Strength, Stregth-based skills, and Strength checks. You can use this ability 5 times per day.