Race |
Cleric 5 / Ranger 2 | 69/69 HP 21 AC | 13 Tch | 18 F | +8 F | +7 R | +8 W | 18 CMD | +5 CMB | +3 Ini |+8 Percp | +10 {+13 Gnt} Corrosive Longbow 1d8+1+1d6 {+2 G} X3 | +9 {+12 Gnt} Silver Spear 1d8-1 {+2 G} x2 | |
Classes/Levels |
Status: None | 7/7 Channel (3d6) | 50/50 Silver Arrows | 40/40 Arrows | 7/7 Binding Ties | 7/7 Enlarge |
Gender |
Status: None | |
Occupation |
Character Pic |
Homepage URL |
HERO LAB |
About Zekal Cooper
Special Attacks channel positive energy 7/day (DC 14, 3d6), combat style (archery), favored enemy (giants +2)
Cleric Spells Prepared (CL 5th; concentration +9)
. . 3rd—blindness/deafness (DC 17), create food and water[D], communal resist energy[UC]
. . 2nd—barkskin[D], lesser restoration, shield other, silence (DC 16)
. . 1st—bless (2), doom (DC 15), enlarge person[D] (DC 15), forbid action[UM] (DC 15)
. . 0 (at will)—create water, detect magic, light, purify food and drink (DC 14)
. . D Domain spell; Domains Community (Family[APG] subdomain), Plant (Growth[APG] subdomain)
""In reality, a giant died much the same as anything else did: screaming and sh**ing itself."
Kings Of The Wyld by Nicholas Eames
"Gold and gems make a man weak. Have what you need but no more."
The sun glints off the polished breastplate as the archer approaches. Dressed in green with silver thread he extends a hand to pick up the unfortunate sole the orc had bowled over as it fled.
"Do not worry. The protection of Erastil is on you. He will be seen to."
As he walks into the woods after the orc the sunlight glints off of silver thread embroidered on the seams of his pants and shirt. His bow does not glint or shine but instead has a sickly green tone to it. One step into the woods he is as good as gone.
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Zekal Cooper
Male human cleric of Erastil 5/ranger 2
NG Medium humanoid (human)
Init +3; Senses Perception +8
Aura enlarge
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Defense
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AC 21, touch 13, flat-footed 18 (+8 armor, +3 Dex)
hp 69 (7 HD; 5d8+2d10+9)
Fort +8, Ref +7, Will +8; +2 trait bonus vs. charm and compulsion
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4/19-20) or
. . mwk silver spear +6 (1d8-1/×3)
Ranged +1 corrosive longbow +10 (1d8+1/×3 plus 1d6 acid) or
. . cold iron javelin +8 (1d6) or
. . javelin +8 (1d6) or
. . silver javelin +8 (1d6-1)
Special Attacks channel positive energy 7/day (DC 14, 3d6), combat style (archery), favored enemy (giants +2)
Cleric Spells Prepared (CL 5th; concentration +9)
. . 3rd—blindness/deafness (DC 17), create food and water[D], communal resist energy[UC]
. . 2nd—barkskin[D], lesser restoration, shield other, silence (DC 16)
. . 1st—bless (2), doom (DC 15), enlarge person[D] (DC 15), forbid action[UM] (DC 15)
. . 0 (at will)—create water, detect magic, light, purify food and drink (DC 14)
. . D Domain spell; Domains Community (Family[APG] subdomain), Plant (Growth[APG] subdomain)
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Statistics
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Str 11, Dex 16, Con 12, Int 10, Wis 18, Cha 14
Base Atk +5; CMB +5; CMD 18
Feats Extra Channel, Point-Blank Shot, Precise Shot, Rapid Shot, Selective Channeling, Weapon Focus (longbow)
Traits birthmark, orphaned by giants
Skills Acrobatics +0 (-4 to jump), Climb +2, Craft (bows) +7, Diplomacy +10, Heal +8, Intimidate +6, Knowledge (nature) +9, Knowledge (religion) +9, Perception +8, Sense Motive +10, Stealth +5, Survival +8, Swim +2
Languages Common
SQ binding ties, track +1, wild empathy +4
Combat Gear silver arrows (50), antiplague[APG] (2), heatstone[ISWG], heatstone[ISWG], heatstone[ISWG], holy water (2); Other Gear +2 breastplate, +1 corrosive longbow, arrows (20), cold iron javelin, dagger, javelin (5), mwk silver spear, silver javelin, belt of incredible dexterity +2, efficient quiver, handy haversack, bedroll, belt pouch, flint and steel, grappling arrow[UE], holy text (Erastil)[UE], masterwork backpack[APG], masterwork tool, mess kit[UE], pair of platunium rings or wings (worth 50 gp) (2), silver holy symbol, spell component pouch, trail rations (20), 477 gp, 4 sp
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Special Abilities
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Binding Ties (5 rounds, 7/day) (Su) Transfer touched ally's condition to self, they are immune while you bear it.
Cleric Channel Positive Energy 3d6 (7/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Family)
Cleric Domain (Growth)
Enlarge (7/day) (Su) Swift action: Enlarge person on yourself.
Favored Enemy (Giants +2) (Ex) +2 to rolls vs. giants foes.
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.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Selective Channeling Exclude targets from the area of your Channel Energy.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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