Full Name |
Zemi Shay'Amon |
Race |
Human |
Classes/Levels |
Cleric 1 |
Gender |
M |
Size |
M |
Age |
16 |
Special Abilities |
Channel Energy (Negative), Knowledge Domain, Healing Domain |
Alignment |
LN |
Deity |
Arori |
Languages |
Taldane (common), Celestial, Infernal, Draconic |
Strength |
10 |
Dexterity |
10 |
Constitution |
10 |
Intelligence |
14 |
Wisdom |
16 |
Charisma |
16 |
About Zemi Shay'Amon
Character Name: Zemi Shay’amon
Player Name:
Alignment: LN
Race: Human
Deity: Irori
Class: Cleric
B.A.B. +0
H.P. Total 9
Current ( )
AC: 16
Stats:
00Strength 10
00Dexterity 10
00Constitution 10
05Intelligence 14
05Wisdom 16
10Charisma 16
Abilities:
Aura (Lawful)
Channel Energy (Negative)
(1d6) (DC 14) 6/d
Healing Domain
-Rebuke Death 3+wis / day
Knowledge Domain
-Lore Keeper
Feats:
Cleric: Improved Unarmed
Selective Channeling
Combat Casting
Equipment
Chain Mail
Explorer’s outfit
50’ silk rope
Backpack
Light Crossbow
30 bolts
Languages
Taldane (common)
Celestial
Infernal
Draconic
saves
Base Stats Misc Total
Fort +2 +0 = +2
Reflex +0 +0 = +0
Will +2 +3 = +5
Skills
Ranks Stats Misc Total
Acrobatics -5
Appraise
Bluff
Climb -5
Craft
Diplomacy 1 +3 +3 = +7
Disable Device
Disguise
Fly
Handle Animal
Heal
Intimidate
Knowledge: Arcana
Knowledge: Dungeoneering
Knowledge: Engineering
Knowledge: Geography
Knowledge: History 1 +2 +3 = +6
Knowledge: Local 1 +2 +3 = +6
Knowledge: Nature
Knowledge: Nobility & Royalty
Knowledge: Religion
Knowledge: The Planes
Linguistics 1 +2 +3 = +6
Perception
Perform
Profession:
Ride
Sense Motive 1 +3 +3 = +7
Sleight of hand
Spellcraft
Stealth
Survival
Swim -10
Use Magic Device
Human Racial Traits
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Healing Domain
Deities: Irori, Pharasma, Sarenrae.
Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Healer’s Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.
Knowledge Domain
Deities: Calistria, Irori, Nethys, Norgorber, Pharasma.
Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.
Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.
Traits
Sacred Conduit (Faith): Your birth was particularly painful and difficult for your mother, who needed potent divine agic 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.
Focused Mind (Magic): Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.