Artemis Entreri

Zimul's page

252 posts. Alias of Just a Mort.


Full Name

Zimul

Race

Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft |

Classes/Levels

| Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

Gender

M

Size

M

Alignment

CN

Deity

Bacchus

Strength 10
Dexterity 12
Constitution 13
Intelligence 10
Wisdom 16
Charisma 18

About Zimul

Zimul
Half Orc Cleric (Bacchus - Madness and Luck domains)
CN Humanoid
Init +3;
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Defense
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AC 16, touch 11 flat-footed 15
hp 25
Fort +5, Ref +3, Will +7
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Offense
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Speed 20 ft. (unless Ant hauled)
Melee club +1(1d6) or Cold Iron Dagger +1(1d4+0/19-20)
Cleric Spells Prepared (CL 3rd; concentration +6)
. . 1st — Bless (x2), Ant haul, Cause Fear (x1), Lesser confusion(Domain)
. . 2nd — Sound Burst, Summon Monster 2, Aid(domain)
. . 0 (at will)—Detect magic, Light, Create Water, Stabilize
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Statistics
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Str 10, Dex 12, Con 13, Int 10, Wis 16, Cha 18
Base Atk +0; CMB +1; CMD 12
Feats Selective Channels
Skills Diplomacy +8, Profession (Drunkard) +7, knowledge religion +4, linguistics +4, Profession (Brewer) +7

Traits Seeker, Reactionary

Racial Traits
Sacred Tattoo : +1 luck bonus to all saves

Gear Cold Iron Dagger, Silver Mace, club, Chain Shirt, Belt pouch, MW Backpack, 2 sacks, 2 Waterproof bags, Waterskin, Flint and Steel, Torch, Light crossbow, Silk Rope, String, 20 crossbow bolts, 5 sheets of paper, Ink, Inkpen, Grappling bolt, Charcoal, Spell component pouch, 2 wooden holy symbols of Bacchus, 3 days trail rations, 1 sack of flour, a bell, string, fishhook, signal whistle, 5 pieces chalk, compass, 2 pitons, 1 acid flask, 1 hammer, 1 wand of CLW, Buckler, Quarterstaff, Cauldron, Bucket

Languages: Orc, Common, Terran

Wt - 72.5 lbs (medium load, unless ant hauled)

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Special Abilities
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Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (6/day)

Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to ½ your cleric level (minimum +1) and a penalty to the other two types of rolls equal to ½ your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
(6/day)

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. (6 uses per day - DC 15 - Positive energy selected)

Variant channel negative energy to harm - Harm—Creatures are nauseated for 1 round. (DC 14 for negative energy)

Background:

Zimul was kicked out by his family for being a bum and a drunken sot. He's been told not to return until he's mended his ways(yeah like it'll ever happen). He livws from one party to another, and since he doesn't have much moolah, no one's been inviting him to parteh for a while. He's heard that adventuring brings good money. Maybe he can bum off an adventuring party for moolah so he can get money to parteh more?

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