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Gustav (SaintCaleth) Pathfinder Society

Updated: 5:26 PM 20 October, 2012 View: CHARACTER SHEET, text [stripped]

Gustav Von Keren
Male Human (Ulfen) Cleric 6
NG Medium Humanoid (human)
Init +3; Senses Perception +18
AC 21, touch 12, flat-footed 19 (+7 armor, +2 shield, +1 Dex, +1 dodge)
hp 45 (6d8+12)
Fort +7, Ref +3, Will +8
Speed 20 ft.
Melee  Light Shield Bash +4 (1d3+4/x2) and
. . +1 Adamantine Longsword +9 (1d8+5/19-20/x2) and
. . Silversheen Mace, Light +9 (1d6+4/x2)
Ranged Sling +5 (1d4+4/x2)
Special Attacks Sun's Blessing
Cleric Spells Prepared (CL 6, 8 melee touch, 5 ranged touch):
3 (3/day) Heroism (DC 16), Prayer, Water Walk (DC 16), Dispel Magic
2 (4/day) Spiritual Weapon, Heat Metal (DC 15), Inheritor's Smite, Admonishing Ray, Grace
1 (4/day) Divine Favor, Shield of Faith (DC 14), Bless, Burning Disarm (DC 14), Stone Shield
0 (at will) Stabilize, Create Water, Guidance, Light
Str 16/18, Dex 13, Con 14, Int 10, Wis 16, Cha 10
Base Atk +4; CMB +8; CMD 20
Feats Additional Traits, Dodge, Extra Channel, Power Attack -2/+4
Traits Exalted of the Society, Observant (Perception), Reactionary, Sacred Conduit
Skills Acrobatics -2, Climb +1, Diplomacy +8, Escape Artist -2, Fly -2, Heal +11, Knowledge (planes) +4, Knowledge (religion) +8, Perception +18, Ride -2, Sense Motive +9, Stealth -2, Swim +1
Languages Celestial, Common, Skald
SQ Aura, Cleric Channel Positive Energy 3d6 (6/day) (DC 16), Cleric Domain: Heroism, Cleric Domain: Sun, Cold weather outfit, Inheritor's Gauntlet (1/day), Spontaneous Casting, Temple (empty) (1/session), Touch of Glory (6/day)
Combat Gear +1 Adamantine Longsword, +1 Breastplate, +1 Consecrated Shield, Light Steel, Silversheen Mace, Light, Sling; Other Gear Alchemist's Fire Flask (2), Backpack (empty), Bedroll, Belt of Giant Strength, +2, Charcoal Stick (4), Cold weather outfit, Crowbar, Eyes of the Eagle, Grappling hook, Holy symbol, silver (Iomedae), Holy Water Flask (6), Inheritor's Gauntlet (1/day), Ioun Stone, Dark Blue Rhomboid (Cracked), Iron Spike (2), Pantograph, Parchment (sheet) (5), Pole, 10-foot, Rope, silk (50 ft.), Temple (empty) (1/session), Vial, ink or potion (3), Wand of Cure Light Wounds, Wand of Magic Stone, Wrist sheath, spring loaded (1 @ 0 lbs)
Special Abilities
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 3d6 (6/day) (DC 16) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Heroism Associated Domain: Glory
Cleric Domain: Sun Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Cold weather outfit +5 Fort save vs. cold weather.
Inheritor's Gauntlet (1/day) This metal gauntlet is the sort appropriate for wearing with chainmail, though versions for leather or full plate exist. Affixed to the wrist is a white cloth with a longsword embroidered in gold thread. Once per day, you can speak a command word to give the weapon you hold in that hand (or the gauntlet itself) a +1 enhancement bonus on attack and damage rolls for 1 minute.
If Iomedae is your patron, the gauntlet lets you count any sword you hold in that hand as your holy symbol. Once per day, you may speak a command word and give any sword you hold the powers of an evil outsider bane weapon for 1 minute; this effect ends if you drop the sword or remove the gauntlet.
If you use your finger to draw Iomedae's symbol on any solid surface, the symbol glows as brightly as a candle for 1 hour or until you draw the symbol elsewhere (whichever comes first).
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Sun's Blessing (Su) +6 to channel positive energy's damage to undead.
Temple (empty) (1/session) Can use Heal for Day Job rolls. Free cure mod/lesser restoration if activate.
Touch of Glory (6/day) (Sp) Grant +6 to a CHA-based skill or ability check.

(2012-04-03)       Crypt of the Everflame
(2012-04-10) 2-15: Shades of Ice Part 1: Written in Blood
(2012-04-17) 2-17: Shades of Ice Part 2: Exiles of Winter
(2012-04-21) 2-19: Shades of Ice Part 3: Keep of the Huscarl King
(2012-04-27) 1-51: The City of Strangers Part 1: The Shadow Gambit
(2012-04-30) 1-41: Among the Dead
(2012-05-19) 0-13: The Prince of Augustana
(2012-06-03) 0-24: Decline of Glory
(2012-06-20) 3-19: The Icebound Outpost
(2012-07-07)     : Shadow's Last Stand Part 2: Web of Corruption
(2012-10-11) 2-03: The Rebel's Ransom
(2012-10-14) 3-08: Song of the Sea Witch

Kassen's Blessing:
You carry a small charm from the spirit of Kassen. You may reroll a single attack roll, saving throw, or skill check after the roll is made but before the results are revealed. You must take the result of the second roll, even if it is worse. Once this ability has been used, cross it off the Chronicle. 

Conquest Day Boon:
You gain a +1 luck bonus on any saving throw against a dragon’s breath weapon. This bonus can be applied after a roll is made but before the results are determined. You may only use this ability once per saving throw. This ability may be used three times.

Dragonkiller: (from Scenario 2-17)
You defeated Aralantryx, the Shadow Lodge’s enslaved white dragon, and gained special insight into how to kill others of her kind. You may add an extra 1d6 points of damage to a single damage roll made against a true dragon at any time in the future. This damage stacks with other bonus damage such as sneak attack and is not multiplied on a critical hit. When this bonus has been used, cross Dragonkiller off your Chronicle sheet.

Snowmask Induction: (from Scenario 2-19)
You allied with the Snowmask Clan and returned Jedrek’s Shard to its place of honor beside Ranulf’s body. In thanks, you are ritually inducted into the Snowmask Clan with the title Snowmask Brother or Snowmask Sister. As part of this mystic ceremony, you gain the permanent benefits of endure elements but only in cold and only to temperatures of 0 degrees F and above; you gain no bonuses in extreme heat. This is a supernatural ability.

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