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Besnik (Provos) Pathfinder Society

Updated: 12:55 PM 28 August, 2012 View: CHARACTER SHEET, text [stripped]

Besnik
Male Halfling Cleric (Crusader) 10
CG Small Humanoid (halfling)
Init +5; Senses Perception +6
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Defense
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AC 26, touch 16, flat-footed 22 (+7 armor, +2 shield, +4 Dex, +1 size, +1 natural, +1 deflection)
hp 48 (9d8)
Fort +8, Ref +9, Will +11
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Offense
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Speed 30 ft., Dimensional Hop (90/day)
Melee +1 Darkwood Club +10/+5 (1d4+3/x2) and
   Dagger +9/+4 (1d3+2/19-20/x2)
Ranged +1 Darkwood Sling Staff, Halfling +13/+8 (1d6+3/x3)
Special Attacks Agile Feet (6/day)
Spell-Like Abilities Dimensional Hop (90/day), Light (At will)
Cleric (Crusader) Spells Prepared (CL 9, 9 melee touch, 11 ranged touch):
4 (1/day) Blessing of Fervor (DC 17), Dimension Door
3 (3/day) Prayer, Magic Circle against Evil (DC 16), Dispel Magic, Fly (DC 16)
2 (4/day) Surmount Affliction, Restoration, Lesser (DC 15), Locate Object, Spear of Purity (DC 15), Grace
1 (4/day) Divine Favor (x2), Longstrider, Bless, Liberating Command
0 (at will) Read Magic, Detect Magic, Mending
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Statistics
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Str 12/14, Dex 16/18, Con 10, Int 12, Wis 16, Cha 14
Base Atk +6; CMB +8; CMD 22
Feats Arc Slinger, Clustered Shots, Deadly Aim -2/+4, Martial Weapon Proficiency (Sling Staff, Halfling), Point Blank Shot, Precise Shot, Weapon Focus (Sling Staff, Halfling)
Traits Lettered, Sacred Touch
Skills Acrobatics +2, Bluff +3, Climb +0, Diplomacy +8, Escape Artist +2, Handle Animal +3, Heal +19, Knowledge (religion) +14, Linguistics +6, Perception +6, Ride +4, Sense Motive +16, Spellcraft +7, Stealth +6, Swim +0
Languages Abyssal, Celestial, Common, Halfling, Infernal
SQ Antitoxin (vial), Aura, Cleric (Crusader) Domain: Travel, Cleric Channel Positive Energy 5d6 (5/day) (DC 16), Cold weather outfit, Earplugs, Fearless, Furs, Ioun Torch, Legion's Blessing (4 creatures), Metamagic Rod, Quicken, Lesser, Ring of Sustenance, Silver Crusader, Spontaneous Casting, Temple (empty) (1/session), Warslinger, Wayfinder, Holy Symbol (empty) (Wayfinder, Holy Symbol), Weapon Cord
Combat Gear +1 Darkwood Buckler, +1 Darkwood Club, +1 Darkwood Sling Staff, Halfling, Adamantine Bullets, Sling (50), Bullets, Sharpstone (10), Cold Iron Bullets, Sling (50), Cold Iron Bullets, Sling (50), Dagger, Elven Chain +1; Other Gear Air Crystal, Alchemist's Fire Flask (2), Alchemist's Kindness (2), Amulet of Natural Armor +1, Antiplague (vial) (2), Antitoxin (vial), Beacon of Good, Belt of Physical Might, STR & DEX +2, Bloodblock (2), Bottle of Strong Brandy, Caltrops, Candle, Chalk, 1 piece, Charcoal Stick, Chirugeon's Bag, Cloak of Resistance, +1, Cold weather outfit, Custom Container, Earplugs, Feather Token, Lance, Fishhook (2), Flotation device, Furs, Handy Haversack (13 @ 36.625 lbs), Healer's kit (10 uses), Holy symbol, wooden (Desna), Holy Water Flask (2), Ioun Stone, Dark Blue Rhomboid (Cracked), Ioun Stone, Dusty Rose Prism (Cracked), Ioun Stone, Incandescent Blue Sphere (Cracked) (Heal), Ioun Stone, Mossy Disk (Cracked) (Knowledge [religion]), Ioun Stone, Mulberry Pentacle (Cracked), Ioun Stone, Turquoise Sphere (Cracked), Ioun Torch, Measuring Cord (10 ft.) (3), Metamagic Rod, Quicken, Lesser, Noble's outfit, Parchment (sheet) (2), Potion of Cure Light Wounds (2), Pouch, belt (110 @ 27.5 lbs), Pouch, belt (3 @ 2.72 lbs), Pouch, belt (7 @ 4 lbs), Ring of Protection, +1, Ring of Sustenance, Sack (3 @ 5.5 lbs), Scroll of Share Language, Communal, Sewing needle, Silver Crusader, Smelling Salts, Soothe Syrup (2), String (50'), Surgeon's Tools, Temple (empty) (1/session), Thread (50 ft.), Wand of Cure Light Wounds, Wayfinder, Holy Symbol, Wayfinder, Shining (empty), Weapon Cord, Whistle, Signal, Wrist sheath, spring loaded (1 @ 0 lbs), Wrist sheath, spring loaded (1 @ 0.5 lbs)
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TRACKED RESOURCES
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+1 Darkwood Club - 0/1
Adamantine Bullets, Sling - 6/50
Agile Feet (6/day) (Su) - 0/6
Alchemist's Fire Flask - 0/2
Antiplague (vial) - 0/2
Antitoxin (vial) - 0/1
Bloodblock - 0/2
Bullets, Sharpstone - 5/10
Cleric Channel Positive Energy 5d6 (5/day) (DC 16) (Su) - 0/5
Cold Iron Bullets, Sling - 45/50
Cold Iron Bullets, Sling - 0/50
Dagger - 0/1
Detect Evil (At will) - 0/0
Dimensional Hop (90/day) (Sp) - 0/18
Healer's kit (10 uses) - 0/10
Holy Water Flask - 0/2
Light (At will) - 0/0
Light (At will) (Sp) - 0/0
Metamagic Rod, Quicken, Lesser - 0/3
Potion of Cure Light Wounds - 0/2
Protection from Evil (1/day) - 0/1
Temple (empty) (1/session) - 0/1
Wand of Cure Light Wounds - 22/50
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Special Abilities
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Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Arc Slinger Reduce ranged attack penalties due to range by 2
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric (Crusader) Domain: Travel Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cleric Channel Positive Energy 5d6 (5/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.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Cold weather outfit +5 Fort save vs. cold weather.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dimensional Hop (90/day) (Sp) Teleport 90'/day.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Fearless +2 morale bonus vs Fear saves.
Furs +2 Fort vs. Cold Weather (does not stack with Survival skill's bonuses)
Ioun Torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Legion's Blessing (4 creatures) (Su) At 8th level, a crusader gains the ability to confer beneficial spells quickly to a large group of allies. As a full-round action, the crusader may confer the effects of a single harmless spell with a range of touch to a number of creatures equal to 
Lettered +1 trait bonus to Linguistics to decipher language, never false conclusion.
Metamagic Rod, Quicken, Lesser Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat.

Strong (no school); CL 17th; Craft Rod, Quicken Spell; Price 35,000 gp.
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 combat.
Ring of Sustenance This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.

Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Silver Crusader +3 to Intimidate vs evil clerica and antipaladins.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Temple (empty) (1/session) Can use Heal for Day Job rolls. Free cure mod/lesser restoration if activate.
Warslinger Reloading a sling is a free action (which still requires 2 hands and provokes AoO).
Wayfinder, Holy Symbol (empty) (Wayfinder, Holy Symbol) This wayfinder has been carved or molded to resemble your deity’s holy or unholy symbol and may serve as an icon of both the Pathfinder Society and your chosen faith. You can use a holy symbol wayfinder as a divine focus.
Weapon Cord Attached weapon can be recovered as a swift action.
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You Be Goblin!: You have special insight into the distractible and sadistic mind of a goblin. You gain a +2 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks made against goblins

Resisting the Gossamer King:  Your body was subject to a darrage of poisons and diseases in Ravenmoor.  You had to either fight through those debilitating effects coursing through your veins or die.  As a result your body has toughened, and you have gained a measure of immunity to diseases and poison.  You receive a +1 bonus to your saves against poisons and diseases.

Heros of Magnimar:  Thanks to your actions in Ravenmoor, and the protection of Magnimar's interest in Varisia, you have received a medal and public thanks from the authorities of the city.  While displaying your medal you receive a +2 bonus to your Bluff, Diplomacy, and Intimidate checks in Magnimar and the cities and towns allied with it.

Ghennet Manor Gauntlet 
Combat Manuver Grapple
Embezzler of Embelliada: You were caught attempting to cash in stolen letters of credit at a Katapeshi bank run by clerics of Abadar. Word of your crime spreads after the Pathfinder Society has to bail you out of the city’s jail. You suffer a permanent –2 penalty on all Diplomacy checks against faithful of Abadar and city officials in Katapesh.


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