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Pathfinder Online - Mortie - View Character
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Pathfinder Online

Mortie (dov5731) Pathfinder Society

Updated: 2:36 PM 5 October, 2012 View: CHARACTER SHEET, text [stripped]

Mortie
Human (Vudrani) Cleric (Cloistered Cleric) 1
CN Medium Humanoid (human)
Init -1; Senses Perception +3
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Defense
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AC 13, touch 9, flat-footed 13 (+4 armor, -1 Dex)
hp 8 (1d8)
Fort +2, Ref -1, Will +5
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Offense
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Speed 30 ft.
Melee Rapier +1 (1d6+1/18-20/x2) and
   Spiked gauntlet +1 (1d4+1/x2) and
   Unarmed strike +1 (1d3+1/x2)
Special Attacks Bleeding Touch 1 rounds (6/day)
Spell-Like Abilities Bleeding Touch 1 rounds (6/day)
Cleric (Cloistered Cleric) Spells Prepared (CL 1, 1 melee touch, -1 ranged touch):
1 (1/day) Cause Fear (DC 15), Bless
0 (at will) Light, Guidance, Spark (DC 13)
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Statistics
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Str 12, Dex 8, Con 10, Int 14, Wis 16, Cha 16
Base Atk +0; CMB +1; CMD 10
Feats Command Undead (DC 13), Selective Channeling, Spell Focus (Necromancy)
Traits Exalted of the Society, Voice of Velvet (Vudrani)
Skills Acrobatics -3, Climb -1, Diplomacy +8, Escape Artist -3, Fly -3, Heal +7, Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nobility) +3, Knowledge (planes) +7, Knowledge (religion) +7, Perform (oratory) +4, Ride -3, Spellcraft +6, Stealth -3, Swim -1
Languages Common, Daemonic, Orvian, Vudrani
SQ Aura, Breadth of Knowledge +1, Cleric (Cloistered Cleric) Domain: Death, Cleric Channel Negative Energy 1d6 (7/day) (DC 13), Spontaneous Casting, Undeath Variant Channeling
Combat Gear Lamellar (leather) armor, Rapier, Spiked gauntlet; Other Gear Backpack, masterwork (empty), Belt pouch (11 @ 8.5 lbs), Chalk, Flask, Oil (5), Powder (3), String or twine, Unholy symbol, wooden (Zura)
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bleeding Touch 1 rounds (6/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Breadth of Knowledge +1 Add + 1 to all knowledge skill checks.
Cleric (Cloistered Cleric) Domain: Death Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Channel Negative Energy 1d6 (7/day) (DC 13) (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.
Command Undead (DC 13) Channel energy can take control of undead.
Exalted of the Society You may channel energy 1 additional time per day.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Undeath Variant Channeling Enhanced healing for Undead

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