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Oran (ANSeranov) Pathfinder Society

Updated: 12:55 PM 2 January, 2013 View: CHARACTER SHEET, text [stripped]

Name:   Oran Mantodea        Faction: Cheliax     Alignment: Lawful Neutral
Race:   Human (Chelaxian)    Deity:   Achaekek    Class:     Cleric (Crusader) 1
Age:    32                   Height:  6'0"        Weight:    175 lbs.
Gender: Male                 Size:    Medium      Prestige:  0
Exp:    0/3                  PFS#:    70257-3
Portrait: http://i.imgur.com/gGCL9.jpg

 Statistics                                                                
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Str: 14  +2                   HP:          11/11
Dex: 12  +1                   Initiative:  +1
Con: 14  +2                   Speed:       20 ft.
Int:  7  -2                   BAB:          0   (BAB) (STR) (SIZE) (DEX)
Wis: 17  +3                   CMB:         +2  =  0    +2                         
Cha: 14  +2                   CMD:         13  =  0    +2           +1 

Fortitude:  4 = 2 +2 (con)  
Reflex:     1 = 0 +1 (dex)  
Will:       5 = 2 +3 (wis)  
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 Attack      Totals  =  Base  Abil    Size  Misc                           
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Melee          +2    =   0    +2(str)       
Ranged         +1    =   0    +1(dex)       
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 Total AC       =  Base  Shield  Dex  Armour  Size   Misc                  
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16 (standard)   =   10           +1      5             
11 (vs touch)   =   10     --    +1     --             
15 (flatfooted) =   10           --      5              
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 Weapons                  TAB     DMG     Crit    Rng  Size  Type          
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Sawtooth Sabre            +4      1d8+2   19-20/x2 5 ft.  M    S
Sawtooth Sabre            +4      1d8+3   19-20/x2 5 ft.  M    S
  #Two-handed.
Dagger                    +2      1d4+2   19-20/x2 5 ft.  M    P or S
Sling                     +1      1d4+2   20/x2   50 ft.      B
  #20 bullets.
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 Armour                         AC   Dex  ASF  ACP  Type                   
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 Scale Armor                     +5   +3   25%  -4    M   
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 Combat Notes and Modifiers                                                
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Channel Negative Energy (Su): 1d6 negative energy damage, DC13 Will save. 5/day.

OR

Channel Smite: 1d6 negative energy damage, DC13 Will save. 5/day.

---

Seize the Initiative (Su): Grant an ally within 30 feet a second initiative roll. 6/day.
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 Skills                       Abil Mod  Abil  Rnk  Msc (details)           
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 Acrobatics                   dex   1  = +1        
#Appraise                     int  -2  = -2        
 Bluff                        cha   2  = +2        
 Climb                        str   2  = +2        
#Diplomacy                    cha   2  = +2        
 Disable Device               dex   1  = +1        
 Disguise                     cha   2  = +2        
 Escape Artist                dex   1  = +1        
 Fly                          dex   1  = +1        
 Handle Animal                cha   2  = +2        
#Heal                         wis   3  = +3        
 Intimidate                   cha   2  = +2        
#Knowledge (arcana)           int  -2  = -2        
 Knowledge (dungoneering)     int  -2  = -2        
 Knowledge (engineering)      int  -2  = -2        
 Knowledge (geography)        int  -2  = -2        
#Knowledge (history)          int  -2  = -2        
 Knowledge (local)            int  -2  = -2        
 Knowledge (nature)           int  -2  = -2        
#Knowledge (nobility)         int  -2  = -2        
#Knowledge (planes)           int  -2  = -2        
#Knowledge (religion)         int   2  = -2    1   3
#Linguistics                  int  -2  = -2        
 Perception                   wis   4  = +3    1   
 Perform                      cha   2  = +2        
 Ride                         dex   1  = +1        
#Sense Motive                 wis   3  = +3        
 Sleight of Hand              dex   1  = +1        
#Spellcraft                   int  -2  = -2        
 Stealth                      dex   1  = +1        
 Survival                     wis   3  = +3        
 Swim                         str   2  = +2        
 Use Magic Device             cha   2  = +2        
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 Feats and Features                                                        
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+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and receive 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).

Sacred Conduit: Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have). In any event, that 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: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Crusaders serve the militant arm of a church, ready to stand guard over the religion's holy places and to be its swift, avenging arm against those who resist its truth. The following are class features of the crusader.

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

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 channeled 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. A cleric must be able to present her holy symbol to use this ability.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).

An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).

Bonus Feat: A crusader gains a bonus feat at 1st level, then again at 5th level and every five levels thereafter (to a maximum of six at 20th level). These bonus feats must be chosen from the following list: Heavy Armor Proficiency, Improved Shield Bash, Martial Weapon Proficiency, Saving Shield, Shield Focus, Tower Shield Proficiency, and Weapon Focus*. At 10th level, a crusader may also choose from the following feats: Exotic Weapon Proficiency, Greater Shield Focus, Greater Weapon Focus*, Improved Critical*, Shield Slam, Shield Specialization, and Weapon Specialization*. At 20th level, a crusader may also choose from the following feats: Greater Shield Specialization and Greater Weapon Specialization*. Bonus feats marked with an asterisk (*) must be applied to the favored weapon of the crusader's deity. A crusader need not meet the normal class- or level-based prerequisites for these bonus feats.

Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Diminished Spellcasting: A crusader chooses only one domain and gains one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells of that level only if they are domain spells or if her Wisdom allows bonus spells of that level.

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.

TACTICS SUBDOMAIN (War Domain)
Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.

Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: (1st) magic weapon, (2nd) aid, (3rd) magic vestment, (4th) divine power, (5th) command (greater), (6th) blade barrier, (7th) power word blind, (8th) planar ally (greater), (9th) power word kill.

Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Ex-Clerics: A cleric who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a cleric of that god until she atones for her deeds (see the atonement spell description).

Channel Smite (Combat)
You can channel your divine energy through a melee weapon you wield.

Prerequisite: Channel energy class feature.

Benefit: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.

Guided Hand
Your deity blesses any strike you make with that deity's favored weapon.

Prerequisites: Channel energy class feature, Channel Smite, proficiency with your deity's favored weapon.

Benefit: With your deity's favored weapon, you can use your Wisdom modifier instead of your Strength or Dexterity modifier on attack rolls.

Weapon Focus: Sawtooth Sabre (Combat)
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.

Prerequisites: Proficiency with selected weapon, base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
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 Inventory                                                                 
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Worn (excluding arms and armor)
 Head      | 
 Face      | 
 Throat    | 
 Shoulders | 
 Body      | 
 Torso     | 
 Arms      | 
 Hands     | 
 Ring      | 
 Ring      | 
 Waist     | 
 Feet      | 

( 1) Dagger                                        (    1)
( 1) Pouch, belt                                   (  0.5)
( 2) Sawtooth Sabre                                (    4)
( 1) Sling                                         (    -)
( 1) Spell Component Pouch                         (    2)
( 1) Waterskin                                     (    4)
( 1) Wooden Holy Symbol of Achaekek                (    -)
(20) Bullet, sling                                 (   10)
( 1) Bedroll                                       (    2)
( 1) Blanket, winter                               (    3)
( 1) Flint and steel                               (    -)
( 2) Oil (1-pint flask)                            (    2)
( 5) Rations, trail                                (    5)
( 1) Rope, silk (50 ft.)                           (    5)
( 2) Torch                                         (    2)
( 1) Satchel                                       (    2)
( 1) Scale Armor                                   (   30)
( 1) Traveller's Outfit                            (    5)

Carrying Capacity
 Light Load:  <=      58 
 Medium Load: <=     116 
 Heavy Load:  <=     175 
 Carrying           77.5 
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 Wealth                                                                    
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pp    0
gp    1
sp    9
cp    8
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 Spells                                                                    
Tactics Subdomain
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0-Level DC 13 2/day
      Detect Magic
      Light
      
1-Level DC 14 0+1+1/day
      Cure Light Wounds
      Inflict Light Wounds
      Magic Weapon
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 Languages                                                                 
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Common, Chelish
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