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Ian (Valente) Pathfinder Society

Updated: 11:25 AM 3 February, 2013 View: CHARACTER SHEET, text [stripped]

Ian Valente
Male Dwarf Cleric 2
LN Medium Humanoid (dwarf)
Init +1; Senses darkvision; Perception +7
AC 22, touch 11, flat-footed 21 (+9 armor, +2 shield, +1 Dex)
hp 19 (2d8+4)
Fort +6, Ref +2, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
Speed 30 ft.
Melee  Heavy Shield Bash -2 (1d4+1/x2) and
. . Heavy mace +2 (1d8+1/x2)
Special Attacks agile feet (5/day), hatred
Cleric Spells Prepared (CL 2):
1 (3/day) Shield of Faith, Longstrider, Protection from Evil, Protection from Evil
0 (at will) Guidance, Stabilize, Light, Detect Magic
Str 12, Dex 12, Con 14, Int 12, Wis 14, Cha 14
Base Atk +1; CMB +2; CMD 13 (13 vs. Bull Rush, 13 vs. Trip)
Feats Armor Proficiency (Heavy)
Traits Armor Expert, Eyes and Ears of the City
Skills Acrobatics -4, Bluff +2 (+12 to lie, +7 to feint, -3 to pass a hidden message), Climb -3, Escape Artist -4, Fly -4, Heal +6, Knowledge (religion) +5, Perception +7 (+9 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -4, Sense Motive +6, Spellcraft +5, Stealth -4, Survival +2 (+4 to avoid becoming lost when using this), Swim -4 Modifiers lorekeeper
Languages Common, Dwarven, Giant
SQ aura, cleric channel positive energy 1d6 (5/day) (dc 13), domains (leadership, travel), hardy, inspiring command (1 allies), slow and steady, spontaneous casting, stability, stonecunning +2
Combat Gear Wand of cure light wounds; Other Gear Masterwork Full plate, Masterwork Heavy wooden shield, Heavy mace, Cloak of resistance +1, Mask of stony demeanor, Backpack, masterwork (4 @ 11.5 lbs), Belt pouch (5 @ 3 lbs), Climber's kit, Compass, Earplugs, Healer's kit, Ioun Torch, Oil, Silk rope, Spell component pouch, Vial (2), 17 GP, 7 SP, 7 CP
Special Abilities
Agile Feet (5/day) (Su) For 1r, you ignore difficult terrain.
Armor Expert -1 Armor check penalty.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (5/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Leadership) Associated Domain: Nobility
Cleric 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.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Inspiring Command (1 allies) (Su) Allies gain +2 Attack AC, CMD, skill checks
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.

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