adam - isabella - cleric level 3
DESCRIPTION
Human Cleric - Level 3TRANSCRIPT
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair. comPathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
STR +1STRENGTH 12DEX 0DEXTERITY 10CON +2CONSTITUTION 14INT +1INTELLIGENCE 12WIS +4WISDOM 18CHA +4CHARISMA 19
+2(CONSTITUTION) +3=FORTITUDE +5
(DEXTERITY) +1=REFLEX +1
+4(WISDOM) +3=WILL +7
Crit: 19-20/x2Rng: 120'2-Hand, P
Crossbow, HeavyRanged: -2, 1d10Ranged, Both Hands: +2, 1d10
Crit: 20/x2Light, B
Mainhand: +3, 1d3+1Gauntlet (from Armor)
Crit: 20/x21-Hand, B/P
Mainhand: +3, 1d8+1Both Hands: +3, 1d8+1
Morningstar
Crit: 20/x2Light, B, Nonlethal
Mainhand: +3, 1d3+1Unarmed Strike
Ability Modifier TemporaryScore
Chaotic Neutral Humanoid (Human); Deity: Caydencailean ;Age: 18 ; Height: 5' 9"; Weight: 175lb.; Eyes: Blue; Hair:Black; Skin: Fair and smooth
Female Human Cleric 3 - CR 2
IsabellaPlayer: Adam
AbilityBase MiscSaving Throw NotesResist TempTotal
+3 +2= --+1
13 +2 0= 10 -+1
CM BonusBAB MiscSizeStrength
CM DefenseBAB Dexterity SizeStrength
18 +7=10 18
+110
+2
27
+0
ACArmor DeflecDex Dodge
Flat-Footed AC
MiscNaturShield Size
Touch AC
Total
Base Attack
HPDamage / Current HPTotal
InitiativeSpeed 30 / 20 ft
TempSkill Name RanksTotal Ability
Acrobatics --8 DEX (0)Appraise 1+5 INT (1)Bluff -+4 CHA (4)
Climb --7 STR (1)Diplomacy 1+8 CHA (4)Disguise -+4 CHA (4)
Escape Artist --8 DEX (0)
Fly --8 DEX (0)Heal 1+8 WIS (4)Intimidate 1+5 CHA (4)Knowledge (Arcana) 1+5 INT (1)Knowledge (Dungeoneering) 1+5 INT (1)Knowledge (Religion) 2+6 INT (1)Perception 1+5 WIS (4)
Ride --8 DEX (0)Sense Motive 1+8 WIS (4)Spellcraft 3+7 INT (1)
Stealth --8 DEX (0)Survival -+4 WIS (4)
Swim --7 STR (1)
Feats, Traits & Flaws
When you wear a type of armor with which you are proficient, the armorcheck penalty for that armor applies only to Balance, Climb, Escape Artist,Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Armor Proficiency (Heavy)
When you wear a type of armor with which you are proficient, the armorcheck penalty for that armor applies only to Balance, Climb, Escape Artist,Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Armor Proficiency (Light)
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair. comPathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Total Weight Carried: 90.5/130lbs, Heavy Load(Light: 43lbs, Medium: 86lbs, Heavy: 130lbs)
Gear
Backpack (9 @ 12 lbs) 2lbsBedroll 5lbsBolts, Crossbow x50 0.1lbsBuckler 5lbsCrossbow, Heavy 8lbsFlask <In: Backpack (9 @ 12 lbs)> 1.5lbsFlint and steel <In: Pouch, belt (2 @ 0 lbs)>Holy symbol, wooden: Cayden CaileanHoly water (flask) <In: Backpack (9 @ 12 lbs)> 1lbLamp, common <In: Backpack (9 @ 12 lbs)> 1lbMetal Scroll Container with ancient Parchment (empty) 1lbMorningstar 6lbsOil (1-pint flask) x3 <In: Backpack (9 @ 12 lbs)> 1lbPouch, belt (2 @ 0 lbs) 0.5lbsSack (empty) <In: Backpack (9 @ 12 lbs)> 0.5lbsSplint Mail 45lbsTorch <In: Backpack (9 @ 12 lbs)> 1lbTraveller's Outfit (Free) -Waterskin <In: Backpack (9 @ 12 lbs)> 4lbs
Experience & WealthExperience Points: 5219/9000Current Cash: 73 GP, 3 SP, 6 CP
+1 Max Dex: -, Armor Check: -1Spell Fail: 5%, Shield
Buckler
+7 Max Dex: +0, Armor Check: -7Spell Fail: 40%, Heavy, Slows
Splint Mail
Feats, Traits & Flaws
When you wear a type of armor with which you are proficient, the armor checkpenalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump,Move Silently, Sleight of Hand, and Tumble checks.
Armor Proficiency (Medium)
+2 save vs. charm & compulsionBirthmark
+1 Bluff/Diplomacy/save DC for a language-dependant spell vs. targets who couldbe sexually attracted to you.
Charming
Exclude targets from the area of your Channel Energy.Selective Channeling
You can use a shield and take only the standard penalties.Shield Proficiency
Proficient with all simple weapons.Simple Weapon Proficiency - All
Your Channel Energy can make undead flee.Turn Undead (DC 15)
Special Abilities
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful auracorresponding to the deity's alignment (see the detect evil spell for details).
Aura (Ex)
A good cleric (or neutral cleric of a good deity) can channel positive energy. Evilclerics (or neutral clerics of evil deities) channel negative energy.
A cleric who meets neither of those criteria can do one, but not the other (player'schoice - this also determines whether he can spontaneously Cure or Inflict).
You can try to turn undead Charisma modifier + 3 times per day.
Channel Positive Energy 2d6 (7/day) (DC 15) (Su)
Granted Powers: Your touch staves off pain and death, and your healing magic isparticularly vital and potent.
Cleric Domain: Healing
Granted Powers: You are a scholar and a sage of legends. In addition, you treatall Knowledge skills as class skills.
Cleric Domain: Knowledge
Special Abilities
A good cleric (or a neutral cleric of a good deity) can channel stored spellenergy into healing spells that she did not prepare ahead of time. The clericcan "lose" any prepared spell that is not an orison or domain spell in order tocast any cure spell of the same spell level or lower (a cure spell is any spellwith "cure" in its name).
An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spellsto 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 evilcan convert spells to either cure spells or inf lict spells (player's choice). Oncethe player makes this choice, it cannot be reversed. This choice alsodetermines whether the cleric channels positive or negative energy (seechannel energy).
Spontaneous Casting
Spell-Like AbilitiesLore Keeper (At will) (Sp)Rebuke Death (7/day) (Sp)
Tracked ResourcesBolts, Crossbow
Channel Positive Energy 2d6 (7/day) (DC 15) (Su)
LanguagesCommon Draconic
Spells & PowersCleric Spell DC: 14 + spell levelCL: 3 (vs. SR: +3, Concentration: +7)Melee Touch +3 Ranged Touch +2Maximum Cleric spells per day: 4/*x0; 3x1; 2x2Cleric 0: Resistance (DC 14), Read Magic (DC 14),Light, Detect MagicCleric 1: Protection from Evil (DC 15), Magic Weapon(DC 15), Comprehend Languages (DC 15), Doom (DC15)Cleric 2: Silence (DC 16), Detect Thoughts (DC 16),Hold Person (DC 16)
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair. comPathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Background- Born: Lington in Tyriba- Birthdate: 26th of Desnus (5th month), the 796 year ofthe 2nd era.- Family: unknown. As a baby, you were left at the doorsof the temple of Cayden Cailean, with a note that read,"Please look after our daughter, Isabella, guide her andteach her well for we can not. Know that she was lovedby us."- You grew up in the temple and taught the ways of thechurch- At the completion of your training, the keeper of thetemple gives you a metal scroll container that contains anancient parchment that tells the tale of Domol and TheDevine Sword of Luck- The keeper believes that it is your destiny to find theDevine Sword, as your name is the same as that ofDomol's wife in the tale, your exceeding beauty alsomatches that told in the tale, and you have a birth signupon your neck like a rapier, just like the Devine SwordFurther:- You are told to find Douvan Staul, a historian, you maybe able to decipher the scroll.- You find Douvan, but his research notebook has beentaken by Irontooth, the leader of the kobolds. Without thenotebook he can't decipher the scroll.- After returning the notebook to Douvan, he tells you thelanguage is that of Ingras, a kingdom that no longerexists. A scholar by the name of Tanur Yugon, in theRoyal Library of Edamor, has done extensive studies onIngras and should be able to help you with the scroll.