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Shade 2018-09-08 23:45

Samar Davarat

Male human cleric of Iomedae 1/fighter (armor master) 2 (Pathfinder RPG Ultimate Combat 44)
NG Medium humanoid (human)
Init +1; Senses Perception +4


AC 21, touch 12, flat-footed 20 (+9 armor, +1 Dex, +1 shield)
hp 31 (3 HD; 1d8+2d10+7)
Fort +7, Ref +1, Will +6


Speed 30 ft. (20 ft. in armor)
Melee cold iron masterwork longsword +8 (1d8+1/19-20) or
:dagger +3 (1d4+1/19-20) or
:gauntlet (from armor) +3 (1d3+1) or
:silver lucerne hammer +3 (1d12+1) or
:unarmed strike +3 (1d3+1 nonlethal)
Space 5 ft.; Reach 5 ft. (10 ft. with silver lucerne hammer)
Special Attacks channel positive energy 5/day (DC 13, 1d6 [+1 vs. undead]), sun's blessing
Cleric Spells Prepared (CL 1st; concentration +7)
:1st—bless, magic weapon[D], protection from evil
:0 (at will)—light, read magic, stabilize
:D Domain spell; Domains Sun, War (Tactics[APG] subdomain)


Str 12, Dex 12, Con 14, Int 10, Wis 18, Cha 15
Base Atk +2; CMB +3; CMD 14
Feats Channel Smite, Combat Casting, Guided HandUC, Improved Weapon Of The ChosenACG, Weapon Focus (longsword), Weapon Of The ChosenACG
Traits desperate focus, sacred conduit
Skills Acrobatics -6 (-10 to jump), Climb -2, Diplomacy +7, Handle Animal +6, Heal +10, Knowledge (arcana) +5, Knowledge (history) +6, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Sense Motive +8, Survival +8, Swim -2
Languages Common
SQ deflective shield, seize the initiative
Combat Gear potion of cure light wounds, potion of cure light wounds, alchemist's fire (2); Other Gear full plate, buckler, cold iron masterwork longsword, dagger, silver lucerne hammerAPG, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy symbol with flask of IomedaeUE (10), holy text (Iomedae)UE, masterwork backpackAPG, mess kitUE, pot, soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Iomedae, wrist sheath, spring loaded, wrist sheath, spring loaded, 54 gp, 1 sp

Tracked Resources

Alchemist's fire - 0/2
Cleric Channel Positive Energy 1d6 (5/day, DC 13) (Su) - 0/5
Dagger - 0/1
Potion of cure light wounds - 0/1
Potion of cure light wounds - 0/1
Seize the Initiative (7/day) (Su) - 0/7
Trail rations - 0/5

Special Abilities

Channel Smite Channel energy can be delivered through a Smite attack.
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 (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Cleric Domain (Tactics)
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deflective Shield +1 (Ex) +1 bonus to touch AC, up to AC bonus provided by shield worn.
Guided Hand May use Wisdom modifier for attack rolls with favored weapon
Improved Weapon of the Chosen As swift act, deity's fav wep gains 1 align aspect of deity or cold iron and silver if neutral.
Seize the Initiative (7/day) (Su) An ally within 30' may take the better of 2d20 for initiative
Sun's Blessing (Su) +1 to channel damage vs. undead and they don't get channel resistance.
Weapon of the Chosen As swift act, deity's fav wep counts as magic for next attack, may reroll conceal miss chance once.


- +1 Str @ 4th level
- power attack lvl 5
- disciple of the sword lvl 7
- + 1 Cha @ 8 lvl
- toughness lvl 9
- quicken spell lvl 11
- +1 Str @ 12th level
- greater weapon spec lvl 13
- lightning reflexes lvl 15
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