Background Di Halidon

Male Human Cleric 10
LG Medium Humanoid (Human)
Init +0; Senses Perception +8


AC 26, touch 10, flat-footed 26 (+11 armor, +5 shield)
hp 99 (10d8+30)
Fort +10, Ref +3, Will +11


Spd 20 ft.
Melee +3 Disruption, Greyflame Mithral Mace, Heavy +17/+12 (1d8+9/20/x2) and
Gauntlet (from Armor) +13/+8 (1d3+6/20/x2) and
Shield, Heavy Steel +9/+4 (1d4+6/20/x2) and
Silver Dagger, Masterwork +14/+9 (1d4+5/19-20/x2) and
Unarmed Strike +13/+8 (1d3+6/20/x2)
Special Attacks Sun's Blessing
Spell-Like Abilities Strength Surge (5/day)
Cleric Spells Known (CL 10, 13 melee touch, 7 ranged touch):
4 (3/day) Divine Power, Holy Smite (DC 16), Blessing of Fervor, Fire Shield
3 (3/day) Magic Vestment, Daylight, Dispel Magic, Searing Light
2 (5/day) Bull's Strength (DC 14), Align Weapon, Ghostbane Dirge (DC 14), Remove Paralysis, Weapon of Awe, Zone of Truth (DC 14)
1 (5/day) Detect Undead, Bless, Command (DC 13), Remove Fear, Detect Evil, Endure Elements
0 (at will) Purify Food and Drink (DC 12), Light, Spark (DC 12), Stabilize


Str 22, Dex 10, Con 16, Int 8, Wis 14, Cha 13
Base Atk +7; CMB +13; CMD 23
Feats Improved Unarmed Strike, Iron Will, Selective Channeling, Turn Undead (DC 16), Weapon Focus: Mace, Heavy
Skills Acrobatics -6, Climb +0, Escape Artist -6, Fly -6, Heal +7, Knowledge: History +3, Knowledge: Local +0, Knowledge: Religion +8, Linguistics +5, Perception +8, Ride -6, Spellcraft +3, Stealth -6, Swim +0
Languages Abyssal, Celestial, Common, Dwarven, Flan
SQ +3 vs. Spell Resistance of Outsiders, Aura (Ex), Channel Positive Energy 5d6 (4/day) (DC 16) (Su), Cleric Domain: Strength, Cleric Domain: Sun, Hero Points (1), Might of the Gods (10 rounds/day) (Su), Nimbus of Light (10 rounds/day) (Su), Spontaneous Casting
Combat Gear +3 Disruption, Greyflame Mithral Mace, Heavy, Silver Dagger, Masterwork, +2 Fortification, Light Full Plate, +3 Shield, Heavy Steel;


+3 vs. Spell Resistance of Outsiders Add +1 on caster level checks made to overcome the spell resistance of outsiders.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 5d6 (4/day) (DC 16) (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.
Cleric Domain: Strength Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power.
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.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Might of the Gods (10 rounds/day) (Su) Add your cleric level to your STR for checks.
Nimbus of Light (10 rounds/day) (Su) 30'r aura of daylight deals 10 damage to undead per round and dispels [Darkness] spells.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Strength Surge (5/day) (Sp) Grant +5 to a melee atack or strength check.
Sun's Blessing (Su) +10 to channel positive energy's damage to undead.
Turn Undead (DC 16) Your Channel Energy can make undead flee.

Età: 31, Altezza 181, peso 98 Kg

Combat gear vials of holy water (4); Other gear +2 thundering heavy flail, gauntlets of ogre power, blinding large steel shield +1

Traits religious, obsessed, mountaineer
Gauntlets of ogre power: boost strength to 22

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