anger management (Tournament) Player: moises Human Cleric 4 - CR 3 Neutral Evil Humanoid (Human); Deity: Rovagug; Age: 18; Height: 5' 4"; Weight: 140lb. Ability
Score
STR STRENGTH
DEX DEXTERITY
CON CONSTITUTION
INT INTELLIGENCE
WIS WISDOM
CHA CHARISMA
Saving Throw
Modifier
16
+3
14
+2
12
+1
7
-2
18
+4
14
+2
Total
Base
Ability
FORTITUDE
+5 =
+4
+1
REFLEX
+3 =
+1
+2
+8 =
+4
+4
(CONSTITUTION) (DEXTERITY)
WILL
(WISDOM)
Total
AC
19
Touch AC
Armor Shield Dex
= 10
CM Bonus CM Defense
+7
18
Misc
Temp
Notes
Flat-Footed AC =
Ability
Ranks
-1
DEX (2)
-
-2 +2 +0 +6 +2 -1 -1 +10 +6 +4 -1 +4 -1 +4 +0
INT (-2)
1 3 4 -
Temp
Speed less than 30' : -4 jump
Appraise Bluff Climb Diplomacy Disguise Escape Artist Fly Heal Intimidate Perception Ride Sense Motive Stealth Survival Swim
CHA (2) STR (3) CHA (2) CHA (2) DEX (2) DEX (2) WIS (4) CHA (2) WIS (4) DEX (2) WIS (4) DEX (2) WIS (4) STR (3)
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
17
BAB
Strength
Size
Misc
+3
+3
-
-
= 10
Total
Acrobatics
Feats Size Natur Deflec Dodge Misc
+2
12 +6
Resist
Temporary
Skill Name
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
BAB
Strength
Dexterity
Size
+3
+3
+2
-
Command Undead (DC 16) Channel energy can take control of undead.
Improved Channel Base Attack
+3
HP
29
Damage / Current HP
Initiative
+2
Speed
30 / 20 ft
+2 DC for channel energy.
Selective Channeling Exclude targets from the area of your Channel Energy.
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All Proficient with all simple weapons.
+1 Greataxe
Both hands: +7, 1d12+5
Crit: x3 2-hand, S
+1 Breastplate
+7
Max Dex: +3, Armor Check: -3 Spell Fail: 25%, Medium, Slows
Special Abilities 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).
Cleric Channel Negative Energy 2d6 (5/day) (DC 16) Regardless of alignment, any cleric can release a wave of energy by (Su) channeling the power of her faith through her holy (or unholy) symbol (see Channel Energy). This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
Cleric Domain (Destruction)
Granted Powers: revel in ruin devastation, canchannels deliver positive A good cleric (or a You neutral cleric whoand worships a goodand deity) particularly energy and destructive can chooseattacks. to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) Cleric Domain (Weather)
channels Powers: negative With energy and over can choose to deal living creatures Granted power storm and sky,damage you can to call down the or to heal undead creatures. A neutral cleric of a neutral deity (or one who is wrath of the gods upon the world below. not devoted to a particular deity) must choose whether she channels positive Destructive Smite +2this(7/day) or negative energy. Once choice is (Su) made, it cannot be reversed. This You gainalso the determines destructive whether smite power: the supernatural ability to make decision the cleric can cast spontaneous cure aor single melee(see attack with a morale bonus on damage rolls equal to 1/2 your inflict spells spontaneous casting). cleric level (minimum 1). You must declare the destructive smite before making the attack. can ause thisthat ability a number of times equal to Channeling energyYou causes burst affects all creatures ofper oneday type (either 3 + youror Wisdom modifier. undead 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 Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com on). Creatures that take damage from channeled energy receive a Will save to Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®,The and DC are of used halve the damage. thisunder savelicense. is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel 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. ThisA is a standard action that does not to provoke attack ofthis opportunity. effect. A cleric cleric must be canable choose to present whether herorholy not symbol include toan use herself thisinability.
Gear
Experience & Wealth
Total Weight Carried: 99.5/260lbs, Medium Load (Light: 86 lbs, Medium: 173 lbs, Heavy: 260 lbs) +1 Breastplate +1 Greataxe Alchemist's fire x19 Artisan's outfit (Free) Backpack, masterwork (empty) Belt pouch (empty) Cleric's kit Money Robe of bones Unholy symbol, gold (awsome)
Experience Points: 9000/15000 Current Cash: -617 GP
30 lbs 12 lbs 1 lb 4 lbs 0.5 lbs 32 lbs 1 lb 1 lb
Special Abilities 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).
Spell-Like Abilities
An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to Storm Burst (1d6+2) (7/day) cure spells but can convert them to inflict(Sp) spells (an inflict spell is one with "inflict" in its name).
Tracked Resources
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells tofire either cure spells or inflict spells (player's choice). Once the Alchemist's player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).
Cleric Channel Negative Energy 2d6 (5/day) (DC 16) (Su)
Destructive Smite +2 (7/day) (Su)
Languages Common
Spells & Powers Cleric Spell DC: 14 + spell level CL: 4 (vs. SR: +4, Concentration: +8) Melee Touch +6 Ranged Touch +5 Maximum Cleric spells per day: 4/*x0; 4x1; 3x2 Cleric 0: stabilize, create water, create water, bleed (DC 14) Cleric 1: true strike, cure light wounds, cure light wounds, cure light wounds, cure light wounds Cleric 2: cure moderate wounds, cure moderate wounds, cure moderate wounds, fog cloud
Validation Report Validation Report (1 issues): Hero: You can't have a negative number of gold pieces! Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
anger management (Tournament), Cleric 4 – Spells Bleed
Cleric 0
School: Necromancy; Components: V, S; Casting Time : 1 action; Range: Close (25 + 5 ft./2 levels); Target: One living creature; Duration: Instantaneous; Save: DC 14 Will negates; Resistance: Yes Cause a stabilized creature to resume dying.
Create Water
Cleric 0
School: Conjuration (Creation) [Water]; Components: V, S; Casting Time: 1 action; Range: Close (25 + 5 ft./2 levels); Effect: Up to 2 gallons of water/level; Duration: Instantaneous; Save: None; Resistance: No Creates 2 gallons/level of pure water.
Create Water
Cleric 0
School: Conjuration (Creation) [Water]; Components: V, S; Casting Time: 1 action; Range: Close (25 + 5 ft./2 levels); Effect: Up to 2 gallons of water/level; Duration: Instantaneous; Save: None; Resistance: No Creates 2 gallons/level of pure water.
Stabilize
Cleric 0
Cure Moderate Wounds
Cure Moderate Wounds
Death Knell
Cleric 1
Cleric 1
School: Conjuration (Healing); Components: V, S; Casting Time : 1 action; Range: Touch; Target: Creature touched; Duration: Instantaneous; Save: Will half (harmless); see text; Resistance: Yes (harmless); see text Cures 1d8 damage + 1/level (max +5).
Cure Light Wounds
Cleric 1
School: Conjuration (Healing); Components: V, S; Casting Time : 1 action; Range: Touch; Target: Creature touched; Duration: Instantaneous; Save: Will half (harmless); see text; Resistance: Yes (harmless); see text Cures 1d8 damage + 1/level (max +5).
Cure Light Wounds
Cleric 1
School: Conjuration (Healing); Components: V, S; Casting Time : 1 action; Range: Touch; Target: Creature touched; Duration: Instantaneous; Save: Will half (harmless); see text; Resistance: Yes (harmless); see text Cures 1d8 damage + 1/level (max +5).
Protection from Good
Cleric 1
School: Abjuration [Evil]; Components: V, S, M/DF; Casting Time : 1 action; Range: Touch; Target: Creature touched; Duration: 1 min. /level (D); Save: Will negates (harmless); Resistance: No; see text +2 to AC and saves, plus additional protection against selected alignment.
Cure Moderate Wounds
Cleric 2
School: Necromancy [Death, Evil]; Components: V, S; Casting Time : 1 action; Range: Touch; Target: Living creature touched; Duration: Instantaneous/10 minutes per HD of subject; see text; Save: DC 16 Will negates; Resistance: Yes Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
School: Conjuration (Healing); Components: V, S; Casting Time : 1 action; Range: Touch; Target: Creature touched; Duration: Instantaneous; Save: Will half (harmless); see text; Resistance: Yes (harmless); see text Cures 1d8 damage + 1/level (max +5).
Cure Light Wounds
Cleric 2
School: Conjuration (Healing); Components: V, S; Casting Time : 1 action; Range: Touch; Target: Creature touched; Duration: Instantaneous; Save: Will half (harmless); see text; Resistance: Yes (harmless); see text Cures 2d8 damage +1/level (max. +10).
School: Conjuration (Healing); Components: V, S; Casting Time : 1 action; Range: Close (25 + 5 ft./2 levels); Target: One living creature; Duration: Instantaneous; Save: Will negates (harmless); Resistance: Yes (harmless) Cause a dying creature to stabilize.
Cure Light Wounds
Cleric 2
School: Conjuration (Healing); Components: V, S; Casting Time : 1 action; Range: Touch; Target: Creature touched; Duration: Instantaneous; Save: Will half (harmless); see text; Resistance: Yes (harmless); see text Cures 2d8 damage +1/level (max. +10).
Cleric 2
School: Conjuration (Healing); Components: V, S; Casting Time : 1 action; Range: Touch; Target: Creature touched; Duration: Instantaneous; Save: Will half (harmless); see text; Resistance: Yes (harmless); see text Cures 2d8 damage +1/level (max. +10).
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.