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Isabella

Player: Adam Female Human Cleric 4 - CR 3 Chaotic Neutral Humanoid (Human); Deity: Caydencailean; Age: 18; Height: 5' 9"; Weight: 175lb.; Eyes: Blue; Hair: Black; Skin: Fair and smooth
Ability Score Modifier Temporary

STR
STRENGTH

12 10 14 12 18 20
Total Base Ability

+1 0 +2 +1 +4 +5
Resist Misc Temp Notes

DEX
DEXTERITY

CON
CONSTITUTION

INT
INTELLIGENCE

WIS
WISDOM

CHA
CHARISMA

Saving Throw

FORTITUDE
(CONSTITUTION)

+6 = +1 = +8 =

+4 +1 +4

+2
Skill Name Total Ability Ranks Temp

Birthmark : +2 trait bonus vs. charm and compulson

REFLEX
(DEXTERITY)

Birthmark : +2 trait bonus vs. charm and compulson

Acrobatics Appraise Bluff Climb Diplomacy Disguise Escape Artist Fly Heal Intimidate Knowledge (arcana)
Knowledge (dungeoneering)

-8 +6 +5 -7 +9 +5 -8 -8 +8 +6 +6 +6 +7 +5 -8 +8 +8 -8 +4 -7

DEX (0) INT (1) CHA (5) STR (1) CHA (5) CHA (5) DEX (0) DEX (0) WIS (4) CHA (5) INT (1) INT (1) INT (1) WIS (4) DEX (0) WIS (4) INT (1) DEX (0) WIS (4) STR (1)

2 1 1 1 2 2 3 1 1 4 -

Speed less than 30' : -4 jump

(WISDOM)

WILL

+4
Size Natur Deflec Dodge Misc

Birthmark : +2 trait bonus vs. charm and compulson Armor Shield Dex

Total

AC

18

Touch AC

= 10

+7 10

+1 Flat-Footed AC
BAB Strength

18
Size Misc

CM Bonus CM Defense
Total

+4 14

= = 10

+3
BAB

+1
Strength

Dexterity

Size

+3

+1

Damage / Current HP

HP

34 +3 Initiative Speed +0 30 / 20 ft

Base Attack

+2 Dagger (+1d6 Critical Damage) 1800gp

Mainhand: +6, 1d4+3 Ranged: +5, 1d4+3


Heavy crossbow

Crit: 19-20/x2 Rng: 10' Light, P/S Crit: 19-20/x2 Rng: 120' 2-Hand, P Crit: x2 1-Hand, B/P

Knowledge (religion) Perception Ride Sense Motive Spellcraft Stealth Survival Swim
Armor Proficiency (Heavy)

Feats, Traits & Flaws


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.

Ranged: -1, 1d10 Ranged, Both Hands: +3, 1d10


Morningstar

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.

Mainhand: +4, 1d8+1 Both Hands: +4, 1d8+1

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.

Feats, Traits & Flaws


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.

Experience & Wealth


Experience Points: 11810/15000 Current Cash: 94 GP, 1600 GP of Valuables

Birthmark
+2 save vs. charm & compulsion

Special Abilities
Cleric Channel Positive Energy 2d6 (8/day) (DC 17) 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 Cleric Domain: Healing
Channel Energy). This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. Granted Powers: Your touch staves worships a good deity) channels positive A good cleric (or a neutral cleric who off pain and death, and your healing magic is particularly vitalto deal damage to undead creatures or to heal living energy and can choose and potent. creatures. An evil cleric (or a neutral Cleric Domain: Knowledge cleric who worships an evil deity) channels Powers: You areand can choose to deal damage to living creatures Granted negative energy a scholar and a sage of legends. In addition, you or to heal undead creatures. class skills. treat all Knowledge skills as A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive Rebuke Death (7/day) (Sp) is made, it cannot be reversed. This or negative energy. Once this choice You can touch a living creature as a standard action, healing it for cure or decision also determines whether the cleric can cast spontaneous 1d4 points of damage (see for every two cleric levels you possess. You can only use inflict spellsplus 1spontaneous casting). this ability on a creature that is below 0 hit points. You can use this ability a number of times per Channeling energy day equal to 3 + your Wisdom modifier.. one type all creatures of Spontaneous in causes a burst that affectson the cleric. The amount (either undead or living) Casting radius centered a 30-foot of A good cleric (or healed is cleric of a good deity) can channel stored spell of a neutral equal to 1d6 points of damage plus 1d6 points damage dealt or energy into healing spells that she beyond prepare ahead of time. 5th, and so did not 1st (2d6 at 3rd, 3d6 at The cleric damage for every two cleric levels can "lose" any prepared damage from channeled energy receive a in order toto on). Creatures that take spell that is not an orison or domain spell Will save cast any cure spell The DC of this save is equal to 10 cure spellcleric's spell halve the damage. of the same spell level or lower (a + 1/2 the is any level with "cure" in Charisma modifier. Creatures healed by channel energy cannot + the cleric's its name). exceed their maximum hit point totalall excess healing is lost. A cleric may An evil cleric (ora number cleric of per day equal to 3 + her Charisma neutral of prepared channel energy (At will) (Sp) Lore Keeperacan converttimes an evil deity) can't convertspell is onespells to cure spells but standard action thatinflict spells (an inflict attack of them to does not provoke an with modifier. This is a "inflict" in its A cleric can choose whether or not to include herself in this opportunity. name). effect. A cleric must be able to present her holy symbol to use this ability. A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's +2 Dagger (+1d6 Critical Damage) 1800gp choice). Once the player makes this choice, it cannot be reversed. This choice also Cleric Channel Positive Energy 2d6 (8/day) (DC 17) (Su) determines whether the cleric channels positive or negative energy (see channel energy).

Charming
+1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.

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.

Turn Undead (DC 17)


Your Channel Energy can make undead flee.

Buckler

+1 +7

Max Dex: -, Armor Check: -1 Spell Fail: 5%, Shield

Splint mail
Max Dex: +0, Armor Check: -7 Spell Fail: 40%, Heavy, Slows

Spell-Like Abilities

Tracked Resources

Gear
Total Weight Carried: 103.5/130lbs, Heavy Load (Light: 43lbs, Medium: 86lbs, Heavy: 130lbs)
Buckler Bash +2 Dagger (+1d6 Critical Damage) 1800gp 1 lb Assorted Gems (worth 1600 gp) (worth 1600 gp) Backpack (9 @ 12 lbs) 2 lbs Bedroll 5 lbs Belt pouch (2 @ 0 lbs) 0.5 lbs Buckler 5 lbs Crossbow bolts x50 0.1 lbs Flask <In: Backpack (9 @ 12 lbs)> 1.5 lbs Flint and steel <In: Belt pouch (2 @ 0 lbs)> Heavy crossbow 8 lbs Holy symbol, wooden (Cayden Cailean) Holy water <In: Backpack (9 @ 12 lbs)> 1 lb Lamp <In: Backpack (9 @ 12 lbs)> 1 lb Metal Scroll Container with ancient Parchment (empty) 1 lb Morningstar 6 lbs Oil x3 <In: Backpack (9 @ 12 lbs)> 1 lb Potion of cure light wounds Potion of cure moderate wounds Sack (empty) <In: Backpack (9 @ 12 lbs)> 0.5 lbs Splint mail 45 lbs Sunrod x2 1 lb Torch <In: Backpack (9 @ 12 lbs)> 1 lb Trail rations x10 1 lb Traveller's Outfit (Free) Waterskin <In: Backpack (9 @ 12 lbs)> 4 lbs

Crossbow bolts

Holy water Potion of cure light wounds Potion of cure moderate wounds Rebuke Death (7/day) (Sp) Sunrod Torch Trail rations

Languages
Common Draconic

Spells & Powers


Cleric Spell DC: 14 + spell level CL: 4 (vs. SR: +4, Concentration: +8) Melee Touch +4 Ranged Touch +3 Maximum Cleric spells per day: 4/*x0; 4x1; 3x2 Cleric 0: Resistance (DC 14), Read Magic, Light, Detect Magic Cleric 1: Magic Weapon (DC 15), Protection from Evil (DC 15), Comprehend Languages, Doom (DC 15), Endure Elements Cleric 2: Silence (DC 16), Hold Person (DC 16), Zone of Truth (DC 16), Detect Thoughts (DC 16)

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).

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.

Background
- Born: Lington in Tyriba - Birthdate: 26th of Desnus (5th month), the 796 year of the 2nd era. - Family: unknown. As a baby, you were left at the doors of the temple of Cayden Cailean, with a note that read, "Please look after our daughter, Isabella, guide her and teach her well for we can not. Know that she was loved by us." - You grew up in the temple and taught the ways of the church - At the completion of your training, the keeper of the temple gives you a metal scroll container that contains an ancient parchment that tells the tale of Domol and The Devine Sword of Luck - The keeper believes that it is your destiny to find the Devine Sword, as your name is the same as that of Domol's wife in the tale, your exceeding beauty also matches that told in the tale, and you have a birth sign upon your neck like a rapier, just like the Devine Sword Further: - You are told to find Douvan Staul, a historian, you may be able to decipher the scroll. - You find Douvan, but his research notebook has been taken by Irontooth, the leader of the kobolds. Without the notebook he can't decipher the scroll. - After returning the notebook to Douvan, he tells you the language is that of Ingras, a kingdom that no longer exists. A scholar by the name of Tanur Yugon, in the Royal Library of Edamor, has done extensive studies on Ingras and should be able to help you with the scroll.

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.

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