Corath Nilewind | LG | ||
Character Name | Alignment | ||
Cleric 5 | |||
Character Level | |||
Glaistig | M | ||
Race | Size | ||
Male | 107 | ||
Gender | Age | ||
6'3 | 190 | ||
Height | Weight | ||
Blue | Green | ||
Hair | Eyes |
Max Karry | |
Player | |
Ashina | - |
Deity | Homeland |
Healing, Martyr | 0 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +7 | +4 | CON +3 | +0 | +0 | +0 |
Reflex | +2 | +1 | DEX +1 | +0 | +0 | +0 |
Will | +8 | +4 | WIS +4 | +0 | +0 | +0 |
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
+3 | +3 | +0 | +0 | +0 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
14 | 10 | +3 | +0 | +1 | +0 | +0 |
Trade Common, Fey, Seelie
Prepared Spells:
0 Level
Create Water
Detect Magic
Guidance
Spark
1st Level
Bless (bonus spell)
Protection from Evil
Sanctuary
Magic Weapon
2nd Level
Spiritual Weapon
Lesser Restoration
Hold Person
3rd Level
Communal Align Weapon
Domain Spells:
Martyr
Divine Favor (1st)
Shield Other (2nd)
Healing
Cure Light Wounds (1st)
Cure Moderate Wounds (2nd)
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +1 | (DEX) +1 | +0 | +0 | |
Bluff | +2 | (CHA) +2 | +0 | +0 | |
Climb | +0 | (STR) +0 | +0 | +0 | |
Diplomacy | +2 | (CHA) +2 | +0 | +0 | |
Disguise | +2 | (CHA) +2 | +0 | +0 | |
Escape Artist | +1 | (DEX) +1 | +0 | +0 | |
Fly | +1 | (DEX) +1 | +0 | +0 | |
Heal | +12 | (WIS) +4 | +5 | +3 | |
Intimidate | +2 | (CHA) +2 | +0 | +0 | |
Knowledge: Arcana | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Dungeoneering | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Local | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Nature | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Planes | +5 | (INT) +1 | +1 | +3 | |
Knowledge: Religion | +5 | (INT) +1 | +1 | +3 | |
Perception | +6 | (WIS) +4 | +0 | +2 | |
Ride | +1 | (DEX) +1 | +0 | +0 | |
Sense Motive | +8 | (WIS) +4 | +1 | +3 | |
Spellcraft* | +7 | (INT) +1 | +3 | +3 | |
Stealth | +1 | (DEX) +1 | +0 | +0 | |
Survival | +4 | (WIS) +4 | +0 | +0 | |
Swim | +0 | (STR) +0 | +0 | +0 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +5 | (INT) +1 | +1 | +3 | |
Knowledge: Engineering | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Geography | +1 | (INT) +1 | +0 | +0 | |
Knowledge: History | +5 | (INT) +1 | +1 | +3 | |
Knowledge: Nobility | +5 | (INT) +1 | +1 | +3 | |
Profession: Sailor | +6 | (WIS) +4 | +0 | +2 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Improved Initiative - +4 to initiative
Selective Channeling - Choose targets for Channel Energy
Channel Smite - Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.
Racial Abilities
Darkvision: Glaistig can see in the dark up to 120 feet.
Seelie Resistances: Glaistig get a +2 racial saving throw bonus against illusion and enchantment spells and effects.
Glaistig Water Lore: Glaistig receive a +2 racial bonus on Knowledge (nature) and Survival skill checks around water. They also gain a +2 racial bonus on Profession (sailor).
Keen Senses: Glaistig receive a +2 racial bonus on Perception skill checks.
Energy Resistance: Glaistig have cold resistance 5.
Water Affinity: Glaistig sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Glaistig clerics with the Water domain use their domain powers and spells at +1 caster level.
Return to Water: Glaistig that die of natural causes will have their body turn into fresh water within 10 minutes. This will prevent any sort of
resurrection of reincarnation. Glaistig seem to have an innate sense of when their natural passing will occur and seek to find an appropriate spot to pass within a still body of water.
Weapon Familiarity: Glaistig are proficient with spears and tridents, and treat any weapon with the word "elven" in its name as a martial weapon.
Class Abilities
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment
Channel Energy (Su) - 3d6 positive energy (30ft range; harms undead or heals allies; 5 charges)
Inspiring Word (Sp) - As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (7 charges)
Rebuke Death (Sp) - You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points (7 charges).
WEAPONS | ||||||
---|---|---|---|---|---|---|
Name | AB | Critical | Type | Range | Ammo | Dmg |
Heavy Mace | +1 | x2 | Bludgeoning | 5ft | N/A | 1d8 |
ARMOUR | ||||||
---|---|---|---|---|---|---|
Name | ACB | Type | Check Penality | Spell Failure | Weight | Properties |
Breastplate | +6 | Medium | -4 | 25% | 30lb | Standard |
Heavy Steel Shield | +2 | Shield | -2 | 15% | 15lb | Standard |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.