Board:

Pierres fødselsdag

Topic:

Karakterer 2013


Pierre Husted Sigvardsen

2013-12-19 12:44:50

Vi spiller Pathfinder.

Vi holder os til Pathfinder Societys begrænsninger - d.v.s. de her bøger og dele af bøger: http://paizo.com/pathfinderSociety/about/additionalResources

Stats er Point Buy 25 point. Beregn stats her: http://tools.digitalightbulb.com/pbcalc.html

Vi starter i level 8 eller 9. Gerne med en (Pathfinder omskrivning af) gammel karakter fra den gruppe med Acil, Bofur og Triel - dem der boede i Eveningstar.
Hver karakter starter med 46.000 GP - og man må ikke låne af hinanden inden spillet.

Det foregår i Forgotten Realms, og med FRs guder. Vi starter i Cormyr.


Forslag og udkast til karakterer kan lægges ind her, så alle kan se dem.

Jeg laver et antal mere eller mindre generiske karakterer, som jeg lægger ind her - dels som stat-blok, og dels som fil til Hero Lab (som har en gratis viewer til iPad).

Pierre Husted Sigvardsen

2013-12-19 16:49:58

Den her er til Mikael.

Mangler at bruge 11.000 gp på grej.
(Opdateret 19/12 20:19)



Sorca of the Brass clan
Human (Varisian) Dragon Disciple 1/Sorcerer 8
NG Medium humanoid (human)
Init +8; Senses Perception +7
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 16 (+2 shield, +1 Dex, +3 natural, +1 deflection)
hp 41 (1d12+8d6)
Fort +5, Ref +6, Will +10
Resist fire 5
--------------------
Offense
--------------------
Speed
Melee light shield bash -1 (1d3-1/×2) and
. . dagger +3 (1d4-1/19-20/×2)
Ranged masterwork sling +7 (1d4-1/×2)
Special Attacks bloodline arcana: draconic, breath weapon, claws
Sorcerer Spells Known (CL 8th; concentration +18):
4th (5/day)—black tentacles, fear (DC 22)
3rd (7/day)—haste, fireball (DC 21), fly
2nd (8/day)—resist energy, invisibility, see invisibility, create treasure map
1st (8/day)—magic missile, mage armor, identify, burning hands (DC 19), grease (DC 19), ray of enfeeblement (DC 19)
0 (at will)—ray of frost, daze (DC 18), detect magic, mage hand, touch of fatigue (DC 18), light, read magic, spark (DC 18)
--------------------
Statistics
--------------------
Str 9, Dex 14, Con 10, Int 12, Wis 12, Cha 26
Base Atk +4; CMB +3; CMD 15
Feats Additional Traits, Combat Casting, Eschew Materials, Greater Spell Penetration, Improved Initiative, Magical Aptitude, Skill Focus (Use Magic Device), Spell Penetration
Traits desperate focus, fast-talker, reactionary, world traveler
Skills Bluff +21, Diplomacy +13, Fly +8, Knowledge (arcana) +13, Perception +7, Spellcraft +15, Use Magic Device +20
Languages Common, Draconic, Varisian
SQ bloodlines (draconic [brass dragon [fire]])
Combat Gear Extend metamagic rod (lesser) (3/day), Scroll of Wall of Stone, Acid, Alchemist's fire; Other Gear +1 Mithral Light steel shield, Dagger, Masterwork Sling, Sling bullets (20), Amulet of natural armor +1, Cloak of resistance +2, Handy haversack (4 @ 7 lbs), Headband of alluring charisma +4, Ring of protection +1, Ring of sustenance, Belt pouch (24 @ 15 lbs), Blanket, winter, Chalk, Flint and steel, Hooded lantern, waterproof, Ink, black, Inkpen, Parchment (5), Spell component pouch, Waterproof bag (1 @ 0 lbs), Waterskin, 11004 GP, 4 SP, 9 CP
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Breath Weapon (1/day) (DC 18) (Su) 1/day, Breath Weapon deals 9d6 Fire damage, DC 18.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Magic Claws (11 rounds/day) (Ex) 2 Magic Claw attacks deal 1d6 damage.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Scroll of Wall of Stone Add this item to create a scroll with spells on it.

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.
Attachments
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Sorca.por
Sorca.por

Pierre Husted Sigvardsen

2013-12-19 16:56:14

Den her er ledig. (opdateret 19/12 kl 20:13)

Alt skulle være klar (har brugt ca 1.000 for meget guld).



Dwarf Cleric
Dwarf Cleric 9
NG Medium humanoid (dwarf)
Init +5; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 24, touch 12, flat-footed 23 (+8 armor, +3 shield, +1 Dex, +1 natural, +1 deflection)
hp 57 (9d8+9)
Fort +9, Ref +6, Will +13; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities aura of protection, defensive training; Resist resistant touch
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy shield bash +5/+0 (1d4+3/×2) and
. . +1 holy adamantine warhammer +10/+5 (1d8+4/×3+2d6 vs. Evil) and
. . masterwork dagger +10/+5 (1d4+3/19-20/×2)
Ranged masterwork heavy crossbow +8/+3 (1d10/19-20/×2)
Special Attacks artificer's touch, channel energy, hatred
Spell-Like Abilities
. . 8/day—resistant touch
Cleric Spells Prepared (CL 9th; concentration +16):
5th (2/day)—righteous might, flame strike (DC 20), fabricate
4th (3/day)—spell immunity, divine power, restoration, giant vermin
3rd (4/day)—protection from energy, meld into stone, invisibility purge, dispel magic, stone shape
2nd (5/day)—shield other, shield other, spiritual weapon, eagle's splendor, bear's endurance, status
1st (6/day)—divine favor, protection from evil, bless, sanctuary (DC 16), comprehend languages, obscuring mist, gorum's armor
0 (at will)—stabilize, detect magic, mending, create water
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 12, Int 11, Wis 20, Cha 13
Base Atk +6; CMB +9; CMD 21 (21 vs. bull rush, 21 vs. trip)
Feats Extra Channel, Improved Initiative, Lunge, Selective Channeling, Turn Undead
Traits armor expert, focused mind
Skills Appraise +8 (+10 to determine the price of nonmagic items with precious metals or gemstones), Craft (armor) +2, Heal +19, Knowledge (planes) +4, Knowledge (religion) +10, Sense Motive +9, Spellcraft +6
Languages Common, Dwarven
SQ aura, dancing weapons, domains (artifice, protection), greed, hardy, slow and steady, spontaneous casting, stability, stonecunning
Combat Gear Wand of cure light wounds, Caltrops (3), Healer's kit, Sunrod; Other Gear +2 Breastplate, +1 Mithral Heavy steel shield, +1 Holy Adamantine Warhammer, Crossbow bolts (42), Masterwork Dagger, Masterwork Heavy crossbow, Amulet of natural armor +1, Belt of giant strength +2, Phylactery of positive channeling, Ring of protection +1, Backpack (9 @ 12.2 lbs), Blanket, winter, Flint and steel, Masterwork tool (Craft [armor]), Miner's pick, Shovel, Spell component pouch, 10 GP
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Artificer's Touch (1d6+4) (8/day) (Sp) Melee touch attack deals 1d6+4 damage to objects or constructs, bypassing 9 hardness.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Aura of Protection (9 rounds/day) (Su) 30'r aura grants Energy Resistance 5 and a +1 deflection bonus to AC.
Cleric Channel Positive Energy 7d6 (6/day) (DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Artifice) Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.
Cleric Domain (Protection) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Dancing Weapons (1/day) (Su) Grant weapons the dancing power.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Focused Mind +2 to Concentration checks
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Resistant Touch (8/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute.
Selective Channeling Exclude targets from the area of your Channel Energy.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Turn Undead (DC 15) Your Channel Energy can make undead in 30 ft flee for 1 min.

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.
Attachments
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Cleric.por
Dwarf Cleric v2.por

Pierre Husted Sigvardsen

2013-12-20 23:06:00

Min karakter.

Alt skulle være klart nu.
Endda lavet en liste med Summoned Monsters, og kastet Shield (så jeg nu har 42 HP og AC 17).



Glen of the Guard
Male Human (Varisian) Fighter 1/Wizard 8
CG Medium humanoid (human)
Init +6; Senses Perception +21
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 15 (+4 shield, +2 Dex, +1 deflection)
hp 42 (1d10+8d6)
Fort +7, Ref +7, Will +9
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 adamantine rapier +8 (1d6+3/18-20/×2) and
. . masterwork silver dagger +8 (1d4+1/19-20/×2)
Ranged masterwork composite longbow +8 (1d8+2/×3)
Wizard Spells Prepared (CL 9th; concentration +16):
4th (3/day)—black tentacles, greater invisibility, enervation, summon monster iv
3rd (5/day)—phantom steed, stinking cloud (DC 21), haste, vampiric touch, fly, spiked pit (DC 21)
2nd (5/day)—darkvision, invisibility, web (DC 20), web (DC 20), fog cloud, rope trick
1st (6/day)—vanish, shield, expeditious retreat, mage armor, grease (DC 19), ray of enfeeblement (DC 18), feather fall (DC 18)
0 (at will)—acid splash, detect magic, drench (DC 18)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 10, Int 24, Wis 10, Cha 14
Base Atk +5; CMB +7; CMD 20
Feats Augment Summoning, Combat Casting, Extend Spell, Greater Spell Penetration, Improved Initiative, Scribe Scroll, Skill Focus (Perception), Spell Focus (conjuration), Spell Penetration
Traits eyes and ears of the city, magical knack
Skills Appraise +11, Climb +7, Escape Artist +11, Fly +14, Handle Animal +8, Intimidate +6, Knowledge (arcana) +19, Knowledge (dungeoneering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +19, Knowledge (nature) +11, Knowledge (nobility) +19, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +12, Perception +21, Ride +14, Spellcraft +19, Survival +4, Swim +6, Use Magic Device +11
Languages Abyssal, Celestial, Common, Draconic, Giant, Ignan, Orc, Sylvan, Terran, Undercommon, Varisian
SQ acid dart, arcane bonds (arcane familiar, mongoose), dimensional steps, opposition schools (divination, evocation), specialized schools (conjuration), summoner's charm
Combat Gear Extend metamagic rod (lesser) (3/day), Pearl of power (1st level) (1/day), Caltrops (4), Oil (3); Other Gear +1 Mithral Buckler, +1 Adamantine Rapier, Arrows (42), Masterwork Composite longbow (Str +2), Masterwork silver dagger, Cloak of resistance +3, Eyes of the eagle, Handy haversack (49 @ 80.96 lbs), Headband of vast intelligence +4 (Knowledge [local, Ring of protection +1, Ring of sustenance, Blanket, winter, Bucket (4 @ 8 lbs), Candle, Charcoal stick, Cooking kit, Flint and steel, Folding ladder, Hammer, Holy symbol, wooden (Azuth), Hooded lantern, waterproof, Ink, black, Inkpen, Iron spike (10), Parchment (17), Rope (2), Sack (4 @ 2 lbs), Sack (empty), Sack (empty), Sack (empty), Sack (empty), Signal horn, Spell component pouch, Waterproof bag (empty), Waterskin (2), 135 GP, 9 SP, 4 CP
--------------------
Special Abilities
--------------------
Acid Dart (10/day) (Sp) 30' Ranged touch attack deals 1d6+4 Acid damage.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dimensional Steps (240'/day) (48 5-ft inc/day) (Sp) Teleport 30 feet per day, in 5 foot increments.
Divination You must spend 2 slots to cast spells from the Divination school.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Extend metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Extend Spell Spell duration lasts twice as normal. +1 Level.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+4 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).

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.
Attachments
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Pierres Fighter-Wizard.por
Pierres Fighter-Wizard - med monstre.por
Pierres Fighter-Wizard - med monstre.por

Jonathan

2013-12-21 23:18:02

Her er den Bard jeg har lavet Pierre, hun mangler equipment og spells.

Bellis Foolprood, Halfling Bard
Halfling Bard 9
CG Small humanoid (halfling)
Init + 8, Fearless, Halfling Luck, Fleet of Foot, Keen Senses
---------------------------

Str 8
Dex 18
Con 10
Int 10
Wis 14
Cha 20
---------------------------
BAB 6/1
Fort +4
Ref + 11
Will  +9
HP 40 (9d8 +0)
---------------------------
Feats:
Well Prepared

Improved Initiative

Skill Focus (Stealth)

Lingering Performance

Point Blank Shot

(Class Abilities)

Bardic Knowledge

Performance

Cantrips

Countersong

Distraction

Fascinate

Inspire +3

Versatile Performance (Sing)

Versatile Performance (Dance)

Dirge of Doom

Loremaster

Inspire Greatness

Suggestion

Well Versed
Traits:

Voice of Velvet

Market Rat
---------------------------
Skills

Acrobatics 8
Appraise 4
Bluff 9
Climb 3
Craft (cooking) 4
Diplomacy 15
Escape Artist 13
Intimidate 9
Knowledge (all) 13
Linguistics 4
Perception 8
Perform (sing) 19
Perform (dance) 19
Profession (entertainer)
Sense Motive 6
Sleight of Hand 8
Spellcraft 4
Stealth 14
Use Magic Device 9
------------------------

Pierre Husted Sigvardsen

2013-12-22 22:58:11

En kriger til Jahn.

Der mangler et enkelt feat. Og 2 traits.



Figtus
Human (Varisian) Fighter 9
CG Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 27, touch 13, flat-footed 25 (+11 armor, +3 shield, +2 Dex, +1 deflection)
hp 85 (9d10+27)
Fort +11, Ref +7, Will +5 (+2 vs. fear)
Defensive Abilities bravery +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee heavy shield bash +16/+11 (1d4+7/×2) and
. . +1 adamantine glaive +20/+15 (1d10+15/×3) and
. . +1 lance +17/+12 (1d8+11/×3) and
. . dagger +16/+11 (1d4+7/19-20/×2) and
. . dagger +16/+11 (1d4+7/19-20/×2)
Ranged masterwork composite longbow +13/+8 (1d8+8/×3)
Special Attacks weapon training abilities (bows +1, pole arms +2)
--------------------
Statistics
--------------------
Str 24, Dex 14, Con 16, Int 10, Wis 10, Cha 10
Base Atk +9; CMB +16; CMD 29
Feats Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Point-Blank Shot, Power Attack, Precise Shot, Surprise Follow-Through, Weapon Focus (glaive), Weapon Specialization (glaive)
Skills Acrobatics +0, Climb +15, Handle Animal +5, Intimidate +5, Knowledge (dungeoneering) +4, Knowledge (engineering) +10, Ride +10 (+12 to stay in the saddle), Survival +5, Swim +8
Languages Common, Varisian
SQ animated
Combat Gear Oil of levitate, Potion of cure light wounds (2), Potion of jump, Potion of reduce person, Potion of remove fear, Oil (5); Other Gear +2 Full plate, +1 Animated Heavy steel shield, +1 Adamantine Glaive, +1 Lance, Arrows (42), Dagger, Dagger, Masterwork Composite longbow (Str +7), Belt of giant strength +4, Cloak of resistance +2, Ring of protection +1, Backpack, masterwork (23 @ 56.66 lbs), Fishing net, Flint and steel, Hooded lantern, Marbles, Marbles, Marbles, Marbles, Marbles, Marbles, Military saddle, Rope (3), Sack (empty), Sack (empty), Sack (empty), Sack (empty), Sack (empty), Saddlebags (empty), 5 GP, 3 SP
--------------------
Special Abilities
--------------------
Animated As move action, release shield to defend wielder on its own for 4 rounds.
Blind-Fight Re-roll misses because of concealment, other benefits.
Bravery +2 (Ex) +2 to Will save vs. Fear
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Surprise Follow-Through When you are using Cleave, your second foe is denied its Dex bonus.
Weapon Training (Bows) +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows
Weapon Training (Pole Arms) +2 (Ex) +2 Attack, Damage, CMB, CMD with Pole Arms

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.
Attachments
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Figtus - Human Fighter.por
Figtus - Human Fighter.por
Fighter - Tremor Crystalseeker.por

Pierre Husted Sigvardsen

2013-12-22 23:22:42

Et begyndende udkast til Mikkels karakter.
Langt fra færdig, men da en begyndelse.

Hvad race var han egentlig?

Anden version længere nede...



Tyven
Gnome Cleric 5/Rogue 4
NE Small humanoid (gnome)
Init +6; Senses low-light vision; Perception +17
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 size)
hp 62 (9d8+18)
Fort +7, Ref +11 (+1 bonus vs. traps), Will +8; +2 vs. illusions
Defensive Abilities copy cat (su), defensive training, evasion, trap sense, uncanny dodge
--------------------
Offense
--------------------
Speed
Melee +2 shortsword +15/+10 (1d4+3/19-20/×2) and
. . dagger +13/+8 (1d3+1/19-20/×2)
Special Attacks channel energy, hatred, lore keeper, sneak attack +2d6
Spell-Like Abilities
. . At will—lore keeper
. . 6/day—copy cat (su)
. . 1/day—dancing lights, ghost sound (DC 12), prestidigitation (DC 11), speak with animals
Cleric Spells Prepared (CL 5th; concentration +8):
--------------------
Statistics
--------------------
Str 12, Dex 22, Con 14, Int 12, Wis 16, Cha 12
Base Atk +6; CMB +6; CMD 17
Feats Weapon Finesse
Skills Acrobatics +8, Bluff +13, Climb +0, Craft (alchemy) +7, Diplomacy +6, Disguise +10, Escape Artist +17, Perception +17 (+19 to locate traps), Sense Motive +8, Stealth +21, Use Magic Device +6; Racial Modifiers +2 Perception
Languages Common, Draconic, Gnome, Sylvan
SQ aura, domains (thought, trickery), illusion resistance, rogue talents (finesse rogue, surprise attacks), spontaneous casting, trapfinding +2
Other Gear +1 Shadow, Slick Studded leather armor, +2 Shortsword, Dagger, Belt of incredible dexterity +4, Headband of inspired wisdom +2, 9013 GP
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Negative Energy 3d6 (4/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Thought) Associated Domain: Knowledge
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copy Cat (Su) (6/day) (Sp) Create a single mirror image duplicate
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Illusion Resistance +2 racial bonus to saves against illusions.
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 23.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Surprise Attacks (Ex) Opponents are always flat-footed against you in the surprise round.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

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.
Attachments
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Cleric-Rogue.por

Pierre Husted Sigvardsen

2013-12-23 14:16:47

Ny version af TUC - Mikkels karakter.

Human Rogue 5th/Cleric 4th (byttet om på dem, så han får 3d6 Sneak,men så mister 3rd level spells).

Mangler stadig lidt skil-points og 3 feats.
Har brugt et par hunderede GP for meget.

 
Tuc
Human Cleric 4/Rogue 5
NE Medium humanoid (human)
Init +6; Senses Perception +15
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 14 (+4 armor, +6 Dex)
hp 52 (9d8+9)
Fort +8, Ref +13 (+1 bonus vs. traps), Will +10
Defensive Abilities copy cat (su), evasion, trap sense, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 shortsword +15/+10 (1d6+5/19-20/×2) and
. . dagger +12/+7 (1d4+3/19-20/×2)
Special Attacks channel energy, lore keeper, sneak attack +3d6
Spell-Like Abilities
. . At will—lore keeper
. . 6/day—copy cat (su)
Cleric Spells Prepared (CL 4th; concentration +7):
2nd (3/day)—invisibility, darkness, find traps, grace
1st (4/day)—remove fear, ant haul (DC 14), summon monster i, disguise self, dancing lantern
0 (at will)—detect magic, light, detect poison, spark (DC 13)
--------------------
Statistics
--------------------
Str 16, Dex 22, Con 12, Int 12, Wis 16, Cha 11
Base Atk +6; CMB +9; CMD 25
Feats Combat Reflexes, Skill Focus (Stealth), Weapon Finesse, Weapon Focus (shortsword)
Skills Acrobatics +18, Appraise +5, Bluff +12, Climb +10, Diplomacy +5, Disable Device +22, Disguise +11, Escape Artist +23, Perception +15 (+17 to locate traps), Sense Motive +8, Stealth +26, Use Magic Device +5
Languages Common, Draconic
SQ aura, domains (thought, trickery), rogue talents (finesse rogue, surprise attacks), spontaneous casting, trapfinding +2
Other Gear +2 Shadow, Slick Leather armor, +2 Shortsword, Dagger, Belt of incredible dexterity +4, Cloak of resistance +2, Handy haversack (4 @ 20.96 lbs), Headband of inspired wisdom +2, Climber's kit, Disguise kit (10 uses), Thieves' tools, masterwork, 298 GP
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Negative Energy 2d6 (3/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Thought) Associated Domain: Knowledge
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Copy Cat (Su) (6/day) (Sp) Create a single mirror image duplicate
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 22.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Surprise Attacks (Ex) Opponents are always flat-footed against you in the surprise round.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

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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Cleric-Rogue.por
Cleric-Rogue.por

Pierre Husted Sigvardsen

2013-12-23 22:16:57

En druide til Jens.

Alt skulle være klar. Spells endda indlæst.



Skovens Vogter
Human (Varisian) Druid 9
LN Medium humanoid (human)
Init +7; Senses Perception +20
--------------------
Defense
--------------------
AC 26, touch 12, flat-footed 25 (+10 armor, +4 shield, +1 Dex, +1 deflection)
hp 70 (9d8+22)
Fort +8, Ref +4, Will +14; +4 vs. spell-like and supernatural abilities of Fey and against effects that target plants
Defensive Abilities lightning lord; Immune poison
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy shield bash +2/-3 (1d6/×2) and
. . +1 darkwood shortspear +7/+2 (1d6+1/×2)
Ranged wooden throwing shield +3/-2 (1d6/×2)
Special Attacks storm burst
Spell-Like Abilities
. . 11/day—storm burst
. . 9/day—lightning lord
Druid Spells Prepared (CL 9th; concentration +17):
5th (2/day)—animal growth (DC 23), ice storm, wall of thorns
4th (4/day)—cure serious wounds, sleet storm, spike stones (DC 22), freedom of movement, air walk
3rd (5/day)—sleet storm, call lightning (DC 21), greater magic fang, stone shape, cure moderate wounds, spike growth (DC 21)
2nd (6/day)—lesser restoration, resist energy, soften earth and stone, barkskin, chill metal (DC 20), fog cloud, fog cloud
1st (6/day)—longstrider, ant haul (DC 19), entangle (DC 19), entangle (DC 19), faerie fire, obscuring mist, obscuring mist
0 (at will)—stabilize, detect magic, create water, light
--------------------
Statistics
--------------------
Str 11, Dex 12, Con 14, Int 10, Wis 26, Cha 10
Base Atk +6; CMB +6; CMD 18
Feats Armor Proficiency (Heavy), Augment Summoning, Extend Spell, Improved Initiative, Natural Spell, Spell Focus (conjuration)
Traits reactionary, two-world magic
Skills Climb +0, Fly +7, Handle Animal +12, Heal +14, Knowledge (geography) +5, Knowledge (nature) +14, Linguistics +2, Perception +20, Ride -1, Spellcraft +5, Survival +10, Swim -2
Languages Common, Druidic, Sylvan, Undercommon, Varisian
SQ nature bond abilities (weather), resist nature's lure, spontaneous casting, trackless step, wild empathy, wild shape, wild shape (animal), wild shape (elemental), wild shape (plant), woodland stride
Combat Gear Daredevil boots (10 rounds/day), Enlarge metamagic rod (lesser) (3/day), Pearl of power (1st level) (1/day), Pearl of power (1st level) (1/day), Potion of cure light wounds (2), Potion of endure elements, Potion of enlarge person, Potion of protection from evil (2), Potion of reduce person, Potion of shield of faith +2, Wand of cure light wounds, Wand of cure light wounds, Waybread (food), Waybread (food); Other Gear +1 Dragonhide Full plate, +2 Shield Spikes, Throwing Heavy wooden shield, +1 Darkwood Shortspear, Cloak of resistance +2, Handy haversack (empty), Headband of inspired wisdom +4, Ring of jumping, Ring of protection +1, 252 GP
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Druid Domain (Weather) Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Immunity to Poison You are immune to poison.
Lightning Lord (9/day) (Sp) Call down lightning bolts against your enemies.
Natural Spell You can cast spells while in Wild Shape.
Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
Ring of jumping This ring continually allows the wearer to leap about, providing a +5 competence bonus on all his Acrobatics checks made to make high or long jumps.

Construction
Requirements: Forge Ring, creator must have 5 ranks in the Acrobatics skill; Cost 1,250 gp
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Storm Burst (1d6+4) (11/day) (Sp) 30' Ranged touch attack deals 1d6+4 nonlethal damage and inflicts a -2 to hit penalty for 1 rd.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Two-World Magic (Drench, Druid) Add a 0-level spell from another class to your spell list.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (3/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape III: Diminutive - Huge animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Elemental Body II: Small - Medium elemental) You may use your Wild Shape ability to become an elemental.
Wild Shape (Plant Shape I: Small - Medium plant creature) You may use your Wild Shape ability to become a plant creature.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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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Skovens Vogter.por

Pierre Husted Sigvardsen

2013-12-23 23:34:35

Og så en Elven Illusionist til Claus.



V
Elf Wizard 9
NG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +12
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Defense
--------------------
AC 15, touch 15, flat-footed 11 (+4 Dex, +1 deflection)
hp 47 (9d6+9)
Fort +5, Ref +9, Will +9; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 40 ft.
Melee masterwork rapier +4 (1d6-1/18-20/×2)
Ranged +1 longbow +9 (1d8/×3)
Wizard Spells Prepared (CL 9th; concentration +17):
5th (2/day)—shadow evocation (DC 23), persistent image (DC 23), seeming (DC 23)
4th (4/day)—greater invisibility, shadow conjuration (DC 22), arcane eye, beast shape ii, detect scrying
3rd (5/day)—displacement, major image (DC 21), major image (DC 21), major image (DC 21), fly, invisibility sphere
2nd (6/day)—mirror image, minor image (DC 20), invisibility, invisibility, invisibility, see invisibility, hideous laughter (DC 20)
1st (6/day)—color spray (DC 19), color spray (DC 19), true strike, comprehend languages, disguise self, disguise self, feather fall (DC 19)
0 (at will)—detect magic, light, arcane mark, prestidigitation (DC 18)
--------------------
Statistics
--------------------
Str 9, Dex 18, Con 10, Int 26, Wis 12, Cha 10
Base Atk +4; CMB +3; CMD 18
Feats Combat Casting, Extend Spell, Greater Spell Penetration, Improved Familiar, Scribe Scroll, Skill Focus (Knowledge (arcana)), Spell Penetration
Traits classically schooled, reactionary
Skills Appraise +17, Escape Artist +13, Fly +16, Knowledge (arcana) +23, Knowledge (dungeoneering) +12, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +20, Knowledge (nature) +12, Knowledge (nobility) +20, Knowledge (planes) +12, Knowledge (religion) +20, Linguistics +12, Perception +12, Ride +5, Sense Motive +5, Spellcraft +21 (+23 to determine the properties of a magic item); Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Drow Sign Language, Elven, Giant, Gnoll, Gnome, Goblin, Orc, Sylvan
SQ arcane bonds (arcane familiar, dragon, faerie), blinding ray, elven magic, extended illusions, invisibility field, opposition schools (conjuration, necromancy), specialized schools (illusion)
Combat Gear Pearl of power (1st level) (1/day), Pearl of power (1st level) (1/day), Silent metamagic rod (lesser) (3/day), Wand of Enlarge Person, Wand of Mage Armor, Wand of Shield, Wand of Vanish, Wand of Ventriloquism; Other Gear +1 Longbow, Arrows (42), Masterwork Rapier, Belt of incredible dexterity +2, Boots of striding and springing, Cloak of resistance +2, Efficient quiver (48 @ 9.3 lbs), Handy haversack (1 @ 10.08 lbs), Headband of vast intelligence +4 (Knowledge [local, Ring of protection +1, Ring of sustenance, 504 GP
--------------------
Special Abilities
--------------------
Blinding Ray (11/day) (Sp) 30' ranged touch attack, blinds / dazzles for 1 round.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Extended Illusions (+4 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Invisibility Field (9 rounds/day) (Sp) Become Invisible as Swift Action for wizard level rounds per day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Silent metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day without verbal components as though using the Silent Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Silent Spell feat; Cost 1,500 gp
Speak With Familiar (Ex) You can communicate verbally with your familiar.

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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V.por

Pierre Husted Sigvardsen

2013-12-25 23:11:42

Og her er så en præst - en rejse-præst af Shaundakul.




Gwen the Traveler
Human Barbarian 1/Cleric 8
CG Medium humanoid (human)
Init +6; Senses Perception +19
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 deflection)
hp 68 (1d12+8d8+18)
Fort +12, Ref +6, Will +15
Defensive Abilities freedom's call
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Offense
--------------------
Speed 50 ft., dimensional hop
Melee +1 greatsword +10/+5 (2d6+4/19-20/×2) and
. . dagger +9/+4 (1d4+2/19-20/×2)
Ranged +1 composite longbow +10/+5 (1d8+3/×3)
Special Attacks agile feet, Channel Energy 4d6, rage
Spell-Like Abilities
. . 16—dimensional hop
Cleric Spells Prepared (CL 9th; concentration +16):
4th (3/day)—spell immunity, dimension door, restoration, ward of the season
3rd (5/day)—protection from energy, prayer, magic circle against evil, dispel magic, summon monster iii, fly
2nd (5/day)—resist energy, remove paralysis, silence (DC 19), aid, aid, darkness
1st (6/day)—divine favor, shield of faith, longstrider, protection from evil, hide from undead (DC 18), bless, obscuring mist
0 (at will)—purify food and drink (DC 17), detect magic, light, spark (DC 17)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 10, Wis 24, Cha 13
Base Atk +7; CMB +9; CMD 22
Feats Cleave, Combat Casting, Extra Channel, Improved Initiative, Power Attack, Turn Undead
Traits devotee of the green, magical knack
Skills Acrobatics +6 (+14 jump), Diplomacy +6, Handle Animal +6, Heal +12, Knowledge (geography) +5, Knowledge (history) +4, Knowledge (local) +1, Knowledge (nature) +13, Knowledge (nobility) +4, Knowledge (planes) +4, Knowledge (religion) +4, Perception +19, Sense Motive +12, Survival +13
Languages Common
SQ aura, domains (liberation, travel), fast movement, liberation, spontaneous casting
Combat Gear Elemental gem (air), Extend metamagic rod (lesser) (3/day), Feather token (fan), Feather token (swan boat), Pearl of power (1st level) (1/day), Wand of cure light wounds; Other Gear +1 Mithral Breastplate, +1 Composite longbow (Str +2), +1 Greatsword, Dagger, Belt of giant strength +2, Cloak of resistance +2, Feather token (sky hook), Handy haversack (1 @ 0.02 lbs), Headband of inspired wisdom +4, Ring of protection +1, 1 GP
--------------------
Special Abilities
--------------------
Agile Feet (10/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleric Channel Positive Energy 4d6 (6/day) (DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dimensional Hop (80/day) (Sp) Teleport 80'/day.
Extend metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Freedom's Call (8 rounds/day) (Su) 30'r aura suppresses many conditions.
Liberation (8 rounds/day) (Su) Act as if you had freedom of movement for 8 rounds/day.
Magical Knack (Cleric) +2 CL for a specific class, to a max of your HD.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Turn Undead (DC 15) Your Channel Energy can make undead in 30 ft flee for 1 min.

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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Gwen the Freedom-Traveler.por

Pierre Husted Sigvardsen

2013-12-26 23:09:57

En Deneir-præst/Loremaster

Mangler et enkelt feat.



Xx of Deneir
Human Cleric 7/Loremaster 2
NG Medium humanoid (human)
Init +1; Senses Perception +7
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 21 (+7 armor, +3 shield, +1 Dex, +1 deflection)
hp 55 (7d8+2d6+9)
Fort +10, Ref +7, Will +18
Defensive Abilities remote viewing
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy shield bash +1/-4 (1d4-1/×2) and
. . +1 silver dagger +6/+1 (1d4-1/19-20/×2)
Ranged +1 light crossbow +8/+3 (1d8+1/19-20/×2)
Special Attacks blast rune, Channel Energy 4d6, lore keeper
Spell-Like Abilities
. . At will—lore keeper
. . 10/day—blast rune
. . 7 rounds/day—remote viewing
Cleric Spells Prepared (CL 9th; concentration +16):
5th (2/day)—true seeing, ancestral memory, cleanse
4th (3/day)—blessing of fervor (DC 21), spell immunity, divination, sending
3rd (5/day)—protection from energy, glyph of warding (DC 20), glyph of warding (DC 20), summon monster iii, blood biography (DC 20), revelation
2nd (6/day)—augury, hold person (DC 19), detect thoughts (DC 19), grace, grace, share language (DC 19), status
1st (6/day)—protection from evil, bless, sanctuary (DC 18), comprehend languages, comprehend languages, obscuring mist, liberating command
0 (at will)—detect magic, light, detect poison, scrivener's chant
--------------------
Statistics
--------------------
Str 9, Dex 12, Con 12, Int 16, Wis 24, Cha 12
Base Atk +6; CMB +5; CMD 17
Feats Extend Spell, Lingering Spell, Persistent Spell, Scholar, Scribe Scroll, Skill Focus (Knowledge (religion))
Traits mathematical prodigy, scholar of the great beyond
Skills Appraise +10, Diplomacy +10, Handle Animal +5, Heal +12, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (engineering) +9, Knowledge (geography) +8, Knowledge (history) +19, Knowledge (local) +10, Knowledge (nature) +8, Knowledge (nobility) +10, Knowledge (planes) +9, Knowledge (religion) +26, Linguistics +9, Sense Motive +11, Spellcraft +15, Use Magic Device +13
Languages Celestial, Common, Draconic, Elven, Giant, Treant, Undercommon
SQ aura, domains (knowledge, rune), lore, secrets (secrets of inner strength), spontaneous casting
Combat Gear Azlant pendant (Knowledge [religion]) (1/day), Ring of counterspells; Other Gear +1 Breastplate, +1 Heavy steel shield, +1 Light crossbow, +1 Silver Dagger, Crossbow bolts (40), Autonomous cartographer, Cloak of resistance +3, Handy haversack (45 @ 12.42 lbs), Headband of inspired wisdom +4, Nesa's coin, Ring of protection +1, Unguent of revivification, 146 GP
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Autonomous cartographer Upon command, this item draws your surroundings, out to the limits of your normal vision, rendering them as if depicted by a competent but unexceptional artist. It does not record any details you cannot see. The autonomous cartographer creates the map as needed to fit upon a 1-foot-by-4-foot parchment or scroll contained within the item. A second command erases the scroll, allowing you to use it again. You may insert or remove a scroll as a full-round action.

Construction
Requirements Craft Wondrous Item, erase, prestidigitation; Cost 1,000 gp
Azlant pendant (Knowledge [religion]) (1/day) This heavy necklace is usually made of gold and looks like a large winged eye. You gain a +5 competence bonus on one type of Knowledge checks (each pendant has a different specialty).

If Aroden is your patron, the pendant counts as a holy symbol. Once per day as a free action, you may add a +10 insight bonus on a single skill check you are about to roll.

Construction
Requirements Craft Wondrous Item, moment of prescience, creator must have 5 ranks in the appropriate Knowledge skill; Cost 1,550 gp
Blast Rune (10/day) (Sp) Blast Rune trap deals 1d6+3 energy damage.
Cleric Channel Positive Energy 4d6 (4/day) (DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Knowledge) Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Cleric Domain (Rune) Granted Powers: In strange and eldritch runes you find potent magic. You gain Scribe Scroll as a bonus feat.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Lingering Spell You can cast an instantaneous spell that lingers until the beginning of your next turn, affecting anyone who enters that area and possibly  providing concealment.
Lore +1 (Ex) Add + 1 to all knowledge skill checks.
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 29.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Remote Viewing (7 rounds/day) (Sp) Use clairvoyance/clairaudience as a spell-like ability.
Ring of counterspells Counters this spell when it's cast on you.
Scholar (Knowledge [religion], Knowledge [history]) +2 bonus on two Knowledge skills
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

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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Xx of Deneir.por