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Elrick (SunsetDuck) Pathfinder Society
Updated: 4:25 PM 28 September, 2013 View: CHARACTER SHEET, text [stripped]
Name: Elrick Faction: Alignment: True Neutral Race: Human Deity: Zyphus Class: Cleric (Undead Lord) 1 Age: 24 Height: 6'1" Weight: 195 lbs Gender: Male Size: Medium Prestige: Exp: / PFS#: 646 Statistics --------------------------------------------------------------------------- Str: 9 -1 HP: 5/5 Dex: 10 +0 Initiative: 1 Con: 9 -1 Speed: 30 Int: 12 +1 BAB: 0 (BAB) (STR) (SIZE) (DEX) Wis: 16 +3 CMB: -1 = 0 -1 +0 Cha: 18 +4 +2 (Raicial) CMD: 9 = 0 -1 +0 +0 Fortitude: 1 = 2 -1 (con) +0 (enhance) Reflex: 1 = 1 +0 (dex) +0 (enhance) Will: 6 = 3 +3 (wis) +0 (enhance) ___________________________________________________________________________ Attack Totals = Base Abil Size Misc --------------------------------------------------------------------------- Melee -1 = 0 -1(str) +0 Ranged +0 = 0 +0(dex) +0 ___________________________________________________________________________ Total AC = Base Shield Dex Armour Size Misc --------------------------------------------------------------------------- 10 (standard) = 10 +0 +0 +0 +0 10 (vs touch) = 10 -- +0 -- +0 10 (flatfooted) = 10 +0 -- +0 +0 ___________________________________________________________________________ Weapons TAB DMG Crit Rng Size Type --------------------------------------------------------------------------- +0 Crossbow, light +0 1d8 x2 80 ft Med P #(50/50 bolts) +0 Heavy Pick +0 1d6 x4 - Med P ___________________________________________________________________________ Armour AC Dex ASF ACP Type --------------------------------------------------------------------------- - Studded Leather +3 +5 15% -1 - ___________________________________________________________________________ Combat Notes and Modifiers --------------------------------------------------------------------------- Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities. ___________________________________________________________________________ Skills Abil Mod Abil Rnk Msc (details) --------------------------------------------------------------------------- Acrobatics dex 0 = +0 #Appraise int 2 = +1 1 Bluff cha 4 = +4 Climb str -1 = -1 #Diplomacy cha 4 = +4 Disable Device dex 0 = +0 Disguise cha 4 = +4 Escape Artist dex 0 = +0 Fly dex 0 = +0 Handle Animal cha 4 = +4 #Heal wis 4 = +3 1 Intimidate cha 4 = +4 #Knowledge (arcana) int 2 = +1 1 Knowledge (dungoneering) int 1 = +1 Knowledge (engineering) int 1 = +1 Knowledge (geography) int 1 = +1 #Knowledge (history) int 2 = +1 1 Knowledge (local) int 1 = +1 Knowledge (nature) int 1 = +1 #Knowledge (nobility) int 1 = +1 #Knowledge (planes) int 2 = +1 1 #Knowledge (religion) int 1 = +1 #Linguistics int 2 = +1 1 Perception wis 3 = +3 Perform cha 4 = +4 # Ride dex 0 = +0 #Sense Motive wis 3 = +3 Sleight of Hand dex 0 = +0 #Spellcraft int 2 = +1 1 Stealth dex 0 = +0 Survival wis 3 = +3 Swim str -1 = -1 Use Magic Device cha 4 = +4 ___________________________________________________________________________ Feats and Features --------------------------------------------------------------------------- CLASS FEATURES Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details). Channel Energy (Su) An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or 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 on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save 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 total̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬ÃÂall excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with ̢̢̮ââ¬Å¡Ã¬Ãâ¦Ã¢â¬Åinflict̢̢̮ââ¬Å¡Ã¬Ãâàin its name). Corpse Companion (Su) With a ritual requiring 8 hours, an undead lord can animate a single skeleton or zombie whose Hit Dice do not exceed her cleric level. This corpse companion automatically follows her commands and does not need to be controlled by her. She cannot have more than one corpse companion at a time. It does not count against the number of Hit Dice of undead controlled by other methods. She can use this ability to create a variant skeleton such as a bloody or burning skeleton, but its Hit Dice cannot exceed half her cleric level. She can dismiss her companion as a standard action, which destroys it. DOMAIN FEATURES Deatḫ̢̢ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s Kiss (Su) You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. RACIAL FEATURES Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. FEATS Command Undead As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict. Scribe Scroll (Item Creation) You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. TRAITS Hedge Magician 5% gp cost reduction of crafting magical items. Buried Anxiety +2 on saving throws against fear when (women) are not present. ___________________________________________________________________________ Inventory --------------------------------------------------------------------------- Worn (excluding arms and armor) Head | Face | Throat | Shoulders | Body | Torso | Arms | Hands | Ring | Ring | Waist | Feet | ( 1) Unholy symbol, wooden ( -) ( 1) Backpack (empty) ( 2) ( 1) Lantern, hooded ( 2) ( 1) Peasant's outfit ( -) ( 1) Waterskin ( 1) (50) Bolts, crossbow ( 5) Carrying Capacity Light Load: <= <30 Medium Load: <= 31-60 Heavy Load: <= 61< Carrying 28 ___________________________________________________________________________ Wealth --------------------------------------------------------------------------- pp 5 gp 3 sp 9 cp ___________________________________________________________________________ Spells Death (Undeath) --------------------------------------------------------------------------- 0-Level DC 13 3/day Bleed Create Water Detect Magic Detect Poison Guidance Light Mending Purify Food and Drink Read Magic Resistance Spark Stabilize Virtue 1-Level DC 14 1+1++1/day Curse Water Bane Doom Inflict Light Wounds Obscuring Mist Ant Haul Diagnose Disease Deathwatch Decompose Corpse Murderous Command Ray of Sickening Magic Weapon Forbid Action Entropic Shield Dancing Lantern Command Cause Fear Detect Undead Liberating Command Shield of Faith ___________________________________________________________________________ Languages --------------------------------------------------------------------------- Common, Infernal, Abyssal, Aklo ___________________________________________________________________________