Chaotic-Good Male Skulk
Level 15 Cleric
Summary
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Initiative: +3
Speed: 30
BAB: +11/+6/+1
CMB: +12/+7/+2
CMD: 30
Melee To hit: +12/+7/+2
Ranged To hit: +14/+9/+4
Defense
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Armour Class
Total | Touch | Flat Footed
25 | 18 | 22
BASE | Armr | Shld | Stat | Size | Nat | Defl | Dodge | Mor | Ins | Sac | Prof | Misc
10 | 3 | 4 | 3 | 0 | 3 | 0 | 0 | 0 | 0 | 2 | 0 | 2
Hit Points
Total: 108 (138)
xxxxx xxxxx xxxxx xxxxx
xxxxx xxxxx xxxxx x....
..... ..... ..... .....
..... ..... ..... .....
..... ...
..... ..... ..... .....
..... ....
Temp: 0
-
Conditions
- channeled shield wall (AC +2)
Effects
-
Saving Throws
Fortitude: +15
Reflex: +12
Will: +19
Offense
-------
Unarmed attack
to hit: +12/+7/+2
damage: 1d3+1
critical: 20/x2
reach: 5
Sacred Adamantine Starknife +2 (Melee)
to hit: +19/+14/+9
damage: 1d4+3
critical: 20/x3
reach: 5
properties: Ignore hardness less than 20
Sacred Adamantine Starknife +2 (Ranged)
to hit: +21/+16/+11
damage: 1d4+2
critical: 20/x3
reach: 20
properties: Ignore hardness less than 20
Special Attacks
Channel Positive Energy (Su)
xxxx. ....
Chains of Justice (Su)
.
Judicious Force (Su)
xxxxx xx..
Sneak Attack (Ex)
∞
Special
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Bit of Luck xx... ....
Good Fortune ..
Divine Protection .
Cleric
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Domain: Luck
Level: 0 1 2 3 4 5 6 7 8 9
Known: - - - - - - - - - -
Per Day: 4 6+1 6+1 5+1 5+1 5+1 4+1 2+1 1+1 0
DC: 16 17 18 19 20 21 22 23 24 25
Level 0
. 1: resistance
. 2: resistance
. 3: resistance
. 4: resistance
Level 1
. D: true strike
. 1: barbed chains
. 2: bless
. 3: burning disarm
x 4: ironbeard
. 5: know the enemy
. 6: obscuring mist
Level 2
. D: aid
. 1: bear's endurance
. 2: boiling blood
. 3: boiling blood
. 4: bull's strength
. 5: lesser restoration
. 6: weapon of awe
Level 3
. D: protection from energy
x 1: chain of perdition
. 2: chain of perdition
. 3: dispel magic
. 4: prayer
. 5:
Level 4
. D: freedom of movement
. 1: blessing of fervor
. 2: divine power
. 3: spiritual ally
. 4: ward shield
. 5: Cure Critical Wounds(-)
Level 5
. D: break enchantment
x 1: bone shatter
. 2: breath of life
x 3: life bubble
. 4: life bubble
. 5:
Level 6
. D: mislead
x 1: harm
. 2: plague storm
x 3: mass bear's endurance
. 4:
Level 7
. D: spell turning
. 1: particulate form
x 2: mass cure moderate wounds (-artificer's curse)
Level 8
. D: moment of prescience
. 1: holy aura
Abilities
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Stat Current Base
Score Mod Score Mod
Str 13 +1 13 +1
Dex 16 +3 14 +2
Con 14 +2 14 +2
Int 10 0 10 0
Wis 23 +6 19 +4
Cha 18 +4 14 +2
Skills
------
Skill Modifier
Acrobatics +8
Bluff +5
Climb +1
Diplomacy +8
Disguise +4
Escape Artist +3
Fly +3
Heal +14
Intimidate +4
Knowledge (Arcana) +6
Knowledge (Planes) +10
Knowledge (Religion) +15
Perception +17
Perform (Untrained) +4
Ride +3
Sense Motive +10
Spellcraft +7
Stealth +11
Survival +6
Swim +1
Feats
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Channeled Shield Wall
Description:
You draw upon your channel energy to enhance the protective
ability of your shield and those of allies while they are
adjacent to you.
Benefit:
As a swift action, you can spend a use of your channel energy
to grant yourself a +2 deflection bonus while using a shield.
This bonus lasts 1 minute per cleric level or effective cleric
level. While you benefit from this bonus, allies with shields
also gain a +2 deflection bonus while they are adjacent to you.
Channeling Force
Description:
You distill your channeled energy into a sheen of force that
surrounds your weapon for a limited time.
Benefit:
A swift action, you can expend one use of channel energy to
grant your weapon attacks a bonus on damage rolls equal to the
number of dice of your channel energy. This extra damage is
force damage. This lasts for your next three weapon attacks or
until the end of combat, whichever comes first.
Channel Smite
Description:
You can channel your divine energy through your weapon.
Benefit:
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.
Deflect Arrows (Granted)
Description:
You can know arrows and other projectiles off course,
preventing them from hitting you. Provided by Quick Block
Buckler
Benefit:
You must have at least one hand free (holding nothing) to use
this feat. Once per round when you would normally be hit with
an attack from a ranged weapon, you may deflect it so that you
take no damage from it. You must be aware of the attack and not
flat-footed. Attempting to deflect a ranged attack doesn't
count as an action. Unusually massive ranged weapons (such as
boulders or ballista bolts) and ranged attacks generated by
natural attacks or spell effects can't be deflected.
Divine Protection
Description:
Your deity protects you against deadly attacks.
Benefit:
Once per day as an immediate action before rolling a saving
throw, you can add your Charisma modifier on that saving throw.
As usual, this does not stack if you already apply your
Charisma modifier to that saving throw. If you possess the
charmed life class feature, you can instead apply Divine
Protection's bonus after rolling the saving throw but before
the result is revealed.
Extra Channel
Description:
You can channel divine energy more often.
Benefit:
You can channel energy two additional times per day.
Guided Hand
Description:
Your deity blesses any strike you make with that deity's favored
weapon.
Benefit:
With your deity's favored weapon, you can use your Wisdom
modifier instead of your Strength or Dexterity modifier on
attack rolls.
Improved Channel
Description:
Your channeled energy is harder to resist.
Benefit:
Add 2 to the DC of saving throws made to resist the effects of
your channel energy ability.
Quick Channel
Description:
Your divine energies flash with dazzling speed.
Benefit:
You may channel energy as a move action by spending 2 daily
uses of that ability.
Selective Channeling
Description:
You can choose whom to affect when you channel energy.
Benefit:
When you channel energy, you can choose 4 targets in the area.
These targets are not affected by your channeled energy.
Special Attacks
---------------
Chains of Justice (Su)
Once per day, you can bind an opponent within 60 feet to you
with spectral chains (Will DC 23 negates). When you take
damage from an enemy, the bound target takes this damage as
well. Whenever the bound target takes damage from you or one
of your allies, you take this damage as well. You and the
target are not physically bound to each other, and either can
end the connection by breaking the line of effect or
exceeding the ability's range. You may dismiss the chains as
a standard action.
Channel Positive Energy (Su)
You can unleash a wave of positive energy. You must choose to
deal 8d6 points of positive energy damage to undead creatures
or to heal living creatures of 8d6 points of damage. Creatures
that take damage from channeled energy receive a DC 23 Will
save to halve the damage. You can use this ability 9 times per
day.
Judicious Force (Su)
If you or an ally within 10 feet makes a critical threat with a
melee or ranged attack, as an immediate action you may add +4
to the confirmation roll. This does not stack with the Critical
Focus feat. You may use this ability 9 times per day.
Sneak Attack (Ex)
If you can catch an opponent when he is unable to defend
himself effectively from your attack, you can strike a vital
spot for extra damage. Your attack deals 1d6 points of extra
damage anytime your target would be denied a Dexterity bonus
to AC, or when you flank your target. Should you score a
critical hit with a sneak attack, this extra damage is not
multiplied. Ranged attacks can count as sneak attacks only if
the target is within 30 feet. With a weapon that deals
nonlethal damage, you can make a sneak attack that deals
nonlethal damage instead of lethal damage. You cannot use a
weapon that deals lethal damage to deal nonlethal damage in
a sneak attack, not even with the usual -4 penalty. You must be
able to see the target well enough to pick out a vital spot and
must be able to reach such a spot. You cannot sneak attack
while striking a creature with concealment.
Special Qualities
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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).
Aura of Chaos (Ex)
You project an overwhelming chaotic aura.
Aura of Good (Ex)
You project an overwhelming good aura.
Bit of Luck (Sp)
You can touch a willing creature as a standard action, giving it a
bit of luck. For the next round, any time the target rolls a d20,
he may roll twice and take the more favorable result. You can use
this ability 9 times per day.
Camouflaged Step (Ex)
Skulks can pass through forest and subterranean settings almost
without a trace. Add +10 to the DC to track a skulk in these
environments.
Chameleon Skin (Ex)
A skulk's racial bonus to Stealth comes from his ability to change
the color of his skin to match his surroundings, even complex or
regular patterns like bricks and mortar. A skulk loses this
conditional bonus if he is wearing armor, or if he wears any
clothing that covers more than one-quarter of his body, as skulks
can only change their own flesh, not things they carry. A skulk
normally conceals small items behind his body; by putting his back
to a wall and changing his front half, he can hide the item
because observers don't have line of sight to the item.
Compression (Ex)
The creature can move through an area as small as one-quarter its
space without squeezing or one-eighth its space when squeezing.
Good Fortune (Ex)
As an immediate action, you can reroll any one d20 roll that you
have just made before the results of the roll are revealed. You
must take the result of the reroll, even if it's worse than the
original roll. You can use this ability 2 times per day.
Low-Light Vision (Ex)
You can see x2 as far as humans in low illumination. Characters
with low-light vision have eyes that are so sensitive to light
that they can see twice as far as normal in dim light. Low-Light
Vision is color vision. A spellcaster with low-light vision can
read a scroll as long as even the tiniest candle flame is next to
her as a source of light. Characters with low-light vision can see
outdoors on a moonlit night as well as they can during the day.
Orisons
You can prepare a number of orisons, or 0-level spells. These
spells are cast like any other spells, but they are not expended
when used and may be used again.
Spontaneous Casting
You can channel stored spell energy into healing spells that you
did not prepare ahead of time. You 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).
Inventory
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Item Location Quantity Weight
Sacred Adamantium Starknife +2 Primary 1 3
Headband of Mental Prowess (W/C) +4 Headband 1 1
Amulet of Natural Armor +3 BoH 1 0
Sihedron Medallion Neck 1 0
Bracers of Armour +3 Wrist 1
Ring of Protection +3 Ring 1 0
Belt of the Weasel Belt 1 1
Cloak of Resistance +4 Shoulders 1
Boots of Elvenkind Feet 1 1
Quick Block Buckler Shield 1 15
Bag of Holding (I) Equipped 1 15
Details
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Sacred Adamantium Starknife +2
Believed to be a gift from the Goddess Desna to her odd subject
Malk, this adamantium starknife grants a +2 bonus to hit and damage
rolls, as well as a +2 sacred bonus to AC. Being adamantium, this
weapon also ignores up to 20 points of hardness.
Headband of Mental Prowess (Wis/Cha) +4
This simple copper headband has a small yellow gem set so that
when it rests upon the forehead of the wearer, the yellow gem
sits perched on the wearer's brow as if it were a third eye in
the middle of his forehead. Often, the headband contains
additional designs to further accentuate the appearance of a
third, crystal eye.
The headband grants the wearer an enhancement bonus to two mental
ability scores (Wisdom and Charisma) of +4. Treat this as
a temporary ability bonus for the first 24 hours the headband is
worn. These bonuses are chosen when the headband is created and
cannot be changed. If the headband grants a bonus to Intelligence,
it also grants skill ranks as a headband of vast intelligence.
Amulet of Natural Armor +3
This amulet, usually containing some type of magically preserved
monster hide or other natural armor - such as bone, horn, carapace,
or beast scales - toughens the wearer's body and flesh, giving him
an enhancement bonus to his natural armor of +3.
Bracers of Armor
These items appear to be wrist or arm guards, sometimes etched
with symbols of protection or depictions of vigilant-looking
animals.
Bracers of armor surround the wearer with an invisible but
tangible field of force, granting him an armor bonus of +3, just
as though he were wearing armor. Both bracers must be worn for
the magic to be effective.
Ring of Protection +3
This ring offers continual magical protection in the form of a
deflection bonus of +3 to AC.
Belt of the Weasel
This surprisingly soft belt has an absurdly large buckle, made
even more absurd by the fact that it's crafted in the shape of a
smiling weasel's face.
It grants its wearer a +2 enhancement bonus to Dexterity, and the
ability to move at half normal speed while prone. Treat the
enhancement bonus to Dexterity as a temporary ability bonus for
the first 24 hours the belt is worn. The wearer does not take a
penalty on melee attack rolls or to AC against melee attacks while
prone. Additionally, the wearer gains the compression ability.
Cloak of Resistance +4
Flecks of silver or steel are often sown amid the fabric of these
magical cloaks. This garment offers magic protection in the form
of a +4 resistance bonus on all saving throws (Fortitude, Reflex,
and Will).
Boots of Elvenkind
These soft boots are partially made out of living leaves and other
natural materials.
They enable the wearer to move nimbly about in virtually any
surroundings, granting a +5 competence bonus on Acrobatics checks.
Quick Block Buckler
Once per round as an immediate action, this +3 arrow deflection
Buckler can be used to block an incoming melee attack. When used
in this way, the Buckler's enhancement bonus increases by +2
against that attack. The Buckler's user must decide to use this
ability before the attack roll is made. When the shield's user
blocks a melee attack in this way, it cannot use its arrow
deflection special ability for 1 round.
Bag of Holding
This appears to be a common cloth sack about 2 feet by 4 feet in
size. The bag of holding opens into a nondimensional space: its
inside is larger than its outside dimensions.
Regardless of what is put into the bag, it weighs a fixed amount.
This particular bag weighs 15 lbs., can hold 250 lbs. or 30 cubic
ft. of material.
Misc (not abilities)
--------------------
Aid Another
In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you’re in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.
You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character’s skill check.
Funds
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PP:
GP:
OTHER:
Name: Malk
Race: Skulk
Classes: Cleric 15
Alignment: Chaotic-Good
Vision: Low-light
Speed: 30 ft.
Languages: Common, Undercommon
Gender: Male Skin Tone: Gray
Height: 5'10" Weight: 137
Eyes Black Hair: Hairless
Dominant Hand: Left
Quirks: Easily excitable. Loves to tell the stories of how he found all his gear.
Speech Style: Speaks quickly and excitedly.
Quotes:
Background: