Mother Miranda | Good | ||
Character Name | Alignment | ||
Cleric 10 | |||
Character Level | |||
Human | M | ||
Race | Size | ||
- | - | ||
Gender | Age | ||
- | - | ||
Height | Weight | ||
- | - | ||
Hair | Eyes |
Kai | |
Player | |
- | - |
Deity | Homeland |
- | 0 |
Domain/Oath/Patron/School | XP |
Ability | Score | Mod | T.Adj | T.Mod |
---|---|---|---|---|
Str Strength | 10 | +0 | N/A | +0 |
Dex Dexterity | 10 | +0 | N/A | +0 |
Con Constitution | 10 | +0 | N/A | +0 |
Int Intelligence | 12 | +1 | N/A | +1 |
Wis Wisdom | 20 | +5 | N/A | +5 |
Cha Charisma | 14 | +2 | N/A | +2 |
Change in tracker! |
+7
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +7 | +7 | CON +0 | +0 | +0 | +0 |
Reflex | +3 | +3 | DEX +0 | +0 | +0 | +0 |
Will | +12 | +7 | WIS +5 | +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 |
13 | 10 | +3 | +0 | +0 | +0 | +0 |
Domains- Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds | Bless, Shield Other, Prayer
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +0 | (DEX) +0 | +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 | +0 | (DEX) +0 | +0 | +0 | |
Fly | +0 | (DEX) +0 | +0 | +0 | |
Heal | +5 | (WIS) +5 | +0 | +0 | |
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 | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Religion | +9 | (INT) +1 | +5 | +3 | |
Perception | +5 | (WIS) +5 | +0 | +0 | |
Ride | +0 | (DEX) +0 | +0 | +0 | |
Sense Motive | +10 | (WIS) +5 | +2 | +3 | |
Spellcraft* | +6 | (INT) +1 | +2 | +3 | |
Stealth | +0 | (DEX) +0 | +0 | +0 | |
Survival | +5 | (WIS) +5 | +0 | +0 | |
Swim | +0 | (STR) +0 | +0 | +0 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Engineering | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Geography | +1 | (INT) +1 | +0 | +0 | |
Knowledge: History | +9 | (INT) +1 | +5 | +3 | |
Knowledge: Nobility | +1 | (INT) +1 | +0 | +0 | |
Profession: Priest | +9 | (WIS) +5 | +1 | +3 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
* only usable when trained (rank 1 and higher)
15 points
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
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. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
WEAPONS | ||||||
---|---|---|---|---|---|---|
Name | AB | Critical | Type | Range | Ammo | Dmg |
Mace, Heavy | +3 | {19-20} x2 | Crushing | Contact | None | 1d8 |
ARMOUR | ||||||
---|---|---|---|---|---|---|
Name | ACB | Type | Check Penality | Spell Failure | Weight | Properties |
Chainmail | +6 | Medium | -5 | 20% | 40 lbs | - |
Shield, Heavy Steel | +2 | Medium | -2 | 15% | 15 lbs | - |
Channel energy 4d6
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. 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. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
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 total—all 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.
A cleric must be able to present her holy symbol to use this ability.
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).
Domains (Healing & Community)
A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
orisons
spontaneous casting
Pathfinder 1e Sheet v1.10 (2024-04-25) - Developed with love by Gorkam Wonka, designed by Dimitris, updated by Tillerz
Appearance
Mentality
Personality
The major events and journals in Miranda's history, from the beginning to today.
The list of amazing people following the adventures of Miranda.
Social