Sister Syn


PLAYER NAME: John Filipek

CLASS: Cleric of Pelor 10 (Female) SENSES: Perception +10
RACE: Human
ALIGNMENT: Neutral Good
BACKGROUND: Sasserine Native


HP: 57
AC: 20 [+1 Dex, +7 armor, +2 shield], Tch 11, FF 19

STR: 8
DEX: 10 / 12
CON: 12
INT: 12
WIS: 21 / 23
CHA: 16

FORT: 10 [6 base, 1 Con, +2 cloak, +1 trait]
REF: +8 [
3 base, 1 Dex, +2 cloak, +2 feat]
WILL: +15 [
6 base, +6 Wis, +2 cloak, +1 trait]

FEATS: armor proficiency (light and medium), simple proficiency (all), shield proficiency, extra channel, lightning reflexes, scribe scroll, selective channeling, spell penetration, and turn undead.

TRAITS: resilient and indomitable faith.

TRAINED SKILLS: diplomacy +15, heal +14, knowledge (religion) +13, knowledge (the planes) +6, perception +10, profession (sailor) +10, sense motive +14, spellcraft +13, and swim -4.

BASE ATTACK: 6/1 | CMB: +5 | CMD: 16

MELEE ATTACKS: 1 ghost touch, undead bane heavy mace +6/1 (1d8/x2)*
*+3 atk and dmg vs undead, +2d6 damage to undead.

RANGED ATTACKS: ranged touch +7 (ranged touch spell/x2)

LANGUAGES: common and draconic.

CLERIC DOMAINS: Healing and Sun.

SPELLS PER DAY: 4/6+1/6+1/4+1/3+1/2+1

LEVEL 0 (4) – create water, guidance, resistance, and stabilize.
LEVEL 1 (6+1) – bless, cause fear, protection from evil, protection from evil, shield of faith, shield of faith, and cure light wounds[D].
LEVEL 2 (6+1) – align weapon, bear’s endurance, remove paralysis, lesser restoration, lesser restoration, sound burst, and cure moderate wounds[D].
LEVEL 3 (4+1) – dispel magic, prayer, searing light, searing light, and cure serious wounds[D].
LEVEL 4 (3+1) – freedom of movement, holy smite, restoration, and cure critical wounds[D].
LEVEL 5 (2+1) – flame strike, righteous might, and breath of life[D].

WEAPONS: +1 ghost touch, undead bane heavy mace and normal heavy mace.

ARMOR: +1 mithral chain shirt, heavy steel shield, and +1 mithral chainmail.

GEAR: backpack, flint and steel, silver holy symbol of pelor, belt pouch, 5 sunrods, 2 torches, traveler’s outfit, and a waterskin.

MAGIC ITEMS: deep red sphere ioun stone, cloak of resistance +2, and headband of inspired wisdom +2, 3 potions of cure light wounds, potion of cure moderate wounds, wand of cure light wounds (32 charges), ring of mind shielding, lesser strand of prayer beads, scroll of restoration, headband of alluring charisma +2, and a wand of cure light wounds (8 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. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Healer’s Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

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).

Channel Energy (Su): 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 one 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 one 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 who worships 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 casts 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 channeled 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.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric 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).
An evil cleric (or a neutral cleric who worships an evil deity) can’t convert prepared spells to cure spells but can convert them to inf lict spells (an inf lict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).


Sister Syn

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