Corin Stats

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Male Human rogue 8 / cleric 4 CG medium humanoid (human)

Init +5; Senses Perception +19,
Languages Common, Giant, Goblin

AC 16, touch 16, flat-footed 16
hp 96 (12HD)
Fort +6, Ref +12, Will +8, +2 Reflex to avoid traps
Defensive Abilities Bit of Luck (5/day), Evasion, Improved Uncanny Dodge, Trap Sense +2, Uncanny Dodge,

Speed 30 ft. (6 squares)
Melee darkwood staff +10/+5 (1d6/)
Melee darkwood staff (head 1 only) (two handed) +10/+5 ((two handed) 1d6)
Melee darkwood staff (head 2 only) (two handed) +10/+5 ((two handed) 1d6)
Melee dagger +2 +11/+6 (1d4+2/19-20)
Ranged dagger +2 (thrown) +16/+11 (1d4+2/19-20)
Melee silver dagger, masterwork +10/+5 (1d4-1/19-20)
Ranged silver dagger, masterwork (thrown) +15/+10 (1d4-1/19-20)
Ranged crossbow +1 (light) +15/+10 (1d8+1/19-20)

Face 5 ft. by 5 ft. Reach 5 ft.
Base Atk +9; CMB +9; CMD 25
Atk Options Bleeding Attack, Sneak Attack 4d6,

Special Actions

Deity: Vusha Domains: Luck(You are infused with luck, and your mere presence can spread good fortune.) Trickery(You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.)

Innate Spell-Like Abilities: prestidigitation ( DC 14, 1/Day)


Prepared Spells Prepared Spells:

Cleric (CL 4): 0th - create water , detect magic , light , spark (DC 12) 1st - command (DC 13) , cure light wounds (DC 13) , disguise self (DC ) , entropic shield (DC ) , obscuring mist 2nd - cure moderate wounds (DC 14) , invisibility (DC 14) , shatter (DC 14) , undetectable alignment (DC 14)

Cleric: Spells per Day: (4/4+1/3+1/0/0/0/0/0/0/ DC:13+spell level),

Abilities Str 10, Dex 20, Con 11, Int 15, Wis 14, Cha 18
Special Qualities Aura, Bonus Feat, Bonus Rogue Talent (2x), Canny Observer, Channel Positive Energy (-1d6, DC 12, 7/day), Coax Information, Copycat (5/day), Expert Leaper, Fast Stealth, Orisons, Rogue Crawl, Skilled, Spontaneous Casting, Trapfinding,
Feats Alertness, Dodge, Extra Channel, Mobility, Selective Channeling, Spring Attack, Stealthy
Skills Acrobatics +14, Appraise +10, Bluff +17, Craft (Paintings) +11, Craft (Sculptures) +10, Craft (Untrained) +2, Diplomacy +4, Disable Device +24, Disguise +19, Escape Artist +22, Fly +5, Heal +2, Intimidate +4, Perception +19, Perform (Act) +8, Perform (Untrained) +4, Ride +5, Sense Motive +4, Sleight of Hand +18, Spellcraft +10, Stealth +22, Survival +2, Use Magic Device +19,

Possessions darkwood staff; Robe of Vusha; portrait book; bolts, crossbow (10); dagger +2; silver dagger, masterwork (x2); Crossbow +1 (Light) ;

Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has aparticularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

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 5 times per day.

Bleeding Attack (Ex) You can cause living opponents to bleed when hitting them with a sneak attack. This attack causes the target to take 4 additional points of damage each round. Bleeding creatures that that amount of damage every round at the start of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Bonus Feat Humans select one extra feat at 1st level.

Bonus Rogue Talent (2x) The human gains +1/6 of a new rogue talent.

Canny Observer (Ex) When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.

Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal -1d6 points of positive energy damage to undead creatures or to heal living creatures of -1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this ability 7 times per day.

Charming Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Cleric Extra Channel

Coax Information (Ex) A rogue with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her.

Copycat (Sp) You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for 4 rounds, or until the illusory duplicate is dispelled or destroyed. You can have no more than one Copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability 5 times per day.


Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.


Expert Leaper (Ex) When making jump checks, the rogue is always considered to have a running start. Also, when the rogue deliberately falls, a DC 15 Acrobatics check allows her to ignore the first 20 feet fallen, instead of the first 10 feet.

Fast Stealth (Ex) This ability allows you to move at full speed using Stealth without penalty.

Improved Uncanny Dodge (Ex) You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 12.

Magical Talent (Prestidigitation) Either from inborn talent, whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip. You may cast CATEGORY=Internal|Spell ~ Prestidigitation once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability's save DC is Charisma-based.

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.

Rogue Crawl (Ex) While prone, you can move at half speed. This movement provokes attacks of opportunity as normal. You cannot take a 5-foot steps while crawling.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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 4d6 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.

Spontaneous Casting

Trapfinding (Ex) You add +4 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Trap Sense (Ex) You gain a +2 bonus on Reflex saves made to avoid traps, and a +2 dodge bonus to AC against attacks made by traps.

Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

Created using PCGen 6.04.01 using Pathfinder Ruleset

Character Name: Corin