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Greglorbin Arkanz
Greglorbin Arkanz
Greglorbin Arkanz
STR 12 +1
STRENGTH
DEX 10 0
DEXTERITY
CON 14 +2
CONSTITUTION
INT 10 0
INTELLIGENCE
WIS 20 +5
WISDOM
CHA 15 +2
CHARISMA
FORTITUDE +6 = +3 +2 +1
(CONSTITUTION)
REFLEX +1 = +1
(DEXTERITY)
WILL +9 = +3 +5 +1
(WISDOM) Skill Name Total Ability Ranks Temp
Total Armor Shield Dex Size Natur Deflec Dodge Misc Acrobatics -3 DEX (0) -
AC 15 = +4 +1 Appraise +0 INT (0) -
10 Bluff +2 CHA (2) -
Touch AC 10 Flat-Footed AC 15
BAB Strength Size Misc
Climb -2 STR (1) -
CM Bonus +2 = +1 +1 - - Diplomacy +6 CHA (2) 1
BAB Strength Dexterity Size Disguise +2 CHA (2) -
CM Defense 12 = 10 +1 +1 +0 - Escape Artist -3 DEX (0) -
Fly -3 DEX (0) -
Base Attack +1 HP 20 Heal +9 WIS (5) 1
Damage / Current HP Intimidate +3 CHA (2) 1
Initiative +0 2
Knowledge (religion) +5 INT (0)
Linguistics +4 INT (0) 1
Speed 30 ft
Perception +6 WIS (5) -
Bastard sword Ride -3 DEX (0) -
Main hand: +2, 1d10+1 Crit: 19-20/×2 Sense Motive +5 WIS (5) -
1-hand, S Spellcraft +5 INT (0) 2
Both hands: +2, 1d10+1
Main w/ offhand: -4, 1d10+1 Stealth -3 DEX (0) -
Main w/ light off: -2, 1d10+1 Survival +5 WIS (5) -
Offhand: -8, 1d10 Swim -2 STR (1) -
Light shield bash Activated Abilities & Adjustments
Main hand: -2, 1d3+1 Crit: ×2 Class Bonus Feats: +1
Light, B
Main w/ offhand: -8, 1d3+1 Feats
Main w/ light off: -6, 1d3+1 Armor Proficiency (Light)
Offhand: -10, 1d3 Armor Proficiency (Medium)
Combat Casting
Grants Sorcerer Bloodline Powers Undead Bloodline
Selective Channeling
Shield Proficiency
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Feats Experience & Wealth
Simple Weapon Proficiency - All Experience Points: 2000/5,000
Current Cash: 6 gp
Traits
Seeker
Chain shirt
Max Dex: +4, Armor Check: -2
+4 Spell Fail: 20%, Light
Gear
Total Weight Carried: 37/130 lbs, Light Load
(Light: 43 lbs, Medium: 86 lbs, Heavy: 130 lbs)
Artisan's outfit (Free) -
Bastard sword 6 lbs
Chain shirt 25 lbs
Light shield bash -
Light steel shield 6 lbs
Money -
Special Abilities
Aura (Ex)
Cleric Channel Negative Energy 1d6 (5/day, DC 13) (Su)
Cleric Domain (Ash)
Cleric Domain (Defense)
Deflection Aura (2 rounds, 1/day) (Su)
Spontaneous Casting
Spell-Like Abilities
Fire Bolt 1d6+1 fire (8/day) (Sp)
Tracked Resources
Cleric Channel Negative Energy 1d6 (5/day, DC 13) (Su)
Languages
Common Orc
Spells & Powers
Cleric spells memorized (CL 2nd; concentration +7)
Melee Touch +2 Ranged Touch +1
1st—bane (DC 16), command (DC 16), doom (DC 16),
inflict light wounds (DC 16), shield D
0th (at will) —detect poison , light, mending, purify food and
drink (DC 15)
[D] Domain spell; Domains Ash, Defense, Fire, Protection
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Grelgor bin Arkanz – Abilities & Gear
Combat Casting Feat Deflection Aura (2 rounds, 1/day) (Su) Class Ability (Bear Shaman,Cleric,Road Ke
You are adept at spellcasting when threatened or distracted. Once each day, you can emit a 20-foot aura for a number of
rounds equal to your cleric level. Allies within the aura gain a +2
Benefit : You get a +4 bonus on concentration checks made to cast deflection bonus to AC and combat maneuver defense.
a spell or use a spell-like ability when casting on the defensive or
while grappled. Fire Bolt 1d6+1 fire (8/day) (Sp) Class Ability (Cleric,Druid,Elementalurgist)
As a standard action, you can unleash a scorching bolt of divine
Grants Sorcerer Bloodline Powers Undead Bloodline Feat fire from your outstretched hand. You can target any single foe
Adding this feat will let you create your own feat with a name of within 30 feet as a ranged touch attack with this bolt of fire. If you
your choice. hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point
for every two cleric levels you possess. You can use this ability a
Selective Channeling Feat number of times per day equal to 3 + your Wisdom modifier.
You can choose whom to affect when you channel energy.
Spontaneous Casting Class Ability (Cleric)
Prerequisite: Cha 13, channel energy class feature. A good cleric (or a neutral cleric of a good deity) can channel
stored spell energy into healing spells that she did not prepare
Benefit : When you channel energy, you can choose a number of ahead of time. The cleric can "lose" any prepared spell that is not
targets in the area up to your Charisma modifier. These targets are an orison or domain spell in order to cast any cure spell of the
not affected by your channeled energy. same spell level or lower (a cure spell is any spell with "cure" in its
name).
Normal: All targets in a 30-foot burst are affected when you
channel energy. You can only choose whether or not you are An evil cleric (or a neutral cleric of an evil deity) can't convert
affected. prepared spells to cure spells but can convert them to inflict spells
(an inflict spell is one with "inflict" in its name).
Seeker Trait A cleric who is neither good nor evil and whose deity is neither
You are always on the lookout for reward and danger. You gain a good nor evil can convert spells to either cure spells or inflict spells
+1 trait bonus on Perception checks, and Perception is always a (player's choice). Once the player makes this choice, it cannot be
class skill for you. reversed. This choice also determines whether the cleric channels
positive or negative energy (see channel energy).
Appears In : Ultimate Campaign
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Background Sourcebooks Used
Bloodline Arcana: Some undead are susceptible to your • Advanced Player's Guide - Ash (special ability);
mind-affecting spells. Corporeal undead that were once Defense (special ability)
humanoids are treated as humanoids for the purposes of • Ultimate Campaign - Seeker (trait)
determining which spells affect them.
??
Death’s Gift (Su): At 3rd level, you gain resist cold 5 and
DR 5/— against nonlethal damage. At 9th level, your
resistance to cold increases to 10 and your DR increases
to 10/— against nonlethal damage.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Title - Grelgor bin Arkanz (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2023/12/12
XP Reward : 0 XP; Net Cash :
- no notes -
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.