- Category: Archetypes
- Published on Friday, 02 July 2010 14:26
Male Troglodyte Cleric 3 (CR 3)Medium Humanoid (Reptilian)
Init +0; Senses Darkvision (90 feet); Perception +2
Aura Stench (30 feet, 10 rounds) (DC 15)
AC 18, touch 10, flat-footed 18 (+2 armor, +6 natural)
hp 40 (5d8+18)
Fort +11, Ref +1, Will +5
Speed 30 ft.
Melee Bite (Troglodyte) +3 (1d4+2) and Claw x2 (Troglodyte) +3 x2 (1d4+2) or Flail +5 (1d8+2)
Special Attacks Destructive Smite +1, Touch of Evil 1 rounds
Spell-Like Abilities Touch of Evil 1 rounds
Cleric Spells Known (CL 3, 5 melee touch, 3 ranged touch):
2 (2/day) Hold Person (DC 14), Aid, Shatter (DC 14)
1 (3/day) Protection from Good, Shield of Faith, Bane (DC 13), Doom (DC 13)
0 (at will) Detect Magic, Bleed (DC 12), Guidance, Resistance
Str 14, Dex 10, Con 16, Int 10, Wis 14, Cha 15
Base Atk +3; CMB +5; CMD 15
Feats Channel Smite, Great Fortitude, Selective Channeling
Skills Appraise +4, Diplomacy +6, Intimidate +5, Sense Motive +6, Spellcraft +5, Stealth +6; Modifiers +4 Stealth in rocky areas
SQ Aura (Ex), Channel Negative Energy 2d6 (5/day) (DC 13) (Su), Cleric Domain: Destruction, Cleric Domain: Evil, Spontaneous Casting
Combat Gear Flail, Leather; Other Gear Potion of Cure Light Wounds, Potion of Heroism, Potion of Shield of Faith +2
+4 Stealth in rocky areas (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Negative Energy 2d6 (5/day) (DC 13) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Domain: Destruction Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Cleric Domain: Evil Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Darkvision (90 feet) You can see in the dark (black and white vision only).
Destructive Smite +1 (5/day) (Su) You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stench (30 feet, 10 rounds) (DC 15) A creature with the stench special ability secretes an oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) within 30 feet must succeed on a Fortitude save (DC 10 + 1/2 st
Touch of Evil 1 rounds (5/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.