Medik

Human Varisian Cleric of Desna 6 and Scribe

Description:

Male human (Varisian) cleric of Desna 6
CG Medium humanoid (human)
Init + 1; Senses Perception + 4 (+ 2 to avoid being surprised)
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Defense
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AC 15, touch 11, flat-footed 14 (+ 4 armor, + 1 Dex)
hp 51 (6d8+18)
Fort + 6 (+ 5 circumstance bonus vs. cold weather), Ref + 3 (- 2 to avoid traps or hazards), Will + 8
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger + 5 (1d4+1/19-20) or
starknife + 5 (1d4+1/×3)
Special Attacks knowledge variant channeling 4/day (DC 15, 3d6 plus 2 channel bonus)
Domain Spell-Like Abilities (CL 6th; concentration + 9)
6/day—touch of good (+ 3)
Cleric Spells Prepared (CL 6th; concentration + 9)
3rd—cure serious wounds (2), magic circle against evil[D], searing light
2nd—align weapon (good only)[D], cure moderate wounds (2), inheritor’s smite, spiritual weapon
1st—cure light wounds (4), protection from evil[D]
0 (at will)—detect magic, guidance (2), light
D Domain spell; Domains Good, Liberation
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Statistics
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Str 12, Dex 12, Con 12, Int 11, Wis 17, Cha 13
Base Atk + 4; CMB + 5; CMD 16
Feats Channel Ray, Combat Casting, Toughness, Turn Undead
Traits caretaker, simple disciple, student of faith
Skills Acrobatics – 5 (- 9 to jump), Appraise + 4, Climb – 4, Diplomacy + 7, Heal + 9, Knowledge (history) + 4, Knowledge (local) + 3, Knowledge (religion) + 9, Linguistics + 9, Perception + 4 (+ 2 to avoid being surprised), Profession (scribe) + 11, Sense Motive + 7, Spellcraft + 4
Languages Common, Draconic, Dwarven, Goblin, Minkaian, Skald, Tien, Varisian
SQ liberation (6 rounds/day), sentimental
Combat Gear potion of cure light wounds (4), oil (2); Other Gear mwk chain shirt, dagger, starknife, boots of the winterlands, backpack, bedroll, belt pouch, belt pouch, candle (10), candle lamp[UE], cleric’s vestments, cold weather outfit, flint and steel, hemp rope (50 ft.), parchment (6), pot, shovel, signal whistle, silver holy symbol of Desna, snow goggles[UE], soap (6), spell component pouch, tindertwig (5), waterskin, winter blanket, 103 gp, 5 sp, 1 cp
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Special Abilities
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Channel Ray (90 feet) You many channel energy as a ray. Ranged touch to hit unwilling targets. + 2 DC.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Combat Casting + 4 to Concentration checks to cast while on the defensive.
Knowledge Variant Channeling (± 2 Sacred) Knowledge & Perception bonus/Intelligence damage
Knowledge Variant Channeling 3d6 plus 2 channel bonus (4/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Liberation (6 rounds/day) (Su) Act as if you had freedom of movement for 6 rounds/day.
Sentimental – 2 perception to avoid being surprised. – 2 Reflex to avoid traps or hazards
Touch of Good + 3 (6/day) (Sp) Grant +3 to skill checks, ability checks and saving throws for 1 rd.
Turn Undead (DC 15) Your Channel Energy can make undead in 30 ft flee for 1 min.
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Bio:

Medik.jpg

Medik was orphaned and left at the steps in the old chapel of Desna in Sandpoint. When Ezakien Tobyn, the chapel’s previous cleric died in a fire that burned the chapel to the ground, Abstalar Zantus continued to raise young Medik as an acolyte of Desna.

Medik served Zantus and the Sandpoint Cathedral faithfully as a scribe and a healer tending to the needs of both townsfolk and travelers alike until Ameiko Kaijitsu invited him to travel with her to Minkai. Father Zantus immediately saw this opportunity as a divine mission to set up a church to Desna in Minkai.

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Medik

The Golarion Gambit rrouillard