Small Adventures

JOBU IRONFIST LEVEL 7

Male human cleric 7

NG Medium humanoid (human)

Init +4+0 Dex, +4 Improved Initiative; Senses Perception +8

  DEFENSE

AC 19, touch 10, flat-footed 19 (+6 armor, +1 natural, +2 shield)

hp 66 (7d8+217d8 cleric, +14 Con, +7 Favored Class, +0 Toughness feat)

Fort +7+5 base, +2 Con, Ref +3+2 base, +0 Dex, +1 Deft Dodger trait, Will +8+5 base, +3 Wis

  OFFENSE

Speed 45 ft.30 ft. base, +10 ft. Travel domain, +5 ft. Fleet feat, -0 ft. armor

Melee

+1 morningstar +8BAB plus +2 Str plus +1 enhancement (1d8+3+2 Str plus +1 enhancement) or

mwk spiked gauntlet +8BAB plus +2 Str plus +1 enhancement (1d4+2+2 Str)

Ranged

mwk sling +6BAB plus +0 Dex plus +1 enhancement (1d4+2+2 Str; increments 105 = thrown | 10 = projectile; range 5050 ft. ft.)

Special Attacks channel positive energy 63 plus +1 Cha plus +2 Extra Channel feat/day (DC 1410 plus 1/2 cleric level plus +1 Cha, 4d6)

Domain Spell-Like Abilities (CL 7th; concentration +10+7 caster level plus +3 Wis)

63 plus +3 Wis/day—agile feet, bit of luck

Cleric Spells Prepared (CL 7th; concentration +10+7 caster level plus +3 Wis)

4th—dimension doorD, greater magic weapon

3rd—blindness/deafness (DC 16), flyD, magic vestment, prayer

2nd—aidD, bear's endurance, hold person (DC 15), lesser restoration, resist energy

1st—bless, detect undead, divine favor, forbid action (DC 14), shield of faith, true strikeD

0 (at will)—detect magic, guidance, light, mending

D Domain spell; Domains Luck, Travel

  STATISTICS

Str 1414 base, +0 race, +0 level, Dex 1010 base, +0 race, +0 level, Con 1413 base, +0 race, +1 level, Int 88 base, +0 race, +0 level, Wis 1715 base, +2 race, +0 level, Cha 1212 base, +0 race, +0 level

Base Atk +5; CMB +7+5 BAB, +0 size, +2 Str; CMD 1710 +5 BAB, +0 size, +2 Str, +0 Dex, +0 deflection, +0 dodge

Traits Deft Dodger, Seeker

Feats Armor Proficiency (light, medium), Extra Channel, Fleet, Improved Initiative, Selective Channeling, Shield Focus, Shield Proficiency (all except tower shields), Simple Weapon Proficiency (all)

Skills (armor check penalty -1-1 armor, -0 shield); Acrobatics -10 ranks, +0 Dex, -1 armor, Appraise -10 ranks, -1 Int, Bluff +10 ranks, +1 Cha, Climb +10 ranks, +2 Str, -1 armor, Diplomacy +51 ranks, +1 Cha, +3 class skill, Disguise +10 ranks, +1 Cha, Escape Artist -10 ranks, +0 Dex, -1 armor, Fly -10 ranks, +0 Dex, -1 armor, Heal +71 ranks, +3 Wis, +3 class skill, Intimidate +10 ranks, +1 Cha, Knowledge (arcana) +31 ranks, -1 Int, +3 class skill, Knowledge (religion) +97 ranks, -1 Int, +3 class skill, Perception +81 ranks, +3 Wis, +3 class skill, +1 Seeker trait, Ride -10 ranks, +0 Dex, -1 armor, Sense Motive +71 ranks, +3 Wis, +3 class skill, Spellcraft +42 ranks, -1 Int, +3 class skill, Stealth -10 ranks, +0 Dex, -1 armor, Survival +30 ranks, +3 Wis, Swim +10 ranks, +2 Str, -1 armor

Languages Common

SQ aura, spontaneous casting

Combat Gear wand of bull's strength (18 charges), antiplague (4), antitoxin (3)

Other Gear mithral breastplate, masterwork buckler, +1 morningstar, masterwork sling with 20 bullets, masterwork spiked gauntlet, amulet of natural armor +1, handy haversack, vial of efficacious medicine, bedroll, belt pouch, canteen, flint and steel, gear maintenance kit, iron pot, mess kit, rope (50 ft.), silver holy symbol of Kurgess (worth 25 gp), soap (50 uses), torches (5), trail rations (7), 3 black pearls (worth 500 gp each), 13 pp, 2 gp, 1 sp, 6 cp

  SPECIAL ABILITIES

Agile Feet (Sp) As free action, ignore all difficult terrain and do not take penalty for moving through it for 1 round.

Bit of Luck (Sp) As standard action, touch grants willing creature ability to roll all d20s in next round twice and take more favorable result.

Equipment Descriptions

antiplague Consume to gain +5 alchemical bonus on Fort saves against disease for 1 hour. If already infected, may also make two saves (without the +5 bonus) that day and use better result.

antitoxin Consume to gain +5 alchemical bonus on Fort saves against poison for 1 hour.

Fleet While wearing light or no armor and not carrying a medium or heavy load, base speed increases by 5 ft.

Magic Item Descriptions

handy haversack As move action provoking attacks of opportunity, retrieve any specific item stored in bag. Two side pouches can each hold 2 cu. ft. of material weighing up to 20 lbs. Central pocket can hold 8 cu. ft. of material weighing up to 80 lbs. Pack always weighs only 5 lbs.

vial of efficacious medicine 3/day—As standard action that provokes attacks of opportunity, pour in single dose of alchemical remedy. When remedy is then imbibed or applied from vial, any alchemical bonus it grants on saves or checks to AC or CMD increases by 2 as an enhancement bonus. In addition, user is healed 1d8+5 hp damage.

Selective Channeling When channeling energy, choose a number of targets in area up to your Cha modifier. These targets are not affected.

Spontaneous Casting "Lose" any prepared cleric spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower.


Height 5'11"; Weight 182 lbs.; Hair Black; Eyes Brown; Skin Black; Age 23; Religion Kurgess; Homeland Taldor; Favored Class Cleric; XP Earned 44,601 of 50,000

Defeated Enemies None

History Jobu is a talented and competitive man who loves to brawl and test his skill on the field of battle. He is strong, hardy, and extremely fast on his feet. He follows Kurgess, the deity of competition, and he strives to prove his worth in every fight. He revels in danger and conflict, and he is often laughing with excitement in life-or-death situations. He is no fool, however. Jobu knows when to retreat and try again at a later time. He is a deeply caring individual who feels everyone should have opportunity to live in freedom to perfect themselves and their interests.