Brother Jerome

Half Elf Cleric

Description:

Brother Jerome
Male half-elf cleric of Sarenrae 3
NG Medium humanoid (elf, human)
Init 0; Senses low-light vision; Perception +4


Defense

AC 14, touch 10, flat-footed 14 (4 armor)
hp 19 (3d8)
Fort 3, Ref 2, Will 4; +2 vs. enchantments
Immune sleep

Offense

Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4/19-20) or
   scimitar +2 (1d6/18-20)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks channel positive energy 3/day (DC 11, 2d6)
Domain Spell-Like Abilities (CL 3rd; concentration +4)
   4/day—fire bolt (1d6
1 fire), rebuke death (1d4+1)
Cleric Spells Prepared (CL 3rd; concentration 4)
   2nd—hold person (DC 13), produce flameD
   1st—bless, burning handsD (DC 12), detect evil, protection from evil
   0 (at will)—detect magic, light, read magic, stabilize
   D Domain spell; Domains Fire, Healing

Statistics

Str 11, Dex 11, Con 11, Int 10, Wis 13, Cha 10
Base Atk
2; CMB 2; CMD 13 (12 vs. awesome blow, 12 vs. bull rush, 12 vs. disarm, 12 vs. feint, 12 vs. grapple, 12 vs. overrun, 12 vs. pull, 12 vs. push, 12 vs. sunder, 12 vs. trip)
Feats Defensive Combat Training, Deft Hands, Skill Focus (Diplomacy)
Traits deft dodger, ease of faith
Skills Acrobatics +0 (-4 to jump), Climb +0, Diplomacy +4, Heal +5, Intimidate +1, Perception +4; Racial Modifiers
2 Perception
Languages Common, Elven
SQ elf blood
Combat Gear potion of cure light wounds (3), potion of cure moderate wounds, potion of cure serious wounds, scroll of cure moderate wounds, healer’s kit; Other Gear mithral shirt, crossbow bolts (10), dagger, light crossbow, scimitar, backpack, bedroll, belt pouch, bottle, candle, cleric’s vestments, flask, flint and steel, mug/tankard, pot, sack, sack, silver holy symbol of Heal, torch, trail rations, 609 gp, 5 sp, 3 cp

Special Abilities

Cleric Channel Positive Energy 2d6 (3/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities – Sleep You are immune to magic sleep effects.
Fire Bolt 1d6+1 fire (4/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Rebuke Death (4/day) (Sp) As a standard action, touch heals 1d4+1 dam to negative HP target.
Scroll of cure moderate wounds

Bio:

The enigmatic Brother Jerome

Brother Jerome volunteered to come north to bring the warmth and light of Sarenrae to the benighted inhabitants of the area. He is soft-spoken but passionate about his faith, and always ready to listen to a troubled soul. His willing exile to this cold region sets him apart from many of the others here.

Jerome, like his Goddess, is Neutral Good, so he’s willing to accompany any party which isn’t outright unlawful and evil. His hope is to bring the warmth of faith to those he meets, or—at a minimum—glory to his Goddess.

It wouldn’t hurt to make a few gold pieces, either.

Brother Jerome

Frozen Midnight JamesWertz gandrews