Ban Kirstie MacFhearghail

5’5”, 135lbs, 51yrs, F, NG

Gael Cleric 7 - (Gael: Human subrace, 10RP)

Speaks Common, Sylvan, Celestial

Con        Str        Dex        Int        Cha        Wis        - Middle Aged: -1 Con, Str, Dex; +1 Int, Cha, Wis

06        12        14        12        12        18

HP        AC        Touch        Fort        Ref        Will        CMD        DC        BAB        CMB

21        14+7        13        +4        +5        +11        15+3        14+        5+2        5+1

Normal vision, Perception +4

Speed 30ft

Sword Damage 1d6+2/20x2

Resist Electricity 2


0-4, 1-5+, 2-4+, 3-3+, 4-2+

Avandra - Exploration, Freedom - Prayer just before dawn

Usually Prepares:

0: Guidance, Resistance, Mending, Virtue

1: Sanctuary, Entropic Shield, Protection from Evil, Bless, Shield of Faith x2

2: Remove Paralysis, Aid, Resist Energy, Sound Burst, Shatter

3: Fly, Prayer, Searing Light, Daylight

4: Freedom of Movement, Blessing of Fervor, Dismissal

Gaelic Skill Training: Ride and Survival are always class skills for you. (1RP)

AC Penalty: 0

Diplomacy 7+3+1

Heal 7+3+4

Knowledge (Arcana) 1+3+1

Knowledge (History) 1+3+1

Knowledge (Nobility) 1+3+1

Knowledge (Planes) 1+3+1

Knowledge (Religion) 1+3+1

Linguistics 1+3+1

Profession (Missionary) 1+3+4

Ride 7+3+2

Sense Motive 7+3+4

Monk’s Habit (2lbs)

Cloak of Resistance + 1 (1lb)

Sword Cane, Cold Iron + 1 (4lbs)

Eel Hide Vest + 1 (15lbs)

Quickdraw Shield, Heavy Darkwood +1 (3lbs)

Caltrops (20lbs)

Holy Book (5lbs)

Healer’s Kit [50] (5lbs)

Antitoxin [3] (3lbs)

Starstone Holy Symbol (1lb)

Warhorn (1lb)
Flute (1lb)


N Light Warhorse (Large Animal) - with Riding Saddle

Con        Str        Dex        Int        Cha        Wis

17        16        14        02        07        13

HP        AC        Touch        Fort        Ref        Will        CMD        BAB        CMB

15        9+5        11        +6        +5        +1        17        1        1+4

Low-light vision, Perception +6, Scent

Speed 50ft

Hooves (atk 2x at -5) 1d4+1

Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Mobility: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.

Shield Focus: Increase the AC bonus granted by any shield you are using by 1.

Mounted Combat: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.

Mounted Shield: You may add your base shield bonus (including the bonus from Shield Focus but not including enhancement bonuses) to your mount's AC. In addition, you may add this bonus when making a Ride check to negate a hit against your mount using the Mounted Combat feat.

Run (Mount): When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dex bonus to your AC.

Endurance (Mount): You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation.

Channel Energy (Su): Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on you. When you do this, you can choose to deal damage to undead creatures or to heal living creatures. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 your level + your Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. You may channel energy a number of times per day equal to 3 + your Charisma modifier. This is a standard action that does not provoke an attack of opportunity. You can choose whether or not to include yourself in this effect. You must be able to present your holy symbol to use this ability.

Spontaneous Casting: You can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level.

Liberty’s Blessing (Sp): You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Wisdom modifier.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Freedom’s Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Domain Spells (Freedom): 1st—sanctuary, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—plane shift, 6th—greater dispel magic, 7th—refuge, 8th—mind blank, 9th—freedom.

Domain Spells (Exploration): 1st—expeditious retreat, 2nd—locate object, 3rd—fly, 4th—locate creature, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—world wave.