Samwynn Benneth (kenko6ux)

===Basic Information===
 Race: Human
 Class: Cleric
 Level: 1
 Experience: 0
 Alignment: Neutral Good
 Languages: Common, Halfling (bonus), Dwarven (bonus), Landadel (regional)
 Deity: Cortesia
 First Seen: URL to introduction appearance at DWI
 Location: URL-new-post.html to current game
 Background: Open
===Abilities===
+2 WIS (Racial)
STR: 8 -1 (-2 pts)
DEX: 10 +0 (0 pts)
CON: 12 +1 (2 pts)
INT: 14 +2 (5 pts)
WIS: 18 +4 (10 pts)
CHA: 14 +2 (5 pts)
===Combat Statistics===
* Please specify the nature of Special and Miscellaneous Adjustments
* Please note your choice for HP Method ('Roll' or 'Max-2') where it says '(HP Option)'
 HP (Max-2): 09 = [1d8 + CON (01) + FC (00)] (Cleric)
 AC: 16 = [10 + DEX (00) + Scale mail (5) + Shield (1) 
 + Natural (00) + Size (00) + Misc (00)]
 AC Touch: 10 = [10 + DEX (00) + Size (00) + Misc (00)]
 AC Flatfooted: 16 = [10 + Scale mail (5) + Shield (1) + Natural (00) 
 + Size (00) + Misc (00)]
 INIT: +00 = [DEX (00) + Misc (00)]
 BAB: +00 = [Cleric (00)]
 CMB: -01 = [BAB (00) + STR (-1) + Misc (00)]
 CMD: 9 = [10 + BAB (00) + STR (-1) + DEX (00) + Misc (00)]
 Fortitude: +04 = [Cleric (02) + CON (01) + Misc (01)]
 Reflex: +01 = [Cleric (00) + DEX (00) + Misc (01)]
 Will: +07 = [Cleric (02) + WIS (04) + Misc (01)]
 Speed: 20'
Damage Reduction: 00/Any
Spell Resistance: 00
 Spell Failure: 30%
===Weapon Statistics===
* Please specify the nature of Special and Miscellaneous Adjustments
Longsword: Attack: -1 = [BAB (00) + Strength (-1) + Misc (00) + Magic (00)]
 Damage: 1d8, Crit: 19-20/x2
 Sling: Attack: +0 = [BAB (00) + Dexterity (0) + Misc (00) + Magic (00)]
 Damage: 1d4, Crit: 20/x2, Range: 50 ft.
===Racial Features===
Ability Adjustments: +2 (Wisdom)
 Size: Medium
 Speed: 30'
 Favored Class: Cleric (+ 1 skill rank, once)
 Bonus Feat: Humans select one extra feat at 1st level.
 Skills: Humans gain an additional skill rank at first level 
 and one additional rank whenever they gain a level.
===Class Features===
Cleric
 Armor/Weapons: Clerics are proficient with all simple weapons, 
 light armor, medium armor, and shields (except 
 tower shields). Clerics are also proficient with 
 the favored weapon of their deity. (Longsword).
 Aura: A cleric of a good deity has a particularly 
 powerful aura corresponding to the deity’s 
 alignment
 Channel Energy: A good cleric channels positive energy and can 
 choose to deal damage to undead creatures or to 
 heal living creatures. Channeling energy causes a 
 burst that affects all creatures of one type (either 
 undead or living) in a 30-foot radius centered on 
 the cleric. Creatures that take damage from 
 channeled energy receive a Will save to halve the 
 damage. Creatures healed by channel energy cannot 
 exceed their maximum hit point total—all excess 
 healing is lost. This is a standard action that does 
 not provoke an attack of opportunity. A cleric can 
 choose whether or not to include themselves in this 
 effect.
 If used to heal, the damage healed is equal to 1d6 
 points of damage.
 If used to damage, the damage dealt is equal to 
 1d6+1 points of damage (Sun Domain).
 The DC of this save is equal to 12 (10 + 1/2 the 
 cleric's level [0] + the cleric's Charisma mod [2])
 Undead do not add their channel resistance to their 
 saves when you channel positive energy. 
 Channel energy may be used 7 times per day (3 + the 
 cleric's Charisma modifier [2] + 2 additional times
 [Extra Channel Feat]).
Spontaneous Casting: A good cleric can channel stored spell energy into 
 healing spells that he did not prepare ahead of time. 
 The cleric 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 or lower (a cure spell 
 is any spell with “cure” in its name).
 Sun Domain: Whenever you channel positive energy to harm undead
 creatures, add your cleric level to the damage dealt. 
 Undead do not add their channel resistance to their 
 saves when you channel positive energy. 
 Protection Domain: You receive a +1 resistance bonus on saving throws. 
 This bonus increases by 1 for every 5 levels you 
 possess.
 Resistant Touch: As a standard action, you can touch an ally to grant 
 him your resistance bonus for 1 minute. When you use 
 this ability, you lose your resistance bonus granted 
 by the Protection domain for 1 minute. You can use 
 this ability 7 times per day (3 + the cleric's Wisdom 
 mod [4]).
===Feats===
Selective Channeling (Level 1): When you channel energy, you can choose a 
 number of targets in the area up to your 
 Charisma modifier. These targets are not 
 affected by your channeled energy.
 Extra Channel (Human Bonus): You can channel energy two additional times 
 per day.
===Traits===
Knowledgeable (General): You gain a +1 trait bonus to Knowledge (Religion) and
 Knowledge (Arcana). Knowledge (Arcana) is a 
 permanent class skill. 
 Sacred Touch (Faith): As a standard action, you may automatically stabilize 
 a dying creature merely by touching it.
===Skills===
* Please specify the nature of Miscellaneous or Special Adjustments.
* Skills with a blank 'Total' may not be used untrained.
Skill Ranks: 06 = [Base (02) + INT (02)/Level; FC (01), Misc (01)] (Cleric)
Skills Total Rank CS Ability ACP Misc
Acrobatics -5 0 0 Dex (0) -5 +0
Appraise +2 0 0 Int (+2) +0
Bluff +2 0 0 Cha (+2) +0
Climb -6 0 0 Str (-1) -5 +0
Craft ( ) +2 0 0 Int (+2) +0
Diplomacy +6 +1 +3 Cha (+2) +0
Disable Device 0 0 - -5 +0
Disguise +2 0 0 Cha (+2) +0
Escape Artist -5 0 0 Dex (0) -5 +0
Fly -5 0 0 Dex (0) -5 +0
Handle Animal 0 0 - +0
Heal +8 +1 +3 Wis (+4) +0
Intimidate +2 0 0 Cha (+2) +0
Knowledge (Arcana) +7 +1 +3 Int (+2) +1 (Trait)
Knowledge (Dngnrng) 0 0 - +0
Knowledge (Engnrng) 0 0 - +0
Knowledge (Geography) 0 0 - +0
Knowledge (History) +6 +1 +3 Int (+2) +0
Knowledge (Local) 0 0 - +0
Knowledge (Nature) 0 0 - +0
Knowledge (Nobility) 0 0 - +0
Knowledge (Planes) 0 0 - +0
Knowledge (Religion) +7 +1 +3 Int (+2) +1 (Trait)
Linguistics 0 0 - +0
Perception +4 0 0 Wis (+4) +0
Perform ( ) +2 0 0 Cha (+2) +0
Profession ( ) 0 0 - +0
Ride -5 0 0 Dex (0) -5 +0
Sense Motive +8 +1 +3 Wis (+4) +0
Sleight of Hand 0 0 - -5 +0
Spellcraft 0 0 - +0
Stealth -5 0 0 Dex (0) -5 +0
Survival +4 0 0 Wis (+4) +0
Swim -6 0 0 Str (-1) -5 +0
Use Magic Device 0 0 - +0
===Spell Lists (Known)===
=Level 0=
Create Water Creates 2 gallons/level of pure water.
Detect Magic Detects spells and magic items within 60 ft.
Detect Poison Detects poison in one creature or object.
Guidance +1 on one attack roll, saving throw, or skill check.
Light Object shines like a torch.
Mending Makes minor repairs on an object.
Purify Food and Drink Purifies 1 cu. ft./level of food or water.
Read Magic Read scrolls and spellbooks.
Resistance Subject gains +1 on saving throws.
Spark Ignites flammable objects.
Stabilize Cause a dying creature to stabilize.
Virtue Subject gains 1 temporary hp.
=Level 1=
Air Bubble Creates a small pocket of air.
Ant Haul Triples carrying capacity of a creature.
Bless Allies gain +1 on attack rolls and saves against fear.
Bless Water Makes holy water.
Command One subject obeys selected command for 1 round.
Compel Hostility Compels opponents to attack you instead of your allies.
Comprehend Languages You understand all spoken and written languages.
Cure Light Wounds Cures 1d8 damage + 1/level (max +5).
Dancing Lantern Animates a lantern that follows you.
Deathwatch Reveals how near death subjects within 30 ft. are.
Detect Alignment Reveals creatures, spells, or objects of alignment.
Detect Undead Reveals undead within 60 ft.
Divine Favor You gain +1 per three levels on attack and damage rolls.
Diagnose Disease Detect and identify diseases.
Endure Elements (Domain) Exist comfortably in hot or cold regions.
Entropic Shield Ranged attacks against you have 20% miss chance.
Forbid Action Target obeys your command to not do something.
Hide from Undead Undead can't perceive one subject/level.
Know the Enemy Gain +10 on a monster Knowledge check.
Magic Stone Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon Weapon gains +1 bonus.
Moment of Greatness Doubles a morale bonus.
Obscuring Mist Fog surrounds you.
Protection from Align. +2 to AC, saves, plus protection against alignment.
Reinforce Armaments Strengthens targeted weapon or armor.
Remove Fear Suppresses fear or gives +4 on saves against fear for 
 one subject + one per four levels.
Remove Sickness Suppress disease, nausea, and the sickened condition.
Restore Corpse Skeletal corpse grows flesh.
Sanctify Corpse Prevent a corpse from becoming an undead creature.
Sanctuary (Domain) Opponents can't attack you, and you can't attack.
Shield of Faith Aura grants +2 or higher deflection bonus.
Summon Minor Monster Summon 1d3 Tiny animals
Summon Monster I Summons extraplanar creature to fight for you.
Sun Metal Cause a melee weapon to erupt in flames, 
 dealing extra dmg.
===Spell Lists (Prepared)===
=Level 0= (3 spells known) =Level 1= (2+1 spells known)
*Detect Magic *Bless
*Guidance *Command
*Spark *Sanctuary (Domain)
===Equipment===
Equipment Cost Weight
Scholar's's Outfit 0 lb
Scale mail armor 50 gp 30 lb
Light steel shield 9 gp 6 lb
Longsword 15 gp 4 lb
Sling 0 gp 0 lb
 Bullets (x10) 1 sp 5 lb
Holy symbol (silver) 25 gp 1 lb
Backpack 2 gp 2 lb
 Bedroll 1 sp 5 lb
 Holy text 10 gp 3 lb
 Lamp 1 sp 1 lb
 Oil (3 flasks) 3 sp 3 lb
 Tindertwig 1 gp 0 lb
 Incense (10 sticks) 10 gp 1 lb
 Trail Rations (7 days) 3.5 gp 7 lb
Belt Pouch 1 gp 0.5 lb
 Ink (vial) 8 gp 0 lb
 Inkpen 1 sp 0 lb
 Sealing wax 1 gp 1 lb
Scroll Case 1 gp 0.5 lb
 Parchment (10 sheets) 2 gp 0 lb
Water skin 1 gp 4 lb
 Total Weight: 74 lb
 Light Medium Heavy 
Max Weight: 0-26 27-53 54-80
===Finances===
PP: 00
GP: 09
SP: 08
CP: 00
Gems/Jewelry/Other:
0000
===Details===
 Size: Medium
 Gender: Male
 Age: 30
 Height: 5' 8"
 Weight: 280 lbs
Hair Color: Brown
 Eye Color: Brown
Skin Color: Pale
Appearance: 
 Demeanor: 
===Background===
Brother Samwynn is an expert in theological studies and has spent most of his adult life in pursuit of that knowledge.  He has lived as a monastic, meditating over old religious texts and scrolls.  Recently though, he has felt the call to walk the world for a time and bring the light of his goddess to those in need of it.  This has compelled him to leave the safe life of meditative study behind and take up the sword as an adventurer.  Secretly, Sam considers himself to be a reformer and he wishes nothing more than to see the division between the churchs of Cortesia and Cortessa healed and the worship of the two-faced goddess restored.
===Adventure Log===
[link=Twist Tree adventure here]
 XP Received: 0000
Treasure Received: 0000 GP
 0000 Gems/Jewelry
 Items
===Level Ups===
 Level 2:
 Class: Class
 BAB: +0 to +0
 Fort: +0 to +0
 Ref: +0 to +0
 Will: +0 to +0
 Feat: Feat
 Features: Class Features
 HP: Max -2 or Link to IC Roll, +1 FC Bonus (If Chosen)
Skill Pts: +0 = +0 (Class) +0 (Race) +00 (Old Total) +1 (FC Bonus if Chosen) = 00 (New Total)
 
Level 2 to Level 3 Next, and so on . . .
===Approvals===
*Approval (Date) (Judge 01) level 1
*Approval (Date) (Judge 02) level 1
Category:In Progress/Character