Goddess FallenAngel
Explorer
[size=+1]Alessandra Exaultiacien[/size]
Female Human
Alignment: Neutral Good
Height: 5' 5"
Weight: 120 lbs
Age: 20
Eyes: Blue
Hair: Blonde
Patron Deity: Pelor
Classes: Cleric 6
[sblock=Basic Information]
Speed: 30’ / 20’ when wearing fullplate
HD: 6d8+6
HP: 34
Init: 4 [+0 Dex +4 Improved Initiative]
STR 12 (+1) [11 base (3 pts) +1 level]
DEX 10 (+0) [10 base (2 pts)]
CON 12 (+1) [12 base (4 pts)]
INT 10 (+0) [10 base (2 pts)]
WIS 16 (+3) [16 base (10 pts)]
CHA 12 (+1) [12 base (4 pts)]
25 point buy
AC: 21
[10 base +9 armor +1 shield +0 Dex +1 deflection]
Saves:
Fort +7 [5 base +1 Con +1 resistance]
Ref +3 [2 base +0 Dex +1 resistance]
Will +9 [5 base +3 Wis +1 resistance]
Languages Known:
~ Common
[/sblock]
[sblock=Attacks]
Attacks:
Base Attack: +4
Grapple: +5 [+4 base +1 Str]
+1 Heavy Mace: +6 [+4 base +1 Str +1 enhancement]
Critical: 20/x2
Damage: 1d8+2
Type: Bludgeoning
MW Light Crossbow: +5 [+4 base +0 Dex +1 masterwork]
Critical: 19-20/x2
Damage: 1d8
Range: 80 ft
Type: Piercing
Daggers (melee): +5 [+4 base +1 Str]
Critical: 19-20/x2
Damage: 1d4
Type: Piercing or Slashing
Daggers (ranged): +4 [+4 base +0 Dex]
Critical: 19-20/x2
Damage: 1d4
Range: 10 ft
Type: Piercing or Slashing
[/sblock]
[sblock=Skills and Feats]
Skills:
Concentration +9 [+1 Con +8 ranks]
Diplomacy +4 [+1 Cha +3 ranks]
Heal +4 [+3 Wis +1 ranks]
Knowledge (religion) +8 [+0 Int +8 ranks]
Ride +1/+3* [+0 Dex +1 ranks (cc) +2 saddle*]
Spellcraft +5 [+0 Int +5 ranks]
Skills Conditional
~ * Relates to checks for staying in saddle only. Also have 75% chance of staying in saddle if knocked unconscious.
~ -5 armor check penalty while wearing fullplate on Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble. Double the normal armor check penalty is applied to Swim checks.
Feats:
~ Improved Initiative (+4 to Initiative Checks) [Racial]
~ Extra Turning (Can turn undead +4 times/day) [1st Level]
~ Sacred Vitality (LM) (As standard action, spend 1 turn undead attempt to gain immunity to ability damage, ability drain, and energy drain for 1 minute) [3rd Level]
~ Quicken Turning (can turn undead as a free action) (Libris Mortis) [6th Level]
[/sblock]
[sblock=Racial and Class Abilities]
Racial Abilities:
Human:
~ Size: Medium
~ Speed: 30 ft
~ 1 extra feat at first level
~ 4 extra skill points at first level
~ 1 extra skill point at each level beyond first
~ Automatic Language: Common
~ Favored Class: Any
Class Abilities:
Cleric
~ BAB +3
~ F/R/W +4/+1/+4
~ Spellcasting (see next section); Caster level: 6
~ Domains: Sun (PHB), Glory (CD)
~ Weapon and Armor Proficiencies: All simple weapons, all types of armor (light, medium, heavy), all shields (except tower shields)
~ Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int)
~ Skill Points: 2+Int per level (x4 first level)
~ HD: d8 per level
~ Turn Undead (Su): 3+Cha mod times per day
~ Aura (Ex): Good
~ Spontaneous Casting: Cure spells
[/sblock]
[sblock= Spells and Spell-like Abilities]
Spells and Spell-like Abilities:
Spells from Cleric
Per Day: 5, 4+1, 4+1, 3+1
Memorized listed below
0th Level
~ Detect Magic (used to spontaneously cast Cure Minor)
~ Guidance (used to spontaneously cast Cure Minor)
~ Light
~ Resistance
~ Create Water (used to spontaneously cast Cure Minor)
1st Level
~ Protection from Evil (cast)
~ Shield of Faith (used to spontaneously cast Cure Light)
~ Bless (used to spontaneously cast Cure Light)
~ Divine Favor (used to spontaneously cast Cure Light)
Domain: Disrupt Undead (cast)
2nd Level
~ Hold Person (used to spontaneously cast Cure Mod)
~ Restoration, Lesser (used to spontaneously cast Cure Mod)
~ Shatter (used to spontaneously cast Cure Mod)
~ (not yet mem)
Domain: Bless Weapon
3rd Level
~ Visage of the Deity, Lesser (CD) (used to spontaneously cast Cure Serious)
~ Daylight (used to spontaneously cast Cure Serious)
~ (not yet mem)
Domain: Searing Light (cast)
Domains:
Sun
Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
1 Endure Elements
2 Heat Metal
3 Searing Light
4 Fire Shield
5 Flame Strike
6 Fire Seeds
7 Sunbeam
8 Sunburst
9 Prismatic Sphere
Glory
Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 on the turning damage roll.
1 Disrupt Undead
2 Bless Weapon
3 Searing Light
4 Holy Smite
5 Holy Sword
6 Bolt of Glory
7 Sunbeam
8 Crown of Glory
9 Gate
[/sblock]
[sblock=Turning Information]
Turning undead is a supernatural ability that a character can perform as a standard action. It does not provoke attacks of opportunity. You must present your holy symbol to turn undead. Turning is considered an attack. (Now a free action with Quicken Turning feat.)
Times per Day: 3 + 1 Cha mod + 4 Extra Turning = 8 times/day
Range: You turn the closest turnable undead first, and you can’t turn undead that are more than 60 feet away or that have total cover relative to you. You don’t need line of sight to a target, but you do need line of effect.
Turning Check: The first thing you do is roll a turning check to see how powerful an undead creature you can turn. Check: 1d20 + 1 Cha mod + 2 Glory Domain +2 synergy from Knowledge (religion). See the Table: Turning Undead to see what the result is.
Turning Damage: If your roll on Table: Turning Undead is high enough to let you turn at least some of the undead within 60 feet, roll 2d6 + your cleric level + your Charisma modifier +1d6 for the Glory Domain for turning damage. That’s how many total Hit Dice of undead you can turn. You may skip over already turned undead that are still within range, so that you do not waste your turning capacity on them.
Effect and Duration of Turning: Turned undead flee from you by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. (You can stand within 10 feet without breaking the turning effect—you just can’t approach them.) You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect.
Destroying Undead: If you have twice as many levels (or more) as the undead have Hit Dice, you destroy any that you would normally turn.
[/sblock]
[sblock=Equipment]
Equipment:
* All items which do not list a weight or wear location are stored in the saddlebags.
Cash
PP:
GP: 57
SP: 9
CP:
[/sblock]
[sblock=Appearance]
[/sblock]
[sblock=Backstory]
Alessandra was given to the Temple of Pelor to raise when she was just an infant. She doesn’t remember anything of her parents or family, and all she knows of them is what the Temple has told her – that they were the victims of a bandit raid on their merchant caravan, and that help arrived too late for her young parents. It is not surprising, given that she was raised in the faith that she chose to formally enter the church at the age of majority. Her passion for hunting undead is due to her view of them as being an unnatural perversion of the sanctity of life and death, of the natural order of things.
(Will expand upon)
[/sblock]
[sblock=Notes]
~ Additional Resource: Complete Divine
~ Aiming for Radiant Servant of Pelor PRC from Complete Divine. Have all requirements, can take at 7th level[/sblock]
Female Human
Alignment: Neutral Good
Height: 5' 5"
Weight: 120 lbs
Age: 20
Eyes: Blue
Hair: Blonde
Patron Deity: Pelor
Classes: Cleric 6
[sblock=Basic Information]
Speed: 30’ / 20’ when wearing fullplate
HD: 6d8+6
HP: 34
Init: 4 [+0 Dex +4 Improved Initiative]
STR 12 (+1) [11 base (3 pts) +1 level]
DEX 10 (+0) [10 base (2 pts)]
CON 12 (+1) [12 base (4 pts)]
INT 10 (+0) [10 base (2 pts)]
WIS 16 (+3) [16 base (10 pts)]
CHA 12 (+1) [12 base (4 pts)]
25 point buy
AC: 21
[10 base +9 armor +1 shield +0 Dex +1 deflection]
Saves:
Fort +7 [5 base +1 Con +1 resistance]
Ref +3 [2 base +0 Dex +1 resistance]
Will +9 [5 base +3 Wis +1 resistance]
Languages Known:
~ Common
[/sblock]
[sblock=Attacks]
Attacks:
Base Attack: +4
Grapple: +5 [+4 base +1 Str]
+1 Heavy Mace: +6 [+4 base +1 Str +1 enhancement]
Critical: 20/x2
Damage: 1d8+2
Type: Bludgeoning
MW Light Crossbow: +5 [+4 base +0 Dex +1 masterwork]
Critical: 19-20/x2
Damage: 1d8
Range: 80 ft
Type: Piercing
Daggers (melee): +5 [+4 base +1 Str]
Critical: 19-20/x2
Damage: 1d4
Type: Piercing or Slashing
Daggers (ranged): +4 [+4 base +0 Dex]
Critical: 19-20/x2
Damage: 1d4
Range: 10 ft
Type: Piercing or Slashing
[/sblock]
[sblock=Skills and Feats]
Skills:
Concentration +9 [+1 Con +8 ranks]
Diplomacy +4 [+1 Cha +3 ranks]
Heal +4 [+3 Wis +1 ranks]
Knowledge (religion) +8 [+0 Int +8 ranks]
Ride +1/+3* [+0 Dex +1 ranks (cc) +2 saddle*]
Spellcraft +5 [+0 Int +5 ranks]
Skills Conditional
~ * Relates to checks for staying in saddle only. Also have 75% chance of staying in saddle if knocked unconscious.
~ -5 armor check penalty while wearing fullplate on Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble. Double the normal armor check penalty is applied to Swim checks.
Feats:
~ Improved Initiative (+4 to Initiative Checks) [Racial]
~ Extra Turning (Can turn undead +4 times/day) [1st Level]
~ Sacred Vitality (LM) (As standard action, spend 1 turn undead attempt to gain immunity to ability damage, ability drain, and energy drain for 1 minute) [3rd Level]
~ Quicken Turning (can turn undead as a free action) (Libris Mortis) [6th Level]
[/sblock]
[sblock=Racial and Class Abilities]
Racial Abilities:
Human:
~ Size: Medium
~ Speed: 30 ft
~ 1 extra feat at first level
~ 4 extra skill points at first level
~ 1 extra skill point at each level beyond first
~ Automatic Language: Common
~ Favored Class: Any
Class Abilities:
Cleric
~ BAB +3
~ F/R/W +4/+1/+4
~ Spellcasting (see next section); Caster level: 6
~ Domains: Sun (PHB), Glory (CD)
~ Weapon and Armor Proficiencies: All simple weapons, all types of armor (light, medium, heavy), all shields (except tower shields)
~ Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int)
~ Skill Points: 2+Int per level (x4 first level)
~ HD: d8 per level
~ Turn Undead (Su): 3+Cha mod times per day
~ Aura (Ex): Good
~ Spontaneous Casting: Cure spells
[/sblock]
[sblock= Spells and Spell-like Abilities]
Spells and Spell-like Abilities:
Spells from Cleric
Per Day: 5, 4+1, 4+1, 3+1
Memorized listed below
0th Level
~ Detect Magic (used to spontaneously cast Cure Minor)
~ Guidance (used to spontaneously cast Cure Minor)
~ Light
~ Resistance
~ Create Water (used to spontaneously cast Cure Minor)
1st Level
~ Protection from Evil (cast)
~ Shield of Faith (used to spontaneously cast Cure Light)
~ Bless (used to spontaneously cast Cure Light)
~ Divine Favor (used to spontaneously cast Cure Light)
Domain: Disrupt Undead (cast)
2nd Level
~ Hold Person (used to spontaneously cast Cure Mod)
~ Restoration, Lesser (used to spontaneously cast Cure Mod)
~ Shatter (used to spontaneously cast Cure Mod)
~ (not yet mem)
Domain: Bless Weapon
3rd Level
~ Visage of the Deity, Lesser (CD) (used to spontaneously cast Cure Serious)
~ Daylight (used to spontaneously cast Cure Serious)
~ (not yet mem)
Domain: Searing Light (cast)
Domains:
Sun
Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
1 Endure Elements
2 Heat Metal
3 Searing Light
4 Fire Shield
5 Flame Strike
6 Fire Seeds
7 Sunbeam
8 Sunburst
9 Prismatic Sphere
Glory
Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 on the turning damage roll.
1 Disrupt Undead
2 Bless Weapon
3 Searing Light
4 Holy Smite
5 Holy Sword
6 Bolt of Glory
7 Sunbeam
8 Crown of Glory
9 Gate
[/sblock]
[sblock=Turning Information]
Turning undead is a supernatural ability that a character can perform as a standard action. It does not provoke attacks of opportunity. You must present your holy symbol to turn undead. Turning is considered an attack. (Now a free action with Quicken Turning feat.)
Times per Day: 3 + 1 Cha mod + 4 Extra Turning = 8 times/day
Range: You turn the closest turnable undead first, and you can’t turn undead that are more than 60 feet away or that have total cover relative to you. You don’t need line of sight to a target, but you do need line of effect.
Turning Check: The first thing you do is roll a turning check to see how powerful an undead creature you can turn. Check: 1d20 + 1 Cha mod + 2 Glory Domain +2 synergy from Knowledge (religion). See the Table: Turning Undead to see what the result is.
Turning Damage: If your roll on Table: Turning Undead is high enough to let you turn at least some of the undead within 60 feet, roll 2d6 + your cleric level + your Charisma modifier +1d6 for the Glory Domain for turning damage. That’s how many total Hit Dice of undead you can turn. You may skip over already turned undead that are still within range, so that you do not waste your turning capacity on them.
Effect and Duration of Turning: Turned undead flee from you by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. (You can stand within 10 feet without breaking the turning effect—you just can’t approach them.) You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect.
Destroying Undead: If you have twice as many levels (or more) as the undead have Hit Dice, you destroy any that you would normally turn.
[/sblock]
[sblock=Equipment]
Equipment:
Code:
~ +1 Heavy Mace (2,312 gp) (carried; 8 lb) Continuous glow as per the Light spell
~ MW Light Crossbow (385 gp) (carried; 4 lb)
~ Dagger x2 (4 gp) (carried; 2 lb)
~ Bolts x30 (3 gp) (carried; 1 lb)
~ +1 Fullplate (2,650 gp) (worn; 50 lb)
~ MW Light Steel Shield (159 gp) (carried; 6 lb)
~ Golden Holy Symbol (50 gp) (worn; 1 lb)
~ Ring of Protection +1 (2,000 gp) (worn; > lb)
~ Cloak of Resistance +1 (1,000 gp) (worn; > lb)
~ Belt Pouch (1 gp) (worn; 0.5 lb)
~ Flint & Steel (1 gp) (> lb)
~ Holy Water flask (25 gp) (1 lb)
~ Light Warhorse (150 gp)
~ Military Saddle (20 gp)
~ Bit and Bridle (2 gp)
~ Saddlebags (4 gp)
~ Bedroll (1 sp)
~ Lantern, Hooded (7 gp)
~ Oil, 5 pints (5 sp)
~ Silk Rope, 50 ft (10 gp)
~ Trail Rations, x7 days (3 gp 5 sp)
~ Cleric’s Vestments (5 gp)
~ Holy Water x2 flasks (50 gp)
~ Initiation to Lightbringers Guild (100 gp)
* All items which do not list a weight or wear location are stored in the saddlebags.
Cash
PP:
GP: 57
SP: 9
CP:
[/sblock]
[sblock=Appearance]
[/sblock]
[sblock=Backstory]
Alessandra was given to the Temple of Pelor to raise when she was just an infant. She doesn’t remember anything of her parents or family, and all she knows of them is what the Temple has told her – that they were the victims of a bandit raid on their merchant caravan, and that help arrived too late for her young parents. It is not surprising, given that she was raised in the faith that she chose to formally enter the church at the age of majority. Her passion for hunting undead is due to her view of them as being an unnatural perversion of the sanctity of life and death, of the natural order of things.
(Will expand upon)
[/sblock]
[sblock=Notes]
~ Additional Resource: Complete Divine
~ Aiming for Radiant Servant of Pelor PRC from Complete Divine. Have all requirements, can take at 7th level[/sblock]
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