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The Wayfinders: 6 Years Running
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<blockquote data-quote="Caim" data-source="post: 5871895" data-attributes="member: 6667065"><p>[sblock=Dain Guundrik]</p><p>[sblock=Game Info]</p><p>Race: Dwarf</p><p>Class: Cleric 7 (FC)/ Holy Vindicator 1</p><p>Level: 8</p><p>Alignment: Neutral Good</p><p>Languages: Common and Dwarven</p><p>Deity: The Sovereign Host[/sblock]</p><p>[sblock=Abilities]</p><p>STR: 14 (5 PB)</p><p>DEX: 12 (2 PB)</p><p>CON: 16 (5 PB, +2 Racial)</p><p>INT: 10</p><p>WIS: 18 (10 PB, +2 Racial)</p><p>CHA: 15 (3 PB, -2 Racial, +1 4th, +1 7th)[/sblock]</p><p>[sblock=Combat]</p><p>HP: 78 = [7d8 + 1d10 =50] + 3 (CON) + 0 (Favored Class)</p><p>AC: 25 = 10 + 10 (+1 Full Plate) + 2 (+1 DWBoLF) + 1 (DEX) + 1 (+1 NoNA) +1 (+1 RoP)</p><p>AC Touch: 11 = 10 + 1 (DEX)</p><p>AC Flatfooted: 24 = 10 + 10 (+1 Full Plate) + 2 (DWBoLF) + 1 (+1 NoNA) +1 (+1 RoP)</p><p>INIT: +1 = +1 (DEX)</p><p>BAB: +6/+1 = +6/+1 (Cleric)</p><p>CMB: +8 = +2 (STR) + 6 (BAB)</p><p>CMD: 19 = 10 + 2 (STR) + 1 (DEX) + 6 (BAB)</p><p>Fort: +11 = +5 (Cleric) + 1 (Holy Vindicator) + 3 (CON) + 2 (+2 Cloak of Resistance)^#</p><p>Reflex: +5 = +2 (Cleric) +0 (Holy Vindicator) + 1 (DEX) + 2 (+2 Cloak of Resistance)^#</p><p>Will: +12 = +5 (Cleric) + 1 (Holy Vindicator) + 4 (WILL) + 2 (+2 Cloak of Resistance)^#</p><p>Speed: 30' (20' Base)</p><p>Damage Reduction: None</p><p>Spell Resistance: None</p><p>Spell Failure: 40%</p><p> </p><p>*DWBoLF = Darkwood Buckler of Light Fortification</p><p>*AoNA = Amulet of Natural Armor</p><p>*RoP = Ring of Protection</p><p>^Glory of Old</p><p>#Hardy[/sblock]</p><p>[sblock=Weapon Stats]</p><p>Rock Splitter*(melee): +9/+4 = +6/+1 (BAB) + 2 (STR)/ DMG = 1d10+2(S), CRIT 20x3</p><p>Mwk Heavy Crossbow(ranged): +8/+3 = +6/+1 (BAB) +1 (DEX)/ DMG = 1d10(P), CRIT 19-20x2, Bolts 20</p><p>Net (ranged): +3 = +6 (BAB) +1 (DEX) - 4 (Non-Pro)/ Special: Entangled condition</p><p> </p><p>*+1 Grayflame Earthbound Dwarven Waraxe[/sblock]</p><p>[sblock=Racial Traits]</p><p>+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.</p><p> </p><p>Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.</p><p> </p><p>Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.</p><p> </p><p>Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision).</p><p> </p><p>Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.</p><p> </p><p>Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.</p><p> </p><p>Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.</p><p> </p><p>Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.</p><p> </p><p>Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.</p><p> </p><p>Rock Stepper: Many dwarves can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.</p><p> </p><p> </p><p>Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.</p><p> </p><p>Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.[/sblock]</p><p>[sblock= Cleric Class Features]</p><p>Aura: A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).</p><p> </p><p>Spells: A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.</p><p> </p><p>To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.</p><p> </p><p>Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.</p><p> </p><p>Channel Energy: 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. 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 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.</p><p> </p><p>A cleric must be able to present her holy symbol to use this ability.</p><p> </p><p>Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain.</p><p> </p><p>Selected domains are Luck and Travel.</p><p> </p><p>Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on <strong>Table: Cleric</strong> under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.</p><p> </p><p>Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she 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).[/sblock]</p><p>[sblock=Holy Vindicator Class Features]</p><p>Channel Energy: See cleric class feature.</p><p> </p><p>Vindicator's Shield: A vindicator can channel energy into his shield as a standard action; when worn, the shield gives the vindicator a sacred bonus (if positive energy) or profane bonus (if negative energy) to his Armor Class equal to the number of dice of the vindicator’s channel energy. This bonus lasts for 24 hours or until the vindicator is struck in combat, whichever comes first. The shield does not provide this bonus to any other wielder, but the vindicator does not need to be holding the shield for it to retain this power.[/sblock]</p><p>[sblock=Feats & Traits]</p><p>1st lvl- Selective Channeling: Select whom to target with channel energy.</p><p>3rd lvl- Extra Channel: Channel energy an extra 2/day.</p><p>5th lvl- Power Attack: Trade attack bonus for damage bonus.</p><p>7th lvl- Channel Alignment: Channel energy can harm outsiders of the selected alignment sub-type.</p><p> </p><p>Traits:</p><p>a) Magical Knack (Cleric): +2 on caster levels as long as the bonus does not exceed current hit dice.</p><p>b) Glory of Old: +1 vs. spells, spell-like abilities, and poison.[/sblock]</p><p>[sblock=Skills]</p><p>Skill Ranks: 16 = [02 (Cleric) + 02 (Holy Vindicator) + 00 (INT)] x 08 (LvL) + 7 (Favored Class)</p><p>Max Ranks: 08 </p><p>ACP: -5</p><p> </p><p>Skills:</p><p>() = class skill</p><p>^ = trained only</p><p>[code]</p><p>Total Stat Rank CS Misc ACP</p><p>-04 = Acrobatics +01 +00 +0 +00 -5 DEX</p><p>+00 = Appraise +00 +00 +0 +00 INT</p><p>+02 = Bluff +02 +00 +0 +00 CHA</p><p>-04 = Climb +01 +00 +0 +00 -5 STR</p><p>+00 = Craft:_____ +00 +00 +0 +00 INT</p><p>+02 = Diplomacy +02 +00 +0 +00 CHA</p><p>+00 = Disguise +00 +00 +0 +00 CHA</p><p>-04 = Escape Artist +01 +00 +0 +00 -5 DEX</p><p>-04 = Fly +01 +00 +0 +00 -5 DEX</p><p>+09 = Heal +04 +02 +3 +00 WIS</p><p>+02 = Intimidate +02 +00 +0 +00 CHA</p><p>+00 = Know:Arcana^ +00 +00 +0 +00 INT</p><p>+06 = Know:History^ +00 +03 +3 +00 INT</p><p>+00 = Know:Nobility^ +00 +00 +0 +00 INT</p><p>+06 = Know:Planes^ +00 +03 +3 +00 INT</p><p>+08 = Know:Religion^ +00 +05 +3 +00 INT</p><p>+00 = Linguistics^ +00 +00 +0 +00 INT</p><p>+06 = Perception +04 +02 +0 +00 WIS</p><p>+02 = Perform:_____ +02 +00 +0 +00 CHA</p><p>+04 = Profession^:_____ +04 +00 +0 +00 WIS</p><p>-04 = Ride +01 +00 +0 +00 -5 DEX</p><p>+09 = Sense Motive +04 +02 +3 +00 WIS</p><p>+09 = Spellcraft^ +00 +06 +3 +00 INT</p><p>+00 = Stealth +01 +04 +0 +00 -5 DEX</p><p>+04 = Survival +04 +00 +0 +00 WIS</p><p>-04 = Swim +01 +00 +0 +00 -5 STR</p><p>[/code][/sblock]</p><p>[sblock=Domain Granted Powers]</p><p>Luck- Bit of Luck: You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.</p><p> </p><p>Luck- Good Fortune: At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.</p><p> </p><p>Travel- Base Speed: Increase your base speed by 10 feet.</p><p> </p><p>Travel- Agile Feet: 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.[/sblock]</p><p>[sblock=Spellcasting]</p><p>Domain Powers: Bit of Luck 7/day, Good Fortune 1/day, Agile Feet 7/day</p><p>0 level: Detect Magic, Guidance, Resistance, Read Magic</p><p>1st level: Divine Favor, Shield of Faith, Doom, Bless, D: Longstrider</p><p>2nd level: Hold Person, Sound Blast, Lesser Restoration, D: Aid</p><p>3rd level: Magic Vestment, Dispel Magic, Searing Light, D: Fly</p><p>4th level: Greater Magic Weapon, Restoration, D: Freedom of Movement</p><p> </p><p>1st level: 5+1/day, DC: 15</p><p>2nd level: 4+1/day, DC: 16</p><p>3rd level: 3+1/day, DC: 17</p><p>4th level: 2+1/day, DC: 18[/sblock]</p><p>[sblock=Equipment]</p><p>[code]Equipment Cost Weight</p><p>+1 Full Plate 2,500 gp 50 lbs.</p><p>+1 Darkwood Buckler of Light Fortification 1,203 gp 2.5 lbs.</p><p>+1 Grayflame Earthbound Dwarven Waraxe 6,330 gp 08 lbs.</p><p>+2 Cloak of Resistance 4,000 gp 02 lbs.</p><p>+1 Amulet of Natural Armor 2,000 gp 01 lbs.</p><p>+1 Ring of Protection 2,000 gp 00 lbs.</p><p>+2 Headband of Alluring Charisma 4,000 gp 01 lbs.</p><p>MWK Heavy Crossbow 350 gp 08 lbs.</p><p>-Bolts (20) 02 gp 02 lbs.</p><p>Net 20 gp 06 lbs</p><p>Handy Haversack 2,000 gp 05 lbs.</p><p>(Central Portion = 33.5 lbs.)</p><p>-Lesser Rod of Extend 3,000 gp 05 lbs.</p><p>-Bedroll 01 sp 05 lbs.</p><p>-Waterskin 01 gp 04 lbs.</p><p>-Silk Rope (50 ft.) 10 gp 05 lbs.</p><p>-Crowbar 02 gp 05 lbs.</p><p>-Net (1) 20 gp 05 lbs.</p><p>-Smokestick (4) 80 gp 02 lbs.</p><p>-Case 01 gp .5 lbs.</p><p>(Left Portion = 5 lbs.) </p><p>-Holy Water (4) 100 gp 04 lbs.</p><p>-Sack (2) 02 sp 01 lbs.</p><p>(Right Portion = 00 lbs.)</p><p>-Scroll of Magic Vestment (6) 2250 gp 00 lbs.</p><p>-Scroll of Shield of Faith (8) 200 gp 00 lbs.</p><p>-Scroll of Bulls Strength (4) 600 gp 00 lbs.</p><p>-Scroll of Hold Person (4) 600 gp 00 lbs.</p><p>Belt Pouch 01 gp .5 lbs.</p><p>-Chalk (3) 03 cp 00 lbs.</p><p>-Tindertwig (10) 10 gp 00 lbs.</p><p>-Compass 10 gp .5 lbs.</p><p>-Flint and Steel 01 gp 00 lbs.</p><p> </p><p>Total weight carried: 91 lbs.</p><p> </p><p> </p><p>[/code]Treasure: 1779 gp, 16 sp, 7 cp Gems: None</p><p> </p><p> </p><p> </p><p><u>Carrying Capacity:</u></p><p>light- 58 lbs.</p><p>medium- 59 - 116 lbs.</p><p>heavy- 117 - 175 lbs.[/sblock]</p><p>[sblock=Details]</p><p>Size: Medium</p><p>Gender: Male</p><p>Age: 57</p><p>Height: 4'3"</p><p>Weight: 171</p><p>Hair Color: Light Brown</p><p>Eye Color: Blue</p><p>Skin Color: Light</p><p>Appearance: Dain keeps his light brown beard in tight breads, four to be exact, and his hair short and neat. His armor and weapons are clean and obviously well keep. The symbol of The Sovereign Host can be seen around his neck. His blue eyes can be seen under his kempt eyebrows, yes he keeps those neat as well.</p><p>Demeanor: Dain's attitude towards others is generally warm and friendly but his hand is always on his axe.[/sblock] </p><p>[sblock=Background]...[/sblock]</p><p>[sblock=Adventure Notes] None yet[/sblock]</p><p>[sblock=Level Ups]</p><p>Level 2</p><p>Class:</p><p>BAB: +0 to +0</p><p>Fort: +0 to +0</p><p>Ref: +0 to +0</p><p>Will: +0 to +0</p><p>Feat:</p><p>Class Features:</p><p>HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)</p><p>Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)</p><p>Skills:</p><p>Favored Class Bonus:[/sblock] [/sblock]</p></blockquote><p></p>
[QUOTE="Caim, post: 5871895, member: 6667065"] [sblock=Dain Guundrik] [sblock=Game Info] Race: Dwarf Class: Cleric 7 (FC)/ Holy Vindicator 1 Level: 8 Alignment: Neutral Good Languages: Common and Dwarven Deity: The Sovereign Host[/sblock] [sblock=Abilities] STR: 14 (5 PB) DEX: 12 (2 PB) CON: 16 (5 PB, +2 Racial) INT: 10 WIS: 18 (10 PB, +2 Racial) CHA: 15 (3 PB, -2 Racial, +1 4th, +1 7th)[/sblock] [sblock=Combat] HP: 78 = [7d8 + 1d10 =50] + 3 (CON) + 0 (Favored Class) AC: 25 = 10 + 10 (+1 Full Plate) + 2 (+1 DWBoLF) + 1 (DEX) + 1 (+1 NoNA) +1 (+1 RoP) AC Touch: 11 = 10 + 1 (DEX) AC Flatfooted: 24 = 10 + 10 (+1 Full Plate) + 2 (DWBoLF) + 1 (+1 NoNA) +1 (+1 RoP) INIT: +1 = +1 (DEX) BAB: +6/+1 = +6/+1 (Cleric) CMB: +8 = +2 (STR) + 6 (BAB) CMD: 19 = 10 + 2 (STR) + 1 (DEX) + 6 (BAB) Fort: +11 = +5 (Cleric) + 1 (Holy Vindicator) + 3 (CON) + 2 (+2 Cloak of Resistance)^# Reflex: +5 = +2 (Cleric) +0 (Holy Vindicator) + 1 (DEX) + 2 (+2 Cloak of Resistance)^# Will: +12 = +5 (Cleric) + 1 (Holy Vindicator) + 4 (WILL) + 2 (+2 Cloak of Resistance)^# Speed: 30' (20' Base) Damage Reduction: None Spell Resistance: None Spell Failure: 40% *DWBoLF = Darkwood Buckler of Light Fortification *AoNA = Amulet of Natural Armor *RoP = Ring of Protection ^Glory of Old #Hardy[/sblock] [sblock=Weapon Stats] Rock Splitter*(melee): +9/+4 = +6/+1 (BAB) + 2 (STR)/ DMG = 1d10+2(S), CRIT 20x3 Mwk Heavy Crossbow(ranged): +8/+3 = +6/+1 (BAB) +1 (DEX)/ DMG = 1d10(P), CRIT 19-20x2, Bolts 20 Net (ranged): +3 = +6 (BAB) +1 (DEX) - 4 (Non-Pro)/ Special: Entangled condition *+1 Grayflame Earthbound Dwarven Waraxe[/sblock] [sblock=Racial Traits] +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff. Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size. Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision). Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Rock Stepper: Many dwarves can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning. Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.[/sblock] [sblock= Cleric Class Features] Aura: A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details). Spells: A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier. Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Channel Energy: 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. 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 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. Selected domains are Luck and Travel. Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on [B]Table: Cleric[/B] under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again. Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she 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).[/sblock] [sblock=Holy Vindicator Class Features] Channel Energy: See cleric class feature. Vindicator's Shield: A vindicator can channel energy into his shield as a standard action; when worn, the shield gives the vindicator a sacred bonus (if positive energy) or profane bonus (if negative energy) to his Armor Class equal to the number of dice of the vindicator’s channel energy. This bonus lasts for 24 hours or until the vindicator is struck in combat, whichever comes first. The shield does not provide this bonus to any other wielder, but the vindicator does not need to be holding the shield for it to retain this power.[/sblock] [sblock=Feats & Traits] 1st lvl- Selective Channeling: Select whom to target with channel energy. 3rd lvl- Extra Channel: Channel energy an extra 2/day. 5th lvl- Power Attack: Trade attack bonus for damage bonus. 7th lvl- Channel Alignment: Channel energy can harm outsiders of the selected alignment sub-type. Traits: a) Magical Knack (Cleric): +2 on caster levels as long as the bonus does not exceed current hit dice. b) Glory of Old: +1 vs. spells, spell-like abilities, and poison.[/sblock] [sblock=Skills] Skill Ranks: 16 = [02 (Cleric) + 02 (Holy Vindicator) + 00 (INT)] x 08 (LvL) + 7 (Favored Class) Max Ranks: 08 ACP: -5 Skills: () = class skill ^ = trained only [code] Total Stat Rank CS Misc ACP -04 = Acrobatics +01 +00 +0 +00 -5 DEX +00 = Appraise +00 +00 +0 +00 INT +02 = Bluff +02 +00 +0 +00 CHA -04 = Climb +01 +00 +0 +00 -5 STR +00 = Craft:_____ +00 +00 +0 +00 INT +02 = Diplomacy +02 +00 +0 +00 CHA +00 = Disguise +00 +00 +0 +00 CHA -04 = Escape Artist +01 +00 +0 +00 -5 DEX -04 = Fly +01 +00 +0 +00 -5 DEX +09 = Heal +04 +02 +3 +00 WIS +02 = Intimidate +02 +00 +0 +00 CHA +00 = Know:Arcana^ +00 +00 +0 +00 INT +06 = Know:History^ +00 +03 +3 +00 INT +00 = Know:Nobility^ +00 +00 +0 +00 INT +06 = Know:Planes^ +00 +03 +3 +00 INT +08 = Know:Religion^ +00 +05 +3 +00 INT +00 = Linguistics^ +00 +00 +0 +00 INT +06 = Perception +04 +02 +0 +00 WIS +02 = Perform:_____ +02 +00 +0 +00 CHA +04 = Profession^:_____ +04 +00 +0 +00 WIS -04 = Ride +01 +00 +0 +00 -5 DEX +09 = Sense Motive +04 +02 +3 +00 WIS +09 = Spellcraft^ +00 +06 +3 +00 INT +00 = Stealth +01 +04 +0 +00 -5 DEX +04 = Survival +04 +00 +0 +00 WIS -04 = Swim +01 +00 +0 +00 -5 STR [/code][/sblock] [sblock=Domain Granted Powers] Luck- Bit of Luck: You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Luck- Good Fortune: At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th. Travel- Base Speed: Increase your base speed by 10 feet. Travel- Agile Feet: 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.[/sblock] [sblock=Spellcasting] Domain Powers: Bit of Luck 7/day, Good Fortune 1/day, Agile Feet 7/day 0 level: Detect Magic, Guidance, Resistance, Read Magic 1st level: Divine Favor, Shield of Faith, Doom, Bless, D: Longstrider 2nd level: Hold Person, Sound Blast, Lesser Restoration, D: Aid 3rd level: Magic Vestment, Dispel Magic, Searing Light, D: Fly 4th level: Greater Magic Weapon, Restoration, D: Freedom of Movement 1st level: 5+1/day, DC: 15 2nd level: 4+1/day, DC: 16 3rd level: 3+1/day, DC: 17 4th level: 2+1/day, DC: 18[/sblock] [sblock=Equipment] [code]Equipment Cost Weight +1 Full Plate 2,500 gp 50 lbs. +1 Darkwood Buckler of Light Fortification 1,203 gp 2.5 lbs. +1 Grayflame Earthbound Dwarven Waraxe 6,330 gp 08 lbs. +2 Cloak of Resistance 4,000 gp 02 lbs. +1 Amulet of Natural Armor 2,000 gp 01 lbs. +1 Ring of Protection 2,000 gp 00 lbs. +2 Headband of Alluring Charisma 4,000 gp 01 lbs. MWK Heavy Crossbow 350 gp 08 lbs. -Bolts (20) 02 gp 02 lbs. Net 20 gp 06 lbs Handy Haversack 2,000 gp 05 lbs. (Central Portion = 33.5 lbs.) -Lesser Rod of Extend 3,000 gp 05 lbs. -Bedroll 01 sp 05 lbs. -Waterskin 01 gp 04 lbs. -Silk Rope (50 ft.) 10 gp 05 lbs. -Crowbar 02 gp 05 lbs. -Net (1) 20 gp 05 lbs. -Smokestick (4) 80 gp 02 lbs. -Case 01 gp .5 lbs. (Left Portion = 5 lbs.) -Holy Water (4) 100 gp 04 lbs. -Sack (2) 02 sp 01 lbs. (Right Portion = 00 lbs.) -Scroll of Magic Vestment (6) 2250 gp 00 lbs. -Scroll of Shield of Faith (8) 200 gp 00 lbs. -Scroll of Bulls Strength (4) 600 gp 00 lbs. -Scroll of Hold Person (4) 600 gp 00 lbs. Belt Pouch 01 gp .5 lbs. -Chalk (3) 03 cp 00 lbs. -Tindertwig (10) 10 gp 00 lbs. -Compass 10 gp .5 lbs. -Flint and Steel 01 gp 00 lbs. Total weight carried: 91 lbs. [/code]Treasure: 1779 gp, 16 sp, 7 cp Gems: None [U]Carrying Capacity:[/U] light- 58 lbs. medium- 59 - 116 lbs. heavy- 117 - 175 lbs.[/sblock] [sblock=Details] Size: Medium Gender: Male Age: 57 Height: 4'3" Weight: 171 Hair Color: Light Brown Eye Color: Blue Skin Color: Light Appearance: Dain keeps his light brown beard in tight breads, four to be exact, and his hair short and neat. His armor and weapons are clean and obviously well keep. The symbol of The Sovereign Host can be seen around his neck. His blue eyes can be seen under his kempt eyebrows, yes he keeps those neat as well. Demeanor: Dain's attitude towards others is generally warm and friendly but his hand is always on his axe.[/sblock] [sblock=Background]...[/sblock] [sblock=Adventure Notes] None yet[/sblock] [sblock=Level Ups] Level 2 Class: BAB: +0 to +0 Fort: +0 to +0 Ref: +0 to +0 Will: +0 to +0 Feat: Class Features: HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total) Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total) Skills: Favored Class Bonus:[/sblock] [/sblock] [/QUOTE]
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The Wayfinders: 6 Years Running
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