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Way of the Wicked - A Campaign for Evil PCs - Rogues Gallery
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<blockquote data-quote="HolyMan" data-source="post: 5926850" data-attributes="member: 84167"><p>[sblock=Curz Wiffilan]</p><p>[sblock=Game Info]</p><p>Race: Human</p><p>Class: Cleric(separatist)</p><p>Level: 1</p><p>Alignment: LN</p><p>Languages: Common, Celestial</p><p>Deity: Miltra[/sblock]</p><p>[sblock=Abilities]</p><p>STR: 10 (0pts)</p><p>DEX: 16 (10pts)</p><p>CON: 11 (1pt)</p><p>INT: 12 (2pts)</p><p>WIS: 17 (7pts) +2 Racial adjustment</p><p>CHA: 14 (5pts) [/sblock]</p><p>[sblock=Combat]</p><p>HP: 12 = [1d8=08] + 0 (CON) + 3 (misc) + 1 (favored class)</p><p>AC: 14 = 10 + 0 (armor) + 0 (shield) + 3 (DEX) + 1 (misc)</p><p>AC Touch: 14 = 10 + 3 (DEX) + 1 (misc)</p><p>AC Flatfooted: 10 = 10 + 0 (armor) + 0 (shield) + 0 (misc)</p><p>INIT: +3 = +3 (DEX) + 0 (misc)</p><p>BAB: +0 = +0 (Cleric)</p><p>CMB: +0 = +0 (STR) + 0 (BAB)</p><p>CMD: 14 = 10 + 0 (STR) + 3 (DEX) + 0 (BAB) + 1 (misc)</p><p>Fort: +2 = +2 (base) + 0 (CON)</p><p>Reflex: +3 = +0 (base) + 3 (DEX)</p><p>Will: +5 = +2 (base) + 3 (WILL)</p><p>Speed: 30'</p><p>Damage Reduction: nil</p><p>Spell Resistance: nil</p><p>Spell Failure: n/a[/sblock]</p><p>[sblock=Weapon Stats]</p><p>Unarmed strike(melee): +0 = +0 (BAB) + 0 (STR) + 0 (misc)/ DMG = 1d3+0(B), CRIT x2[/sblock]</p><p>[sblock=Racial Traits]</p><p> * +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.</p><p> * Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.</p><p> * Normal Speed: Humans have a base speed of 30 feet.</p><p> * Bonus Feat: Humans select one extra feat at 1st level.</p><p> * Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.</p><p> * Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).[/sblock]</p><p>[sblock=Class Features]</p><p>A cleric who does not serve a deity cannot take the separatist archetype.</p><p><u></u></p><p><u>A separatist has the following class features:</u></p><p><strong>Weapon and Armor Proficiency:</strong> Separatists do not gain proficiency in their deity’s favored weapon (though they are not prohibited from using it or learning its use).</p><p></p><p><strong>Forbidden Rites:</strong> A separatist selects one domain from her deity’s domain list, and a second domain that is not on her deity’s domain list. This second domain cannot be an alignment domain that doesn’t match the cleric’s or her deity’s alignment. For example, a lawful good separatist cleric of a neutral good deity cannot choose the Chaos or Evil domain with this ability, but can select the Lawful domain even though her deity isn’t lawful.</p><p></p><p>Granted powers from the cleric’s second domain function as if the cleric’s level, Wisdom, and Charisma were 2 lower than normal (minimum level 1) in terms of effect, DC, and uses per day. This also means the separatist doesn’t gain the domain’s higher-level ability until 2 levels later than normal. If the second domain grants additional class skills, the separatist gains these as normal.</p><p></p><p>In all other respects, this ability works like and replaces the standard cleric’s domain ability.</p><p></p><p><strong>Weapon and Armor Proficiency:</strong> Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).</p><p></p><p><strong>Aura (Ex):</strong> 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><strong>Spells:</strong> 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>Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).</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><strong>Channel Energy (Su):</strong> Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.</p><p></p><p>A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).</p><p></p><p>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><strong>Domains:</strong> 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. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.</p><p></p><p>Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.</p><p></p><p>In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.</p><p></p><p><strong>Orisons:</strong> Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric 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><strong>Spontaneous Casting:</strong> 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).</p><p></p><p>An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).</p><p></p><p>A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).</p><p><strong></strong></p><p><strong>Chaotic, Evil, Good, and Lawful Spells:</strong> A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.</p><p>Bonus Languages</p><p><strong></strong></p><p><strong>Bonus Languages:</strong> A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.</p><p></p><p><strong>Ex-Clerics:</strong> A cleric who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a cleric of that god until she atones for her deeds (see the atonement spell description).[/sblock]</p><p>[sblock=Feats]</p><p>Human Bonus- Toughness</p><p>1st lvl- Dodge</p><p>3rd lvl- n/a[/sblock]</p><p>[sblock=Skills]</p><p>Skill Ranks: 06 = [2+2 (class) + 01 (INT)] x 01 (LvL) + 01 (human) + 00 (Favored Class)</p><p>Max Ranks: 01 </p><p>ACP: -0</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>+03 = Acrobatics +03 +00 +0 +00 -0 DEX</p><p>+01 = Appraise() +01 +00 +0 +00 INT</p><p>+02 = Bluff +02 +00 +0 +00 CHA</p><p>+00 = Climb +00 +00 +0 +00 -0 STR</p><p>+01 = Craft() +01 +00 +0 +00 INT</p><p>+02 = Diplomacy() +02 +00 +0 +00 CHA</p><p>+na = Disable Device^ +03 +00 +0 +00 -0 DEX</p><p>+02 = Disguise +02 +00 +0 +00 CHA</p><p>+03 = Escape Artist +03 +00 +0 +00 -0 DEX</p><p>+03 = Fly +03 +00 +0 +00 -0 DEX</p><p>+na = Handle Animal^ +02 +00 +0 +00 CHA</p><p>+03 = Heal() +03 +00 +0 +00 WIS</p><p>+02 = Intimidate +02 +00 +0 +00 CHA</p><p>+na = Know:Arcana()^ +01 +00 +0 +00 INT</p><p>+na = Know:Dungeoneering^ +01 +00 +0 +00 INT</p><p>+na = Know:Engineering^ +01 +00 +0 +00 INT</p><p>+na = Know:Geography^ +01 +00 +0 +00 INT</p><p>+05 = Know:History()^ +01 +01 +3 +00 INT</p><p>+na = Know:Local^ +01 +00 +0 +00 INT</p><p>+na = Know:Nature^ +01 +00 +0 +00 INT</p><p>+05 = Know:Nobility()^ +01 +01 +3 +00 INT</p><p>+05 = Know:Planes()^ +01 +01 +3 +00 INT</p><p>+05 = Know:Religion()^ +01 +01 +3 +00 INT</p><p>+na = Linguistics()^ +01 +00 +0 +00 INT</p><p>+03 = Perception +03 +00 +0 +00 WIS</p><p>+02 = Perform: +02 +00 +0 +00 CHA</p><p>+07 = Profession()^:barrister +03 +01 +3 +00 WIS</p><p>+03 = Ride +03 +00 +0 +00 -0 DEX</p><p>+07 = Sense Motive() +03 +01 +3 +00 WIS</p><p>+na = Sleight of Hand^ +03 +00 +0 +00 -0 DEX</p><p>+na = Spellcraft()^ +01 +00 +0 +00 INT</p><p>+03 = Stealth +03 +00 +0 +00 -0 DEX</p><p>+03 = Survival +03 +00 +0 +00 WIS</p><p>+00 = Swim +00 +00 +0 +00 -0 STR</p><p>+na = Use Magic Device^ +02 +00 +0 +00 CHA</p><p>.[/code][/sblock]</p><p>[sblock=Spellcasting]</p><p>Divine, prepared;</p><p>CL: 1</p><p>DC: 13 + spell level</p><p>Domains: Fire and Nobility</p><p></p><p>Orisons: spark, guidance, light</p><p>level 1: murderous command, command, burning hands(d)</p><p></p><p><strong>Crime:</strong> You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire yourself.</p><p></p><p><strong>Punishment: </strong>Death by burning <span style="color: Yellow">(Hurray! they are learning)</span></p><p></p><p><strong>Benefit:</strong> Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus.[/sblock]</p><p>[sblock=Equipment]</p><p>none</p><p></p><p>Treasure: gp, sp, cp Gems:</p><p> </p><p><u>Carrying Capacity:</u></p><p>light- 33</p><p>medium- 66</p><p>heavy- 100 [/sblock]</p><p>[sblock=Details]</p><p>Size: medium</p><p>Gender: male</p><p>Age: 35</p><p>Height: 5'-10"</p><p>Weight: 134lbs</p><p>Hair Color: brown (receding)</p><p>Eye Color: brown</p><p>Skin Color: light</p><p>Appearance: see below</p><p>Demeanor: Curz has become nearly fanatical during his time imprisoned. Miltra still grants him spells and abilities so his understandings of the teachings must be right and all others are blind. </p><p></p><p>He has a touch of the sycophant trait and always follows others leads.[/sblock] </p><p>[sblock=Background]</p><p>Curz Wifflan was always a small craven of a man, so it gave him greater and greater pleasure to prosecute those larger, stronger, and more powerful than himself. The only thing that he could not abide by was the way the courts dealt with prisoners after he had found them guilt. </p><p> </p><p>Beheading, hanging, imprisonment??? These were not what the teachings of Mitra meant. "Deliver vengeance... punish the guilty..." and what better way then with the Lord of Justice's own creation... fire.</p><p> </p><p>Burn them, make them suffer. Show others that they should hold to their oaths, keep their word and obey their superiors.</p><p> </p><p>But those in power were soft hearted and weak. And though he argued long into the night for years with his fellow adjudicators they never listened. </p><p> </p><p>And so came the day he took matters into his own hands. And still they would not listen. When asked how he set the blaze that killed three chained prisoners and burned down half of the accompanying garrison, Curz simply replied.<span style="color: Orange"> "Mitra granted my wish."</span> [/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><p></p><p><img src="http://farm8.staticflickr.com/7215/7296221964_51fa29e388.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>(my thanks to Diablo 3 for the cool pics)</p></blockquote><p></p>
[QUOTE="HolyMan, post: 5926850, member: 84167"] [sblock=Curz Wiffilan] [sblock=Game Info] Race: Human Class: Cleric(separatist) Level: 1 Alignment: LN Languages: Common, Celestial Deity: Miltra[/sblock] [sblock=Abilities] STR: 10 (0pts) DEX: 16 (10pts) CON: 11 (1pt) INT: 12 (2pts) WIS: 17 (7pts) +2 Racial adjustment CHA: 14 (5pts) [/sblock] [sblock=Combat] HP: 12 = [1d8=08] + 0 (CON) + 3 (misc) + 1 (favored class) AC: 14 = 10 + 0 (armor) + 0 (shield) + 3 (DEX) + 1 (misc) AC Touch: 14 = 10 + 3 (DEX) + 1 (misc) AC Flatfooted: 10 = 10 + 0 (armor) + 0 (shield) + 0 (misc) INIT: +3 = +3 (DEX) + 0 (misc) BAB: +0 = +0 (Cleric) CMB: +0 = +0 (STR) + 0 (BAB) CMD: 14 = 10 + 0 (STR) + 3 (DEX) + 0 (BAB) + 1 (misc) Fort: +2 = +2 (base) + 0 (CON) Reflex: +3 = +0 (base) + 3 (DEX) Will: +5 = +2 (base) + 3 (WILL) Speed: 30' Damage Reduction: nil Spell Resistance: nil Spell Failure: n/a[/sblock] [sblock=Weapon Stats] Unarmed strike(melee): +0 = +0 (BAB) + 0 (STR) + 0 (misc)/ DMG = 1d3+0(B), CRIT x2[/sblock] [sblock=Racial Traits] * +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. * Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. * Normal Speed: Humans have a base speed of 30 feet. * Bonus Feat: Humans select one extra feat at 1st level. * Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. * Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).[/sblock] [sblock=Class Features] A cleric who does not serve a deity cannot take the separatist archetype. [U] A separatist has the following class features:[/U] [B]Weapon and Armor Proficiency:[/B] Separatists do not gain proficiency in their deity’s favored weapon (though they are not prohibited from using it or learning its use). [B]Forbidden Rites:[/B] A separatist selects one domain from her deity’s domain list, and a second domain that is not on her deity’s domain list. This second domain cannot be an alignment domain that doesn’t match the cleric’s or her deity’s alignment. For example, a lawful good separatist cleric of a neutral good deity cannot choose the Chaos or Evil domain with this ability, but can select the Lawful domain even though her deity isn’t lawful. Granted powers from the cleric’s second domain function as if the cleric’s level, Wisdom, and Charisma were 2 lower than normal (minimum level 1) in terms of effect, DC, and uses per day. This also means the separatist doesn’t gain the domain’s higher-level ability until 2 levels later than normal. If the second domain grants additional class skills, the separatist gains these as normal. In all other respects, this ability works like and replaces the standard cleric’s domain ability. [B]Weapon and Armor Proficiency:[/B] Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). [B]Aura (Ex):[/B] 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). [B]Spells:[/B] 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. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). 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. [B]Channel Energy (Su):[/B] Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting). 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. [B]Domains:[/B] 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. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action. [B]Orisons:[/B] Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again. [B]Spontaneous Casting:[/B] 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). An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy). [B] Chaotic, Evil, Good, and Lawful Spells:[/B] A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. Bonus Languages [B] Bonus Languages:[/B] A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race. [B]Ex-Clerics:[/B] A cleric who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a cleric of that god until she atones for her deeds (see the atonement spell description).[/sblock] [sblock=Feats] Human Bonus- Toughness 1st lvl- Dodge 3rd lvl- n/a[/sblock] [sblock=Skills] Skill Ranks: 06 = [2+2 (class) + 01 (INT)] x 01 (LvL) + 01 (human) + 00 (Favored Class) Max Ranks: 01 ACP: -0 Skills: () = class skill ^ = trained only [code] Total Stat Rank CS Misc ACP +03 = Acrobatics +03 +00 +0 +00 -0 DEX +01 = Appraise() +01 +00 +0 +00 INT +02 = Bluff +02 +00 +0 +00 CHA +00 = Climb +00 +00 +0 +00 -0 STR +01 = Craft() +01 +00 +0 +00 INT +02 = Diplomacy() +02 +00 +0 +00 CHA +na = Disable Device^ +03 +00 +0 +00 -0 DEX +02 = Disguise +02 +00 +0 +00 CHA +03 = Escape Artist +03 +00 +0 +00 -0 DEX +03 = Fly +03 +00 +0 +00 -0 DEX +na = Handle Animal^ +02 +00 +0 +00 CHA +03 = Heal() +03 +00 +0 +00 WIS +02 = Intimidate +02 +00 +0 +00 CHA +na = Know:Arcana()^ +01 +00 +0 +00 INT +na = Know:Dungeoneering^ +01 +00 +0 +00 INT +na = Know:Engineering^ +01 +00 +0 +00 INT +na = Know:Geography^ +01 +00 +0 +00 INT +05 = Know:History()^ +01 +01 +3 +00 INT +na = Know:Local^ +01 +00 +0 +00 INT +na = Know:Nature^ +01 +00 +0 +00 INT +05 = Know:Nobility()^ +01 +01 +3 +00 INT +05 = Know:Planes()^ +01 +01 +3 +00 INT +05 = Know:Religion()^ +01 +01 +3 +00 INT +na = Linguistics()^ +01 +00 +0 +00 INT +03 = Perception +03 +00 +0 +00 WIS +02 = Perform: +02 +00 +0 +00 CHA +07 = Profession()^:barrister +03 +01 +3 +00 WIS +03 = Ride +03 +00 +0 +00 -0 DEX +07 = Sense Motive() +03 +01 +3 +00 WIS +na = Sleight of Hand^ +03 +00 +0 +00 -0 DEX +na = Spellcraft()^ +01 +00 +0 +00 INT +03 = Stealth +03 +00 +0 +00 -0 DEX +03 = Survival +03 +00 +0 +00 WIS +00 = Swim +00 +00 +0 +00 -0 STR +na = Use Magic Device^ +02 +00 +0 +00 CHA .[/code][/sblock] [sblock=Spellcasting] Divine, prepared; CL: 1 DC: 13 + spell level Domains: Fire and Nobility Orisons: spark, guidance, light level 1: murderous command, command, burning hands(d) [B]Crime:[/B] You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire yourself. [B]Punishment: [/B]Death by burning [COLOR=Yellow](Hurray! they are learning)[/COLOR] [B]Benefit:[/B] Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus.[/sblock] [sblock=Equipment] none Treasure: gp, sp, cp Gems: [U]Carrying Capacity:[/U] light- 33 medium- 66 heavy- 100 [/sblock] [sblock=Details] Size: medium Gender: male Age: 35 Height: 5'-10" Weight: 134lbs Hair Color: brown (receding) Eye Color: brown Skin Color: light Appearance: see below Demeanor: Curz has become nearly fanatical during his time imprisoned. Miltra still grants him spells and abilities so his understandings of the teachings must be right and all others are blind. He has a touch of the sycophant trait and always follows others leads.[/sblock] [sblock=Background] Curz Wifflan was always a small craven of a man, so it gave him greater and greater pleasure to prosecute those larger, stronger, and more powerful than himself. The only thing that he could not abide by was the way the courts dealt with prisoners after he had found them guilt. Beheading, hanging, imprisonment??? These were not what the teachings of Mitra meant. "Deliver vengeance... punish the guilty..." and what better way then with the Lord of Justice's own creation... fire. Burn them, make them suffer. Show others that they should hold to their oaths, keep their word and obey their superiors. But those in power were soft hearted and weak. And though he argued long into the night for years with his fellow adjudicators they never listened. And so came the day he took matters into his own hands. And still they would not listen. When asked how he set the blaze that killed three chained prisoners and burned down half of the accompanying garrison, Curz simply replied.[COLOR=Orange] "Mitra granted my wish."[/COLOR] [/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] [IMG]http://farm8.staticflickr.com/7215/7296221964_51fa29e388.jpg[/IMG] (my thanks to Diablo 3 for the cool pics) [/QUOTE]
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Way of the Wicked - A Campaign for Evil PCs - Rogues Gallery
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