Deuce Traveler
Adventurer
Just no Friar Tuck wanna-be, please.  I don't know if I could handle that. 
				
			Actually we a pretty melee heavy, a cleric is what we are missing. Perhaps a hungover vicar.![]()
Not sure, but I got the impression he was just going to run Richard. He is making a character in my Sunless Citadel game, but he hasn't mention one word about a character idea for here.Is Gandalf going to continue to run the knight I thought he was just doing that till he got his character ready??
 Name: Krindorf the Red
Class: Cleric
Race: Dwarf (Human ;o) )
Size: Medium
Gender: Male
Alignment: Neutral 
Deity: Gundar 
Str: 18 +4 (  )     Level: 1        XP: 0
Dex: 12 +1 (  )     BAB: +0         HP: 12 (1d8+4)
Con: 18 +4 (+2)     Grapple: +4     Dmg Red: 0
Int: 11 +0 (  )     Speed: 20'      Spell Res: 0
Wis: 16 +3 (  )     Init: +1      Spell Save: 13+SL
Cha: 12 +1 (-2)     ACP: -5         Spell Fail: 0%
               Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:          10    +5    +2    +1    +0    +0    +0    18
Touch: 11              Flatfooted: 17
                           Base   Mod  Misc  Total
Fort:                      2     +4          +6
Ref:                       0     +1          +1
Will:                      2     +3          +5
Weapon                Attack   Damage     Critical
Morning Star 		+4     1d8+4      19-20x2
Crossbow                +1     1d8           20x3
Longpear                +4     1d8+4         20x3
Languages: Dwarven, Common
Abilities: 
Cleric: Turn undead, Armor proficiencey (Light, Medium, heavy),Shield proficiencey, weapon proficiencey (simple, ) Arua(none), Spontaneous Spellcasting, Domains, Spellcasting(divine), and Alignment Spells(n/a)
Dwarf: Darkvision, +2 apprise checks related to stones and metal, Stonecunning(+2 search for stonework), Weapon 
familiarity, Stability, +2 saving throws against poison and spells, +1 attack against orcs an goblinoids, +2 cratf 
related to stone, +4 dodge AC bonus vs giants
Domains: War: Weapon focus (Longspear)
Healing: Cast healing spells at +1 caster level. 
Feats: Combat casting.
Skill Points: 8       Max Ranks: 4/2
Skills                   Ranks  Mod  Misc  Total
Concentration               4    +4     +4     +12
Heal                        4    +3          +7
Spells:
0: 4/day
1:3/day +1 domain spell
[sblock=Spells]
0-Level Cleric Spells (Orisons)
    * Create Water: Creates 2 gallons/level of pure water.
    * Cure Minor Wounds: Cures 1 point of damage.
    * 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.
    * Inflict Minor Wounds: Touch attack, 1 point of damage.
    * 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.
    * Virtue: Subject gains 1 temporary hp.
1st-Level Cleric Spells
    * Bane: Enemies take -1 on attack rolls and saves against fear.
    * Bless: Allies gain +1 on attack rolls and saves against fear.
    * Bless Water M: Makes holy water.
    * Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
    * Command: One subject obeys selected command for 1 round.
    * Comprehend Languages: You understand all spoken and written languages.
    * Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
    * Curse Water M: Makes unholy water.
    * Deathwatch: Reveals how near death subjects within 30 ft. are.
    * Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
    * Detect Undead: Reveals undead within 60 ft.
    * Divine Favor: You gain +1 per three levels on attack and damage rolls.
    * Doom: One subject takes -2 on attack rolls, saves, and checks.
    * Endure Elements: Exist comfortably in hot or cold environments.
    * Entropic Shield: Ranged attacks against you have 20% miss chance.
    * Hide from Undead: Undead can’t perceive one subject/level.
    * Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
    * Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
    * Magic Weapon: Weapon gains +1 bonus.
    * Obscuring Mist: Fog surrounds you.
    * Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
    * Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
    * Sanctuary: Opponents can’t attack you, and you can’t attack.
    * Shield of Faith: Aura grants +2 or higher deflection bonus.
    * Summon Monster I: Calls extraplanar creature to fight for you.
[/sblock]
Domain spells: 
1: Cure Light Wounds: Cures 1d8+2
1: Magic Weapon:  Weapon gains +1 bonus.
Equipment:               Cost  Weight
Chain mail                150gp
Shield (heavy wood)        7gp  
Longspear                  5gp
Morning star              8gp   3lb
Crosbow                  35gp  2lb
Flint and steel           1gp    -
Backpack                  2gp   2lb 
Sack x4                   4sp   2lb        
Bedroll                   1sp   5lb   
Volts (40)               2gp   6lb
Ration, Trail(1 day)      5sp    1lb   
Travelers Outfit                      
Holy symbol              1gp
                 
Money: 6gp 
                         Weith: 43lb
                       Lgt   Med   Hvy  Lift  Push 
Max Weight:           1-53  54-106 107-140 
Age: 65
Height: 1.9 mts
Weight: 120 kg.
Eyes: Blue
Hair: Blond
Skin: withe