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