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<blockquote data-quote="Sm!rk" data-source="post: 325384" data-attributes="member: 6467"><p>I started with a NPC human, changed the name added a domain and finished getting all the extras (humans have extra skills and feats). Also I'm using a modified stat block that displays all cleric spells. So its looooooooong...</p><p></p><p></p><p></p><p></p><p></p><p>Flurrgle:Male Human Clr11; Medium Humanoid ; HD 11d8+11 (Cleric); hp 73; Init -2; Spd 20; AC 21; Atk +9 base melee, +6 base ranged; +10 (1d8+1, Morningstar, Masterwork); +6 (1d8, Crossbow, light); AL N; SV Fort +9, Ref +2, Will +13; STR 12, DEX 7, CON 13, INT 11, WIS 20, CHA 13.</p><p>Weapons: Morningstar, Masterwork; Crossbow, light.</p><p>Armor: +1 Full plate.</p><p>Shields: +1 Shield, large, steel.</p><p>Goods: Bolts, crossbow (10).</p><p>Magic: Wondrous: Cloak of resistance (+1); Scroll: Raise Dead (5/9); Potion: Fly (5); Scroll: Ethereal Jaunt (5/9); Wondrous: Periapt of Wisdom (+2); Potion: Heroism; Ring: Protection +1; Wand: Hold Person (3) (Charges: 25); Scroll: Wind Walk (6/11); Wand: Searing Light (5) (Charges: 25).</p><p>Skills: Concentration+15, Heal+19, Spellcraft+14. </p><p>Feats: Brew Potion, Combat Casting, Craft Rod , Craft Wand , Scribe Scroll .</p><p>Spells Known (Clr 6/7/5/5/4/3/1): 0 - Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue; 1st - Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Entropic Shield, Expeditious Retreat, Inflict Light Wounds, Invisibility to Undead, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Random Action, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I; 2nd - Aid, Aid, Animal Messenger, Augury, Bull's Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Death Knell, Delay Poison, Desecrate, Endurance, Enthrall, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Lesser Restoration, Locate Object, Make Whole, Remove Paralysis, Resist Elements, Shatter, Shield Other, Silence, Sound Burst, Speak with Animals, Spiritual Weapon, Summon Monster II, Undetectable Alignment, Zone of Truth; 3rd - Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Continual Flame, Create Food and Water, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Fly, Glyph of Warding, Helping Hand, Inflict Serious Wounds, Invisibility Purge, Locate Object, Magic Circle against Chaos, Magic Circle against Evil, Magic Circle against Good, Magic Circle against Law, Magic Vestment, Meld into Stone, Negative Energy Protection, Obscure Object, Prayer, Protection from Elements, Protection from Elements, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Speak with Dead, Speak with Plants, Stone Shape, Summon Monster III, Water Breathing, Water Walk, Wind Wall; 4th - Air Walk, Control Water, Cure Critical Wounds, Death Ward, Dimension Door, Dimensional Anchor, Discern Lies, Dismissal, Divination, Divine Power, Freedom of Movement, Freedom of Movement, Giant Vermin, Greater Magic Weapon, Imbue with Spell Ability, Inflict Critical Wounds, Lesser Planar Ally, Neutralize Poison, Poison, Repel Vermin, Restoration, Sending, Spell Immunity, Status, Summon Monster IV, Tongues; 5th - Atonement, Break Enchantment, Break Enchantment, Circle of Doom, Commune, Dispel Chaos, Dispel Evil, Dispel Good, Dispel Law, Ethereal Jaunt, Flame Strike, Greater Command, Hallow, Healing Circle, Insect Plague, Mark of Justice, Plane Shift, Raise Dead, Righteous Might, Scrying, Slay Living, Spell Resistance, Summon Monster V, Teleport, True Seeing, Unhallow, Wall of Stone; 6th - Animate Objects, Antilife Shell, Banishment, Blade Barrier, Create Undead, Etherealness, Find the Path, Find the Path, Forbiddance, Geas/Quest, Greater Dispelling, Greater Glyph of Warding, Harm, Heal, Heroes' Feast, Mislead, Planar Ally, Summon Monster VI, Wind Walk, Word of Recall.</p><p>Spells Prepared (Clr 6/7/5/5/4/3/1): 0 - Detect Magic, Guidance, Light, Mending, Resistance, Virtue; 1st - Bane, Bless, Command, Divine Favor, Doom, Entropic Shield, Expeditious Retreat (d), Magic Stone; 2nd - Aid, Bull's Strength, Hold Person, Lesser Restoration, Locate Object (d), Remove Paralysis; 3rd - Contagion, Create Food and Water, Daylight, Fly (d), Water Walk, Wind Wall; 4th - Dimension Door (d), Greater Magic Weapon, Lesser Planar Ally, Restoration, Spell Immunity; 6th - Blade Barrier, Mislead (d).</p></blockquote><p></p>
[QUOTE="Sm!rk, post: 325384, member: 6467"] I started with a NPC human, changed the name added a domain and finished getting all the extras (humans have extra skills and feats). Also I'm using a modified stat block that displays all cleric spells. So its looooooooong... Flurrgle:Male Human Clr11; Medium Humanoid ; HD 11d8+11 (Cleric); hp 73; Init -2; Spd 20; AC 21; Atk +9 base melee, +6 base ranged; +10 (1d8+1, Morningstar, Masterwork); +6 (1d8, Crossbow, light); AL N; SV Fort +9, Ref +2, Will +13; STR 12, DEX 7, CON 13, INT 11, WIS 20, CHA 13. Weapons: Morningstar, Masterwork; Crossbow, light. Armor: +1 Full plate. Shields: +1 Shield, large, steel. Goods: Bolts, crossbow (10). Magic: Wondrous: Cloak of resistance (+1); Scroll: Raise Dead (5/9); Potion: Fly (5); Scroll: Ethereal Jaunt (5/9); Wondrous: Periapt of Wisdom (+2); Potion: Heroism; Ring: Protection +1; Wand: Hold Person (3) (Charges: 25); Scroll: Wind Walk (6/11); Wand: Searing Light (5) (Charges: 25). Skills: Concentration+15, Heal+19, Spellcraft+14. Feats: Brew Potion, Combat Casting, Craft Rod , Craft Wand , Scribe Scroll . Spells Known (Clr 6/7/5/5/4/3/1): 0 - Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue; 1st - Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Entropic Shield, Expeditious Retreat, Inflict Light Wounds, Invisibility to Undead, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Random Action, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I; 2nd - Aid, Aid, Animal Messenger, Augury, Bull's Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Death Knell, Delay Poison, Desecrate, Endurance, Enthrall, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Lesser Restoration, Locate Object, Make Whole, Remove Paralysis, Resist Elements, Shatter, Shield Other, Silence, Sound Burst, Speak with Animals, Spiritual Weapon, Summon Monster II, Undetectable Alignment, Zone of Truth; 3rd - Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Continual Flame, Create Food and Water, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Fly, Glyph of Warding, Helping Hand, Inflict Serious Wounds, Invisibility Purge, Locate Object, Magic Circle against Chaos, Magic Circle against Evil, Magic Circle against Good, Magic Circle against Law, Magic Vestment, Meld into Stone, Negative Energy Protection, Obscure Object, Prayer, Protection from Elements, Protection from Elements, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Speak with Dead, Speak with Plants, Stone Shape, Summon Monster III, Water Breathing, Water Walk, Wind Wall; 4th - Air Walk, Control Water, Cure Critical Wounds, Death Ward, Dimension Door, Dimensional Anchor, Discern Lies, Dismissal, Divination, Divine Power, Freedom of Movement, Freedom of Movement, Giant Vermin, Greater Magic Weapon, Imbue with Spell Ability, Inflict Critical Wounds, Lesser Planar Ally, Neutralize Poison, Poison, Repel Vermin, Restoration, Sending, Spell Immunity, Status, Summon Monster IV, Tongues; 5th - Atonement, Break Enchantment, Break Enchantment, Circle of Doom, Commune, Dispel Chaos, Dispel Evil, Dispel Good, Dispel Law, Ethereal Jaunt, Flame Strike, Greater Command, Hallow, Healing Circle, Insect Plague, Mark of Justice, Plane Shift, Raise Dead, Righteous Might, Scrying, Slay Living, Spell Resistance, Summon Monster V, Teleport, True Seeing, Unhallow, Wall of Stone; 6th - Animate Objects, Antilife Shell, Banishment, Blade Barrier, Create Undead, Etherealness, Find the Path, Find the Path, Forbiddance, Geas/Quest, Greater Dispelling, Greater Glyph of Warding, Harm, Heal, Heroes' Feast, Mislead, Planar Ally, Summon Monster VI, Wind Walk, Word of Recall. Spells Prepared (Clr 6/7/5/5/4/3/1): 0 - Detect Magic, Guidance, Light, Mending, Resistance, Virtue; 1st - Bane, Bless, Command, Divine Favor, Doom, Entropic Shield, Expeditious Retreat (d), Magic Stone; 2nd - Aid, Bull's Strength, Hold Person, Lesser Restoration, Locate Object (d), Remove Paralysis; 3rd - Contagion, Create Food and Water, Daylight, Fly (d), Water Walk, Wind Wall; 4th - Dimension Door (d), Greater Magic Weapon, Lesser Planar Ally, Restoration, Spell Immunity; 6th - Blade Barrier, Mislead (d). [/QUOTE]
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