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<blockquote data-quote="Salthorae" data-source="post: 4778774" data-attributes="member: 1095"><p><strong>Chevik - Vessel of Boccob</strong></p><p></p><p>Chevik Quintillion - Vessel of Boccob for your perusal Jemal</p><p></p><p>[Sblock=Chevik - Boccob's Vessel]</p><p><strong>Chevik Quintillion</strong> Male Human Cleric 5/Divine Oracle 1 (CD)/Paragnostic Apostle 4 (CC)/Loremaster 10</p><p><strong>Bloodline:</strong> Knowledge</p><p><strong>NG</strong> ECL 20; Medium Humanoid; HD 14d4+6d6+140 (208)</p><p><strong>HP</strong> 208; <strong>Init</strong> +5; <strong>Spd</strong> 30'.; <strong>AC</strong> 34 [10 Base + 10 Armor + 5 Dex + 5 Natural + 3 Deflection + 1 Insight], Touch 19, Flat-Footed 29</p><p><strong>SR:</strong> 32 (usually - per SR spell)</p><p></p><p><strong>BAB</strong> +13/+8; Grp +13</p><p><strong>Melee</strong> +1 Adamantine Holy Ghost Touch Undead Bane Mace (Light) +14/+9 (1d6+1)</p><p><strong>Ranged</strong> +18/+13</p><p></p><p><strong>Saves</strong> </p><p>Fort +25 [8 Base + 7 Con + 5 Magic + 2 Loremaster + 2 Luck + 1 Comp]</p><p>Ref +20 [5 Base + 5 Dex + 5 Magic + 2 Loremaster + 2 Luck + 1 Comp]</p><p>Will +36 [17 Base + 9 Wis + 5 Magic + 2 Loremaster + 2 Luck + 1 Comp]</p><p></p><p><strong>Abilities</strong> </p><p>Str 10 (+0) [2 Pt buy]</p><p>Dex 20 (+5) [6 Pt buy + 6 Magic]</p><p>Con 24 (+7) [6 Pt buy + 6 Magic + 4 Inherent]</p><p>Int 28 (+9) [10 Pt buy + 6 Magic + 4 Inherent + 2 level]</p><p>Wis 28 (+9) [6 Pt buy + 6 Magic + 5 Inherent + 3 level]</p><p>Cha 22 (+6) [6 Pt buy + 6 Magic + 2 Inherent]</p><p></p><p><strong>Skills</strong> Appraise +14 [+9 Int + 2 Syn w/ Craft], Craft +17 [+5 Ranks +9 Int], Concentration +33 [+23 Ranks +7 Con], Decipher Script +30 [+18 Ranks +9 Int], Diplomancy +9 [+6 Cha +2 Synergy], Disguise +9 [+6 Cha], Gather Information +6[+6 Cha], Heal +20 [6 Ranks +9 Wis +2 Kit], Hide +5 [+5 Dex], Knowledge (Arcana) +37 [23 Ranks +9 Int + 2 Synergy], Knowledge (Arch/Eng) +22 [10 Ranks +9 Int], Knowledge (Dungeonering) +22 [10 Ranks +9 Int], Knowledge (Geography) +22 [10 Ranks + 9 Int], Knowledge (History) +24 [12 Ranks + 9 Int], Knowledge (Nature) +27 [15 Ranks +9 Int], Knowledge (Nobility) +22 [10 Ranks + 9 Int], Knowledge (Religion) +38 [23 Ranks +9 Int +3 Skill Focus], Knowledge (Planes) +35 [23 Ranks +9 Int], Listen +12 [+9 Wis], Ride +8 [+5 Dex], Search +12 [+9 Int], Sense Motive +12 [+9 Wis], Spellcraft +37 [+23 Ranks +9 Int +2 Synergy], Spot +12 [+9 Wis], Swim +1 [-2 Armor Check], Speak Language - 6, UMD +13 [4 Ranks (Loremaster) + 6 Cha]; <em>All Skills have + 2 Luck + 1 Competence from Book of All Knowledge & Pale Green Ioun Stone</em></p><p></p><p><strong>Feats</strong> 1 - Skill Focus (Knowledge (Religion)), 1 - Extend Spell, 3 - Craft Wonderous Item, 6 - Persist Spell, 9 - Domain Spontaneity (Oracle), 12 - Domain Spontaneity (Magic), 15 - Divine Metamagic (Persist Spell), 18 - Spell Penetration</p><p></p><p><strong>Loremaster Secrets</strong> 1 - 4 Ranks (UMD), 3 - +2 to Reflex, 5 - +2 to Fort, 7 - +2 to Will, 9 - Spontaneous Domain Casting (CC)</p><p><em>(CC) = Complete Champion</em></p><p></p><p><strong>Languages</strong> Common, Draconic, Celestial, Infernal, Abyssal, Elven, Sylvan, Terran, Undercommon, Giant, Ignan (B), Aquan (B)</p><p><em>(B)</em> = Bonus from Lore Master</p><p></p><p><strong>Class Abilities</strong> </p><p><em>Cleric</em>: Turn Undead 9/day (7 for Persist Spells) (1d20+13), Lore (1d20+34)</p><p><em>Loremaster:</em> Lore (stacks), Greater Lore (Ex): <em>Identify</em>, True Lore (Ex): 1/day <em>Legend Lore</em> or <em>Analyze Dweomer</em>, Loremaster Secrets (see above)</p><p><em>Paragnostic Apostle:</em> Lore (stacks 2x PA level), Manifest Ethos: Damaging spells vs Evil creatures = 1/2 divine damage, Mind Over Body: +1 CL to all Conjuration (Healing) spells, Penetrating Insight: +1 to overcome SR, Pierce the Veil: +2 DC on Necro vs Undead & +2 to Turn Checks, Holy Texts: Paragnostic Apostle levels stack for Turn & Domain powers</p><p><em>Divine Oracle:</em> +1 Sacred bonus on DC of <em>Scry</em> spells</p><p></p><p><strong>Cleric Spells</strong> (Cast 6/8+1/7+1/7+1/7+1/7+1/5+1/5+1/5+1/5+1 Per Day, Save DC 19 + Spell Level, DC 21 + Spell level Necromancy vs Undead; Caster Level 20; CL21 on Conjuration (Healing); 23 on Divination spells: All 0th -- 9th Cleric Spell from approved sources</p><p></p><p>Typical Spells Memorized:</p><p>0 - Create Water, Cure Minor Wounds, Detect Poison, Guidance, Mending, Purify Food and Drink</p><p>1 - Read Magic Extended, Divine Favor, Hide from Undead, Shield of Faith, Protection from Evil, Remove Fear, Resurgence (CD), Conviction (SC), *</p><p>2 - Consecrate, Make Whole, Resist Energy, Silence, Hand of Divinity (SC), Divine Insight (SC), Protection from Negative Energy (SC), * </p><p>3 - Lore of the Gods (CC) - Extended, Holy Storm (SC), Mass Resist Energy (SC), Inflict Serious Wounds, Mass Conviction (SC), Searing Light, Stone Shape, * </p><p>4 - Air Walk, Death Ward, Divine Power, <s>Greater Magic Weapon</s> (Cast), Sending , Assay SR (SC), Sound Lance (SC), * </p><p>5 - Disrupting Weapon, Flame Strike, Slay Living, Spell Resistance (Cast - Persisted w/ Divine Metamagic), Life's Grace (SC), Dragon Breath (SC), Zone of Revelation (SC), * </p><p>6 - Banishment, Greater Dispel, Heal, Undeath to Death, Comet Fall (SC), * </p><p>7 - Destruction, Holy Word, Greater Bestow Curse (SC), Withering Palm (SC), Greater Plane Shift (SC), * </p><p>8 - Earthquake, Firestorm, Lion's Roar (SC), Stormrage (SC), Wall of Greater Dispelling (SC), * </p><p>9 - Mass Heal, Implosion, Miracle, Storm of Vengence, Summon Elemental Monolith (SC), * </p><p><em>* = Domain Spell slot, left open via Spontaneous Domain Casting feat</em></p><p><em>(SC) = Spell Compendium</em></p><p></p><p></p><p><strong>Domains</strong></p><p><em>Knowledge: </em>All knowledge skills as class skills; +1 CL on Divination spells</p><p>Spell List: 1 - Detect Secret Doors, 2 - Detect Thoughts, 3 - Clairaudience/Clairevoyence, 4 - Divination, 5 - True Seeing, 6 - Find the Path, 7 - Legend Lore, 8 - Discern Location, 9 - Foresight</p><p><em>Magic: </em> Use wands, scrolls, & staves as wizard 1/2 level</p><p>Spell List: 1 - Magic Aura, 2 - Identify, 3 - Dispel Magic, 4 - Imbue with Spell, 5 - Spell Resistance, 6 - Antimagic Field, 7 - Spell Turning, 8 - Protection from Spells, 9 - Mordenkainen's Disjunction</p><p><em>Oracle: </em> + 2 CL on Divination spells</p><p>Spell List: 1 - Identify, 2 - Augury, 3 - Divination, 4 - Scrying, 5 - Commune, 6 - Legend Lore, 7 - Greater Scrying, 8 - Discern Location, 9 - Foresight</p><p><em>Trickery: </em>Add Bluff, Disguise, & Hide as class skills</p><p>Spell List: 1 - Disguise Self, 2 - Invisibility, 3 - Nondetection, 4 - Confusion, 5 - False Vision, 6 - Mislead, 7 - Screen, 8 - Polymorph Any Object, 9 - Shades</p><p></p><p><strong>Possessions:</strong></p><p>Total Gear Value 1,000,000 gp</p><p>Remaining 2595 gp </p><p></p><p>Exp Pool 21092 (10k + 1660 (Rathan) + 9432 (rpgramen))</p><p>Remaining @ 20th - 20 xp</p><p> </p><p><strong>Body Slot - Item - GP Value - Source - XP</strong></p><p>Tome of Understanding +5 - 137500 - DMG</p><p>Tome Clear Thought +4 - 110000 - DMG</p><p>Tome of Leadership +2 - 55000 - DMG</p><p>Manual of Bodily Health +4 - 110000 DMG</p><p></p><p>Book of All Knowledge - 65650 - CC; 1/2 market - 5252 xp*</p><p>Heward's Handy Haversack - 2000 - DMG</p><p>Pearl of Power I x 2 - 1500 - DMG; 1/2 market - 40xp (1 crafted, 1 bought)</p><p>Pearl of Power II x 1 - 4000 - DMG</p><p>Pearl of the Sirines - 15300 - DMG</p><p>Crystal Ball w/ True Seeing - 40000 - DMG; 1/2 market - 3200xp</p><p>Ioun Stone (Pale Green) - 30000 - DMG</p><p>Ioun Stone (Dusty Rose) - 5000 - DMG</p><p></p><p>Goggles of Night - 12000 - DMG</p><p>Headband of Int/Wis +6 - 45000 - DMG; 1/2 market - 3600xp</p><p>Cloak of Charisma: +6 - 18000 - DMG - 1440xp</p><p>Necklace of Adaptation - 9000 - DMG</p><p>Armor +5 G.Touch Mithral Breastplate - 68200 - DMG</p><p>Vest of Resistance +5 - 12500 - CAr; 1/2 market - 1000xp</p><p>Gloves of Dex: +6 - 36000 - DMG</p><p>Ring of Universal Resist Minor - 84000 - ELH (SRD)</p><p>Ring of Protection: +3 - 18000 - DMG</p><p>Bracers of Natural Armor +5 - 25000 - DMG; 1/2 market - 2000xp</p><p>Belt of Constitution +6 - 18000 - DMG; 1/2 market - 1440xp</p><p>Boots of Freedom of Movement - 20000 - DMG; 1/2 market - 1600xp</p><p>Weapon +1 Adamantine Holy Undead Bane G.Touch Light Mace - 53005 - DMG</p><p></p><p>Wand of Shield (full) - 750 - DMG+</p><p>Focus for Contingency - 1500 - PHB</p><p>Focus for Destruction - 500 - PHB</p><p></p><p><strong>Permanent Effects (Miracle emulate Permanancy):</strong></p><p>See Invisibility - 1000xp</p><p>Comprehend Languages - 500xp</p><p></p><p><strong><span style="color: SandyBrown">Daily Buffs:</span></strong></p><p>Divine Insight (SC): 1hr/lvl (23hrs) - +15 Insight bonus to single skill check then discharged</p><p>Greater Magic Weapon: 1hr/lvl (20hrs) - +5 Enhancement bonus to Mace</p><p>Nondetection: 1hr/lvl (20hrs) (DC35 to overcome)</p><p>Conviction (SC): 10min/lvl (200 min; Recast with Pearl of Power when needed) - +5 Morale bonus to all Saves</p><p>Lore of the Gods - Extended: 20min/lvl (460 min)- +10 Insight bonus to all Knowledge checks</p><p>Spell Resistance: 32 (Persisted with Divine Metamagic)</p><p></p><p>Contingency: Heal 1Day/Lvl (20 Days) (Trigger: If Chevik drops below 20% of his max HP's)</p><p></p><p>*<em><a href="http://www.behindthename.com/name/melete" target="_blank">Melete</a></em> (NG Book of Knowledge) [Int 19, Wis 19, Cha 10; Ego 23]</p><p>Lesser Powers - <em>Bless</em> 3/day, <em>Detect Magic</em> at will, +14 Knowledge (Arcana), Cure Moderate 2d8+3 3/day</p><p>Greater Powers - <em>Detect Evil</em> at will, Continuous <em>Detect Scrying</em></p><p>Special Purpose - Defend Boccob's servants & interests</p><p>Dedicated Power - +2 Luck bonus on Attacks, Saves, Skill & Ability Checks</p><p></p><p>[sblock=Background]</p><p>Born the third son of the Quintillion family, a small noble family on the periphery of the Court, Chevik was always destined to be a clergyman of one persuasion or another. His two elder brothers were groomed from a young age to head the family and the family's concerns respectively, and so Chevik was left to his own devices, studying and reading throughout the days. His bookish inclinations naturally caused him to lean towards the god of knowledge despite the god's somewhat aloof nature towards men and the prime worlds. </p><p></p><p>As he grew in stature and in knowledge, his elders were often amazed at Chevik's breadth of knowledge, as well as his deep understanding. Church elders exempted Chevik from the normal combat training that a cleric, even those of Boccob, would undergo and allowed him to further pursue his studies and experimentations with new and wonderous items of magic. He joined the Paragnostic Assembly, an organization dedicated to the pursuit of knowledge, acting as both a member and liason for the church of Boccob. </p><p></p><p>Even though Chevik didn't toe the strict policy of neutrality Boccob decreed, and had a trend to help the helpless and deal gently with those who were "below" his station, Boccob's favor continued to shine on Chevik, giving him special insight with divinations and far-seeing spells that few among the clergy could match. What was finally revealed to Chevik by Boccob through all of his scrying and studies was that real knowledge is gained outside the walls of the church and library. </p><p></p><p>Realizing only too late that his studies had left him quite deficient in the knowledge of more mundane things like martial combat that his bretheren possessed, Chevik issued a call for some stalwart companions to accompany him as he traveled the world gathering knowledge. What he got instead was a somewhat naive and troubled zealot warrior woman with a good heart, a rakish man with the occasional flash of compassion, and a rollicking good time of a gnomish arcane maester (but mostly an illusionist). Arineil Silverwing, Sebastian Raze, and Feldar Spittlewort (unfortunate gnomish name that it was). </p><p></p><p>In spite of his initial disappointment at the fellows his call for aid rendered him, Chevik soon grew to love his time with his three adventuring companions as he had loved few before. Their travels took them all over the world and at times beyond, experiencing what the multiverse had to offer, helping where it was needed, learning what could be learned, and deriving joy from their continual exploits. Those items where the party found themselves deficient, Chevik would spend some time to create for his friends. </p><p></p><p>Life was good until their most recent adventure. Finding themselves on the run from a near horde of goblinkin (yes enough of them can make even the hardiest adventurers run) and nearly completely depleted of spells, the group was caught unawares by a small pack of demons materializing from the ethereal. The goblins that were pursuing caught sight of the demons and decided that retreat was the best part of valor, but that still left the foursome some demons with which to contend. They managed to defeat all but one of the demons, mostly through Arineil's force of arms, but that last demon surprised everyone by grabbing Feldar and shifting back to the ether or some other plane. Many days and commune attempts later, Chevik determined that Feldar was in fact dead, not in torment on some Abyssal plane, but that he was content, with no desire to return. </p><p></p><p>And so now the four have become three, and the three with an insight and inspiration from Boccob, and Arineils dreams, have sought out the keeper of legend known only to few. For Chevik, he desires more knowledge and the power that comes from knowing to help those in need. Just prior to this newest quest, Chevik spent some time and energy imbuing a holy book of Boccob's Knowledge with sentience and what he hoped was the same jolly spirit that Feldar possessed so that the group would not be without, but the book has more of Chevik than Feldar in it. Still it is a good new companion with much advice to give, even if it can't walk on its own.</p><p>[/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="Salthorae, post: 4778774, member: 1095"] [b]Chevik - Vessel of Boccob[/b] Chevik Quintillion - Vessel of Boccob for your perusal Jemal [Sblock=Chevik - Boccob's Vessel] [B]Chevik Quintillion[/B] Male Human Cleric 5/Divine Oracle 1 (CD)/Paragnostic Apostle 4 (CC)/Loremaster 10 [B]Bloodline:[/B] Knowledge [B]NG[/B] ECL 20; Medium Humanoid; HD 14d4+6d6+140 (208) [B]HP[/B] 208; [B]Init[/B] +5; [B]Spd[/B] 30'.; [B]AC[/B] 34 [10 Base + 10 Armor + 5 Dex + 5 Natural + 3 Deflection + 1 Insight], Touch 19, Flat-Footed 29 [B]SR:[/B] 32 (usually - per SR spell) [B]BAB[/b] +13/+8; Grp +13 [B]Melee[/B] +1 Adamantine Holy Ghost Touch Undead Bane Mace (Light) +14/+9 (1d6+1) [B]Ranged[/B] +18/+13 [B]Saves[/B] Fort +25 [8 Base + 7 Con + 5 Magic + 2 Loremaster + 2 Luck + 1 Comp] Ref +20 [5 Base + 5 Dex + 5 Magic + 2 Loremaster + 2 Luck + 1 Comp] Will +36 [17 Base + 9 Wis + 5 Magic + 2 Loremaster + 2 Luck + 1 Comp] [B]Abilities[/B] Str 10 (+0) [2 Pt buy] Dex 20 (+5) [6 Pt buy + 6 Magic] Con 24 (+7) [6 Pt buy + 6 Magic + 4 Inherent] Int 28 (+9) [10 Pt buy + 6 Magic + 4 Inherent + 2 level] Wis 28 (+9) [6 Pt buy + 6 Magic + 5 Inherent + 3 level] Cha 22 (+6) [6 Pt buy + 6 Magic + 2 Inherent] [B]Skills[/B] Appraise +14 [+9 Int + 2 Syn w/ Craft], Craft +17 [+5 Ranks +9 Int], Concentration +33 [+23 Ranks +7 Con], Decipher Script +30 [+18 Ranks +9 Int], Diplomancy +9 [+6 Cha +2 Synergy], Disguise +9 [+6 Cha], Gather Information +6[+6 Cha], Heal +20 [6 Ranks +9 Wis +2 Kit], Hide +5 [+5 Dex], Knowledge (Arcana) +37 [23 Ranks +9 Int + 2 Synergy], Knowledge (Arch/Eng) +22 [10 Ranks +9 Int], Knowledge (Dungeonering) +22 [10 Ranks +9 Int], Knowledge (Geography) +22 [10 Ranks + 9 Int], Knowledge (History) +24 [12 Ranks + 9 Int], Knowledge (Nature) +27 [15 Ranks +9 Int], Knowledge (Nobility) +22 [10 Ranks + 9 Int], Knowledge (Religion) +38 [23 Ranks +9 Int +3 Skill Focus], Knowledge (Planes) +35 [23 Ranks +9 Int], Listen +12 [+9 Wis], Ride +8 [+5 Dex], Search +12 [+9 Int], Sense Motive +12 [+9 Wis], Spellcraft +37 [+23 Ranks +9 Int +2 Synergy], Spot +12 [+9 Wis], Swim +1 [-2 Armor Check], Speak Language - 6, UMD +13 [4 Ranks (Loremaster) + 6 Cha]; [I]All Skills have + 2 Luck + 1 Competence from Book of All Knowledge & Pale Green Ioun Stone[/I] [B]Feats[/B] 1 - Skill Focus (Knowledge (Religion)), 1 - Extend Spell, 3 - Craft Wonderous Item, 6 - Persist Spell, 9 - Domain Spontaneity (Oracle), 12 - Domain Spontaneity (Magic), 15 - Divine Metamagic (Persist Spell), 18 - Spell Penetration [B]Loremaster Secrets[/B] 1 - 4 Ranks (UMD), 3 - +2 to Reflex, 5 - +2 to Fort, 7 - +2 to Will, 9 - Spontaneous Domain Casting (CC) [i](CC) = Complete Champion[/i] [B]Languages[/B] Common, Draconic, Celestial, Infernal, Abyssal, Elven, Sylvan, Terran, Undercommon, Giant, Ignan (B), Aquan (B) [I](B)[/I] = Bonus from Lore Master [B]Class Abilities[/B] [I]Cleric[/I]: Turn Undead 9/day (7 for Persist Spells) (1d20+13), Lore (1d20+34) [I]Loremaster:[/I] Lore (stacks), Greater Lore (Ex): [I]Identify[/I], True Lore (Ex): 1/day [I]Legend Lore[/I] or [I]Analyze Dweomer[/I], Loremaster Secrets (see above) [I]Paragnostic Apostle:[/I] Lore (stacks 2x PA level), Manifest Ethos: Damaging spells vs Evil creatures = 1/2 divine damage, Mind Over Body: +1 CL to all Conjuration (Healing) spells, Penetrating Insight: +1 to overcome SR, Pierce the Veil: +2 DC on Necro vs Undead & +2 to Turn Checks, Holy Texts: Paragnostic Apostle levels stack for Turn & Domain powers [I]Divine Oracle:[/I] +1 Sacred bonus on DC of [I]Scry[/I] spells [B]Cleric Spells[/B] (Cast 6/8+1/7+1/7+1/7+1/7+1/5+1/5+1/5+1/5+1 Per Day, Save DC 19 + Spell Level, DC 21 + Spell level Necromancy vs Undead; Caster Level 20; CL21 on Conjuration (Healing); 23 on Divination spells: All 0th -- 9th Cleric Spell from approved sources Typical Spells Memorized: 0 - Create Water, Cure Minor Wounds, Detect Poison, Guidance, Mending, Purify Food and Drink 1 - Read Magic Extended, Divine Favor, Hide from Undead, Shield of Faith, Protection from Evil, Remove Fear, Resurgence (CD), Conviction (SC), * 2 - Consecrate, Make Whole, Resist Energy, Silence, Hand of Divinity (SC), Divine Insight (SC), Protection from Negative Energy (SC), * 3 - Lore of the Gods (CC) - Extended, Holy Storm (SC), Mass Resist Energy (SC), Inflict Serious Wounds, Mass Conviction (SC), Searing Light, Stone Shape, * 4 - Air Walk, Death Ward, Divine Power, [s]Greater Magic Weapon[/s] (Cast), Sending , Assay SR (SC), Sound Lance (SC), * 5 - Disrupting Weapon, Flame Strike, Slay Living, Spell Resistance (Cast - Persisted w/ Divine Metamagic), Life's Grace (SC), Dragon Breath (SC), Zone of Revelation (SC), * 6 - Banishment, Greater Dispel, Heal, Undeath to Death, Comet Fall (SC), * 7 - Destruction, Holy Word, Greater Bestow Curse (SC), Withering Palm (SC), Greater Plane Shift (SC), * 8 - Earthquake, Firestorm, Lion's Roar (SC), Stormrage (SC), Wall of Greater Dispelling (SC), * 9 - Mass Heal, Implosion, Miracle, Storm of Vengence, Summon Elemental Monolith (SC), * [i]* = Domain Spell slot, left open via Spontaneous Domain Casting feat[/i] [I](SC) = Spell Compendium[/I] [B]Domains[/B] [I]Knowledge: [/I]All knowledge skills as class skills; +1 CL on Divination spells Spell List: 1 - Detect Secret Doors, 2 - Detect Thoughts, 3 - Clairaudience/Clairevoyence, 4 - Divination, 5 - True Seeing, 6 - Find the Path, 7 - Legend Lore, 8 - Discern Location, 9 - Foresight [I]Magic: [/I] Use wands, scrolls, & staves as wizard 1/2 level Spell List: 1 - Magic Aura, 2 - Identify, 3 - Dispel Magic, 4 - Imbue with Spell, 5 - Spell Resistance, 6 - Antimagic Field, 7 - Spell Turning, 8 - Protection from Spells, 9 - Mordenkainen's Disjunction [I]Oracle: [/I] + 2 CL on Divination spells Spell List: 1 - Identify, 2 - Augury, 3 - Divination, 4 - Scrying, 5 - Commune, 6 - Legend Lore, 7 - Greater Scrying, 8 - Discern Location, 9 - Foresight [I]Trickery: [/I]Add Bluff, Disguise, & Hide as class skills Spell List: 1 - Disguise Self, 2 - Invisibility, 3 - Nondetection, 4 - Confusion, 5 - False Vision, 6 - Mislead, 7 - Screen, 8 - Polymorph Any Object, 9 - Shades [B]Possessions:[/B] Total Gear Value 1,000,000 gp Remaining 2595 gp Exp Pool 21092 (10k + 1660 (Rathan) + 9432 (rpgramen)) Remaining @ 20th - 20 xp [B]Body Slot - Item - GP Value - Source - XP[/B] Tome of Understanding +5 - 137500 - DMG Tome Clear Thought +4 - 110000 - DMG Tome of Leadership +2 - 55000 - DMG Manual of Bodily Health +4 - 110000 DMG Book of All Knowledge - 65650 - CC; 1/2 market - 5252 xp* Heward's Handy Haversack - 2000 - DMG Pearl of Power I x 2 - 1500 - DMG; 1/2 market - 40xp (1 crafted, 1 bought) Pearl of Power II x 1 - 4000 - DMG Pearl of the Sirines - 15300 - DMG Crystal Ball w/ True Seeing - 40000 - DMG; 1/2 market - 3200xp Ioun Stone (Pale Green) - 30000 - DMG Ioun Stone (Dusty Rose) - 5000 - DMG Goggles of Night - 12000 - DMG Headband of Int/Wis +6 - 45000 - DMG; 1/2 market - 3600xp Cloak of Charisma: +6 - 18000 - DMG - 1440xp Necklace of Adaptation - 9000 - DMG Armor +5 G.Touch Mithral Breastplate - 68200 - DMG Vest of Resistance +5 - 12500 - CAr; 1/2 market - 1000xp Gloves of Dex: +6 - 36000 - DMG Ring of Universal Resist Minor - 84000 - ELH (SRD) Ring of Protection: +3 - 18000 - DMG Bracers of Natural Armor +5 - 25000 - DMG; 1/2 market - 2000xp Belt of Constitution +6 - 18000 - DMG; 1/2 market - 1440xp Boots of Freedom of Movement - 20000 - DMG; 1/2 market - 1600xp Weapon +1 Adamantine Holy Undead Bane G.Touch Light Mace - 53005 - DMG Wand of Shield (full) - 750 - DMG+ Focus for Contingency - 1500 - PHB Focus for Destruction - 500 - PHB [B]Permanent Effects (Miracle emulate Permanancy):[/B] See Invisibility - 1000xp Comprehend Languages - 500xp [B][COLOR="SandyBrown"]Daily Buffs:[/COLOR][/B] Divine Insight (SC): 1hr/lvl (23hrs) - +15 Insight bonus to single skill check then discharged Greater Magic Weapon: 1hr/lvl (20hrs) - +5 Enhancement bonus to Mace Nondetection: 1hr/lvl (20hrs) (DC35 to overcome) Conviction (SC): 10min/lvl (200 min; Recast with Pearl of Power when needed) - +5 Morale bonus to all Saves Lore of the Gods - Extended: 20min/lvl (460 min)- +10 Insight bonus to all Knowledge checks Spell Resistance: 32 (Persisted with Divine Metamagic) Contingency: Heal 1Day/Lvl (20 Days) (Trigger: If Chevik drops below 20% of his max HP's) *[i][URL="http://www.behindthename.com/name/melete"]Melete[/URL][/i] (NG Book of Knowledge) [Int 19, Wis 19, Cha 10; Ego 23] Lesser Powers - [I]Bless[/I] 3/day, [I]Detect Magic[/I] at will, +14 Knowledge (Arcana), Cure Moderate 2d8+3 3/day Greater Powers - [I]Detect Evil[/I] at will, Continuous [I]Detect Scrying[/I] Special Purpose - Defend Boccob's servants & interests Dedicated Power - +2 Luck bonus on Attacks, Saves, Skill & Ability Checks [sblock=Background] Born the third son of the Quintillion family, a small noble family on the periphery of the Court, Chevik was always destined to be a clergyman of one persuasion or another. His two elder brothers were groomed from a young age to head the family and the family's concerns respectively, and so Chevik was left to his own devices, studying and reading throughout the days. His bookish inclinations naturally caused him to lean towards the god of knowledge despite the god's somewhat aloof nature towards men and the prime worlds. As he grew in stature and in knowledge, his elders were often amazed at Chevik's breadth of knowledge, as well as his deep understanding. Church elders exempted Chevik from the normal combat training that a cleric, even those of Boccob, would undergo and allowed him to further pursue his studies and experimentations with new and wonderous items of magic. He joined the Paragnostic Assembly, an organization dedicated to the pursuit of knowledge, acting as both a member and liason for the church of Boccob. Even though Chevik didn't toe the strict policy of neutrality Boccob decreed, and had a trend to help the helpless and deal gently with those who were "below" his station, Boccob's favor continued to shine on Chevik, giving him special insight with divinations and far-seeing spells that few among the clergy could match. What was finally revealed to Chevik by Boccob through all of his scrying and studies was that real knowledge is gained outside the walls of the church and library. Realizing only too late that his studies had left him quite deficient in the knowledge of more mundane things like martial combat that his bretheren possessed, Chevik issued a call for some stalwart companions to accompany him as he traveled the world gathering knowledge. What he got instead was a somewhat naive and troubled zealot warrior woman with a good heart, a rakish man with the occasional flash of compassion, and a rollicking good time of a gnomish arcane maester (but mostly an illusionist). Arineil Silverwing, Sebastian Raze, and Feldar Spittlewort (unfortunate gnomish name that it was). In spite of his initial disappointment at the fellows his call for aid rendered him, Chevik soon grew to love his time with his three adventuring companions as he had loved few before. Their travels took them all over the world and at times beyond, experiencing what the multiverse had to offer, helping where it was needed, learning what could be learned, and deriving joy from their continual exploits. Those items where the party found themselves deficient, Chevik would spend some time to create for his friends. Life was good until their most recent adventure. Finding themselves on the run from a near horde of goblinkin (yes enough of them can make even the hardiest adventurers run) and nearly completely depleted of spells, the group was caught unawares by a small pack of demons materializing from the ethereal. The goblins that were pursuing caught sight of the demons and decided that retreat was the best part of valor, but that still left the foursome some demons with which to contend. They managed to defeat all but one of the demons, mostly through Arineil's force of arms, but that last demon surprised everyone by grabbing Feldar and shifting back to the ether or some other plane. Many days and commune attempts later, Chevik determined that Feldar was in fact dead, not in torment on some Abyssal plane, but that he was content, with no desire to return. And so now the four have become three, and the three with an insight and inspiration from Boccob, and Arineils dreams, have sought out the keeper of legend known only to few. For Chevik, he desires more knowledge and the power that comes from knowing to help those in need. Just prior to this newest quest, Chevik spent some time and energy imbuing a holy book of Boccob's Knowledge with sentience and what he hoped was the same jolly spirit that Feldar possessed so that the group would not be without, but the book has more of Chevik than Feldar in it. Still it is a good new companion with much advice to give, even if it can't walk on its own. [/sblock][/sblock] [/QUOTE]
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