Tav_Behemoth
First Post
Karinka, Male Dwarf Cleric Of Fharlanghn 8; Medium humanoid; HD 8d8+32; hp 74; Init +5; Spd 20 ft.; AC 26, touch 11, flat-footed 25; Base Atk +6; Grp +8; Atk +9 melee (1d8+3, +1 heavy mace) or +8 melee (1d6+2, light mace) or +7 ranged (1d8/19-20, light crossbow); Full Atk +9/+4 melee (1d8+3, +1 heavy mace) or +8/+3 melee (1d6+2, light mace) or +7 ranged (1d8/19-20, light crossbow); SA darkvision 60 ft., turn undead, luck and protection domain powers; SQ —; AL NG; SV Fort +12, Ref +5, Will +12; Str 14, Dex 11 (13), Con 18, Int 8, Wis 16 (18), Cha 6.
Feats: Endurance, Diehard, Reach Spell
When you are reduced to between -1 and -9 hit points, you may act as if disabled and choose to take either a single move or standard action each turn; you take 1 point of damage after performing any standard action. You immediately die at -10 hp.
Skills: Concentration +15
Possessions: +1 heavy mace, light mace, light crossbow, +2 platemail, +2 large shield, +1 amulet of natural armor, +2 cloak of resistance, +2 gloves of dexterity, +2 periapt of wisdom
Cleric domain powers, usable once per day:
Luck: Reroll any one dice roll before you learn its outcome.
Protection: Create an aura as a standard action that gives you or a creature you touch +8 resistance bonus to next saving throw.
Cleric Spells Prepared (6/5+1/4+1/4+1/3+1; save DC 14 + spell level)
Level 1
Bless Allies within 40 ft. radius of you get +1 morale bonus on attack, damage, and saves vs. fear for 8 minutes.
Cure Light Wounds (substitution) Heals 1d8+5 damage for you or a creature you touch.
Divine Favor You gain +2 luck bonus on attack and damage rolls for 1 minute.
Entropic Shield (domain) Ranged attacks against you have 20% miss chance.
Magic Weapon Weapon you touch gains +1 enhancement bonus to attack and damage for 8 minutes.
Protection From Evil +2 deflection bonus to AC and +2 resistance bonus to saves vs. evil creatures; blocks mind control; affects you or a creature you touch; lasts 8 minutes
Shield Of Faith +3 deflection bonus for yourself or creature you touch; lasts 8 minutes.
Level 2
Aid +1 morale bonus on attacks and saves vs. fear, 1d8+8 temporary hp for yourself or creature you touch; lasts 8 minutes.
Cure Moderate Wounds (substitution) Heals 2d8+8 damage for you or a creature you touch.
Bear's Endurance +4 Con enhancement for yourself or creature you touch; lasts 8 minutes.
Bull's Strength +4 Str enhancement for yourself or creature you touch; lasts 8 minutes.
Cat's Grace +4 Dex enhancement for yourself or creature you touch; lasts 8 minutes.
Shield Other (domain) Ally within 45 ft. gets +1 deflection bonus to AC and a +1 resistance bonus on saves; they take half hit point damage from attacks, you take the other half; you can cancel the spell as a free action.
Silence Negates sound in 20–ft. radius; can target object, point in space, or creature within 720 ft.; if creature is target, Will save DC 16 or SR check 1d20+8 cancels effect.
Level 3
Cure Serious Wounds (substitution) Heals 3d8+8 damage for you or a creature you touch.
Dispel Magic Targeted dispel check 1d20+8; range 180 ft.
Magic Vestment Armor, shield, or clothing you touch gains +2 enhancement bonus to AC.
Meld Into Stone You can step into a block of stone; inside, you can cast spells on yourself and hear but not see.
Prayer Allies and enemies within 40 ft. radius of you get +1 luck bonus or penalty on attack, damage, saves, and skills for 8 minutes.
Protection From Energy (domain) Absorbs 96 points of damage from one kind of energy; affects you or a creature you touch; lasts 80 minutes
Wind Wall Curtain of air 80 ft. long and 40 ft. high stops gases and arrows or bolts; range 180 ft.
Level 4
Cure Moderate Wounds (reach) Metamagic: Cures 2d8+8 with ranged touch attack, range of 30 ft.
Cure Critical Wounds (substitution) Heals 4d8+8 damage for you or a creature you touch.
Divine Power Fharlanghn increases your base attack bonus by +2 and grants a +6 enhancement to Str and 8 temporary hp for 8 rounds.
Freedom Of Movement (domain) You or a creature you touch move normally despite impediments and always succeed in escaping grapples for 80 minutes.
Summon Monster IV Lasts 8 rounds, can appear 45 ft. away; Archon, lantern preferred
Recommended Summon IV:
Lantern Archon, Small Outsider (Archon, Extraplanar, Good, Lawful)
HP: 4 hp (1d8 HD)
AC: 15 (17) (+1 size, +4 natural, +2 deflection vs. evil), touch 11, flat-footed 15
Damage reduction 10/evil and magic, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil
Speed: Fly 60 ft. (perfect) (12 squares)
Initiative +4
Senses: Listen +4, Spot +4; darkvision 60 ft.
2 light rays +2 ranged touch (1d6, ignores DR). Range 30 ft.
Grapple touch attack -4; -8 grapple check (1d2-5)
Magic circle against evil always extends in 10 ft. radius from archon, granting +2 deflection to AC and +2 resistance to saves vs. evil
Aura of Menace (Su): Hostile creatures within 20 ft.; Will DC 12 or take a –2 penalty on attacks, AC, and saves until they successfully hit the archon that generated the aura.
Spell-Like Abilities: At will—aid, detect evil, continual flame. Caster level 3rd
Fort +2 (+6 against poison), Ref +2, Will +2
Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10
Feats: Endurance, Diehard, Reach Spell
When you are reduced to between -1 and -9 hit points, you may act as if disabled and choose to take either a single move or standard action each turn; you take 1 point of damage after performing any standard action. You immediately die at -10 hp.
Skills: Concentration +15
Possessions: +1 heavy mace, light mace, light crossbow, +2 platemail, +2 large shield, +1 amulet of natural armor, +2 cloak of resistance, +2 gloves of dexterity, +2 periapt of wisdom
Cleric domain powers, usable once per day:
Luck: Reroll any one dice roll before you learn its outcome.
Protection: Create an aura as a standard action that gives you or a creature you touch +8 resistance bonus to next saving throw.
Cleric Spells Prepared (6/5+1/4+1/4+1/3+1; save DC 14 + spell level)
Level 1
Bless Allies within 40 ft. radius of you get +1 morale bonus on attack, damage, and saves vs. fear for 8 minutes.
Cure Light Wounds (substitution) Heals 1d8+5 damage for you or a creature you touch.
Divine Favor You gain +2 luck bonus on attack and damage rolls for 1 minute.
Entropic Shield (domain) Ranged attacks against you have 20% miss chance.
Magic Weapon Weapon you touch gains +1 enhancement bonus to attack and damage for 8 minutes.
Protection From Evil +2 deflection bonus to AC and +2 resistance bonus to saves vs. evil creatures; blocks mind control; affects you or a creature you touch; lasts 8 minutes
Shield Of Faith +3 deflection bonus for yourself or creature you touch; lasts 8 minutes.
Level 2
Aid +1 morale bonus on attacks and saves vs. fear, 1d8+8 temporary hp for yourself or creature you touch; lasts 8 minutes.
Cure Moderate Wounds (substitution) Heals 2d8+8 damage for you or a creature you touch.
Bear's Endurance +4 Con enhancement for yourself or creature you touch; lasts 8 minutes.
Bull's Strength +4 Str enhancement for yourself or creature you touch; lasts 8 minutes.
Cat's Grace +4 Dex enhancement for yourself or creature you touch; lasts 8 minutes.
Shield Other (domain) Ally within 45 ft. gets +1 deflection bonus to AC and a +1 resistance bonus on saves; they take half hit point damage from attacks, you take the other half; you can cancel the spell as a free action.
Silence Negates sound in 20–ft. radius; can target object, point in space, or creature within 720 ft.; if creature is target, Will save DC 16 or SR check 1d20+8 cancels effect.
Level 3
Cure Serious Wounds (substitution) Heals 3d8+8 damage for you or a creature you touch.
Dispel Magic Targeted dispel check 1d20+8; range 180 ft.
Magic Vestment Armor, shield, or clothing you touch gains +2 enhancement bonus to AC.
Meld Into Stone You can step into a block of stone; inside, you can cast spells on yourself and hear but not see.
Prayer Allies and enemies within 40 ft. radius of you get +1 luck bonus or penalty on attack, damage, saves, and skills for 8 minutes.
Protection From Energy (domain) Absorbs 96 points of damage from one kind of energy; affects you or a creature you touch; lasts 80 minutes
Wind Wall Curtain of air 80 ft. long and 40 ft. high stops gases and arrows or bolts; range 180 ft.
Level 4
Cure Moderate Wounds (reach) Metamagic: Cures 2d8+8 with ranged touch attack, range of 30 ft.
Cure Critical Wounds (substitution) Heals 4d8+8 damage for you or a creature you touch.
Divine Power Fharlanghn increases your base attack bonus by +2 and grants a +6 enhancement to Str and 8 temporary hp for 8 rounds.
Freedom Of Movement (domain) You or a creature you touch move normally despite impediments and always succeed in escaping grapples for 80 minutes.
Summon Monster IV Lasts 8 rounds, can appear 45 ft. away; Archon, lantern preferred
Recommended Summon IV:
Lantern Archon, Small Outsider (Archon, Extraplanar, Good, Lawful)
HP: 4 hp (1d8 HD)
AC: 15 (17) (+1 size, +4 natural, +2 deflection vs. evil), touch 11, flat-footed 15
Damage reduction 10/evil and magic, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil
Speed: Fly 60 ft. (perfect) (12 squares)
Initiative +4
Senses: Listen +4, Spot +4; darkvision 60 ft.
2 light rays +2 ranged touch (1d6, ignores DR). Range 30 ft.
Grapple touch attack -4; -8 grapple check (1d2-5)
Magic circle against evil always extends in 10 ft. radius from archon, granting +2 deflection to AC and +2 resistance to saves vs. evil
Aura of Menace (Su): Hostile creatures within 20 ft.; Will DC 12 or take a –2 penalty on attacks, AC, and saves until they successfully hit the archon that generated the aura.
Spell-Like Abilities: At will—aid, detect evil, continual flame. Caster level 3rd
Fort +2 (+6 against poison), Ref +2, Will +2
Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10