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<blockquote data-quote="Tav_Behemoth" data-source="post: 2672139" data-attributes="member: 18017"><p><strong>Karinka, Male Dwarf Cleric Of Fharlanghn 8</strong>; 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.</p><p></p><p><strong>Feats:</strong> Endurance, Diehard, Reach Spell</p><p>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.</p><p></p><p><strong>Skills:</strong> Concentration +15</p><p></p><p><strong>Possessions:</strong> +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</p><p></p><p>Cleric domain powers, usable once per day:</p><p>Luck: Reroll any one dice roll before you learn its outcome.</p><p>Protection: Create an aura as a standard action that gives you or a creature you touch +8 resistance bonus to next saving throw.</p><p></p><p><strong>Cleric Spells Prepared </strong>(6/5+1/4+1/4+1/3+1; save DC 14 + spell level)</p><p></p><p>Level 1</p><p>Bless Allies within 40 ft. radius of you get +1 morale bonus on attack, damage, and saves vs. fear for 8 minutes. </p><p>Cure Light Wounds (substitution) Heals 1d8+5 damage for you or a creature you touch. </p><p>Divine Favor You gain +2 luck bonus on attack and damage rolls for 1 minute. </p><p>Entropic Shield (domain) Ranged attacks against you have 20% miss chance. </p><p>Magic Weapon Weapon you touch gains +1 enhancement bonus to attack and damage for 8 minutes.</p><p>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</p><p>Shield Of Faith +3 deflection bonus for yourself or creature you touch; lasts 8 minutes.</p><p></p><p>Level 2</p><p>Aid +1 morale bonus on attacks and saves vs. fear, 1d8+8 temporary hp for yourself or creature you touch; lasts 8 minutes. </p><p>Cure Moderate Wounds (substitution) Heals 2d8+8 damage for you or a creature you touch. </p><p>Bear's Endurance +4 Con enhancement for yourself or creature you touch; lasts 8 minutes.</p><p>Bull's Strength +4 Str enhancement for yourself or creature you touch; lasts 8 minutes.</p><p>Cat's Grace +4 Dex enhancement for yourself or creature you touch; lasts 8 minutes.</p><p>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.</p><p>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.</p><p></p><p>Level 3</p><p>Cure Serious Wounds (substitution) Heals 3d8+8 damage for you or a creature you touch. </p><p>Dispel Magic Targeted dispel check 1d20+8; range 180 ft. </p><p>Magic Vestment Armor, shield, or clothing you touch gains +2 enhancement bonus to AC. </p><p>Meld Into Stone You can step into a block of stone; inside, you can cast spells on yourself and hear but not see.</p><p>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.</p><p>Protection From Energy (domain) Absorbs 96 points of damage from one kind of energy; affects you or a creature you touch; lasts 80 minutes</p><p>Wind Wall Curtain of air 80 ft. long and 40 ft. high stops gases and arrows or bolts; range 180 ft.</p><p></p><p>Level 4</p><p>Cure Moderate Wounds (reach) Metamagic: Cures 2d8+8 with ranged touch attack, range of 30 ft.</p><p>Cure Critical Wounds (substitution) Heals 4d8+8 damage for you or a creature you touch.</p><p>Divine Power Fharlanghn increases your base attack bonus by +2 and grants a +6 enhancement to Str and 8 temporary hp for 8 rounds.</p><p>Freedom Of Movement (domain) You or a creature you touch move normally despite impediments and always succeed in escaping grapples for 80 minutes.</p><p>Summon Monster IV Lasts 8 rounds, can appear 45 ft. away; Archon, lantern preferred</p><p></p><p>Recommended Summon IV:</p><p>Lantern Archon, Small Outsider (Archon, Extraplanar, Good, Lawful) </p><p>HP: 4 hp (1d8 HD)</p><p></p><p>AC: 15 (17) (+1 size, +4 natural, +2 deflection vs. evil), touch 11, flat-footed 15</p><p>Damage reduction 10/evil and magic, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil</p><p></p><p>Speed: Fly 60 ft. (perfect) (12 squares)</p><p>Initiative +4</p><p>Senses: Listen +4, Spot +4; darkvision 60 ft.</p><p></p><p>2 light rays +2 ranged touch (1d6, ignores DR). Range 30 ft.</p><p>Grapple touch attack -4; -8 grapple check (1d2-5)</p><p></p><p>Magic circle against evil always extends in 10 ft. radius from archon, granting +2 deflection to AC and +2 resistance to saves vs. evil</p><p>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. </p><p>Spell-Like Abilities: At will—aid, detect evil, continual flame. Caster level 3rd</p><p></p><p>Fort +2 (+6 against poison), Ref +2, Will +2 </p><p>Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10</p></blockquote><p></p>
[QUOTE="Tav_Behemoth, post: 2672139, member: 18017"] [b]Karinka, Male Dwarf Cleric Of Fharlanghn 8[/b]; 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. [b]Feats:[/b] 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. [b]Skills:[/b] Concentration +15 [b]Possessions:[/b] +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. [b]Cleric Spells Prepared [/b](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 [/QUOTE]
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