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med-high magic/power-gaming characters.
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<blockquote data-quote="kirinke" data-source="post: 1236570" data-attributes="member: 15409"><p><strong>here's another, this time a martial artist/cleric</strong></p><p></p><p>i haven't yet figured out her initative, ac etc. that will come at a later date.</p><p></p><p>Aiko Nyoko</p><p>Female Human (augmented)</p><p>5th lvl cleric/4th lvl Martial Artist</p><p>ALIGN: NG (strong chaotic tendencies)</p><p>HGT: 6ft</p><p>Wgt: 150</p><p>Age: unknown. </p><p>Apparent Age: 20-25</p><p>Eyes: pale gray, almost silver</p><p>Hair: straight, black. Shoulder lth</p><p>STR: 17</p><p>DEX: 18</p><p>CON: 16</p><p>INT: 18</p><p>WIS: 21</p><p>CHA: 15</p><p>HP: 40</p><p></p><p>INITIATIVE: </p><p>AC (Natural): </p><p>ATTACK/GRAPPLE BONUS: </p><p>FORT: </p><p>REFLEX: </p><p>WILL: </p><p></p><p>SPECIAL QUALITIES</p><p>Scent</p><p>Regeneration (2 hit points per round)</p><p>Immune to disease, including magical</p><p>Cannot be turned into an undead creature</p><p>Aging is slowed due to her body’s regenerative properties. </p><p></p><p>SPECIAL SKILLS DUE TO CLASS</p><p>Turn or rebuke undead</p><p>Is proficient with all simple and martial weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields). In addition, she is proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.</p><p>Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.</p><p>Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). </p><p>Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.</p><p>Spell progression: 7 0 lvl spells. 7 1st lvl spells. 5 2nd lvl spells 5 third lvl spells</p><p>AC Bonus (Ex): When unarmored and unencumbered, she adds her Wisdom bonus (if any) to her AC. In addition, she gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five martial artist levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).</p><p>Flurry of Blows </p><p>Unarmed Strike</p><p>Stunning Fist</p><p>Deflect arrows</p><p>Fast Movement</p><p>Still Mind</p><p>Ki Strike</p><p>Slow Fall (20 ft)</p><p></p><p>Languages: Common. Elfish. Gnome. Dwarf. Draconian. Sylvan</p><p>SKILLS</p><p>Concentration: +5</p><p>Craft Arms/Armor: +5</p><p>Craft Leatherworking: +5</p><p>Craft Weaving: +5</p><p>Craft woodcarving: +5 </p><p>Craft Jeweler: +5</p><p>Knowledge the planes: +5</p><p>Knowledge dungeoneering: +5 </p><p>Knowledge religion: +5 </p><p>Knowledge history: +5</p><p>Perform: wind instruments: +5</p><p>Perform: singing: +5 </p><p>Perform: string instruments: +5 </p><p>Hide: +5</p><p>Swim: +5</p><p>Tumble: +5</p><p>Search: +5</p><p>Listen: +5</p><p>Sense motive: +5 </p><p>Ride: +5</p><p></p><p>FEATS</p><p>Craft Wonderous Item</p><p>Eschew materials</p><p>Silent Spell</p><p>Still spell</p><p>Brew Potion</p><p>Two weapon fighting</p><p>Track</p><p></p><p>SPELLS </p><p>0 lvl spells. The ones in Italics are memorized</p><p>Create Water. Cure Minor Wounds . Detect Magic .Detect Poison. Guidance. Mending . Purify Food and Drink. Read Magic. Forget (2)</p><p></p><p>1st lvl spells</p><p>Bless. Bless Water. Comprehend Languages. Cure Light Wounds (4). Detect Undead. Endure Elements. </p><p>Magic Weapon. Summon Monster I (good creature only) (3). </p><p></p><p>2nd lvl spells</p><p>Consecrate. Calm Emotions. Cure Moderate Wounds (3). Find Traps. Hold Person. Make Whole. Remove Paralysis. </p><p>Restoration, Lesser. Summon Monster II (2). Zone of Truth. </p><p></p><p>3rd lvl spells</p><p>Continual Flame. Create Food and Water. Cure Serious Wounds (2). Daylight. Dispel Magic. Invisibility Purge.</p><p>Locate Object. Remove Curse. Remove Disease. Searing Light. Stone Shape. Summon Monster III (3). Water Breathing. Wind Wall.</p></blockquote><p></p>
[QUOTE="kirinke, post: 1236570, member: 15409"] [b]here's another, this time a martial artist/cleric[/b] i haven't yet figured out her initative, ac etc. that will come at a later date. Aiko Nyoko Female Human (augmented) 5th lvl cleric/4th lvl Martial Artist ALIGN: NG (strong chaotic tendencies) HGT: 6ft Wgt: 150 Age: unknown. Apparent Age: 20-25 Eyes: pale gray, almost silver Hair: straight, black. Shoulder lth STR: 17 DEX: 18 CON: 16 INT: 18 WIS: 21 CHA: 15 HP: 40 INITIATIVE: AC (Natural): ATTACK/GRAPPLE BONUS: FORT: REFLEX: WILL: SPECIAL QUALITIES Scent Regeneration (2 hit points per round) Immune to disease, including magical Cannot be turned into an undead creature Aging is slowed due to her body’s regenerative properties. SPECIAL SKILLS DUE TO CLASS Turn or rebuke undead Is proficient with all simple and martial weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields). In addition, she is proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment. Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race. Spell progression: 7 0 lvl spells. 7 1st lvl spells. 5 2nd lvl spells 5 third lvl spells AC Bonus (Ex): When unarmored and unencumbered, she adds her Wisdom bonus (if any) to her AC. In addition, she gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five martial artist levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). Flurry of Blows Unarmed Strike Stunning Fist Deflect arrows Fast Movement Still Mind Ki Strike Slow Fall (20 ft) Languages: Common. Elfish. Gnome. Dwarf. Draconian. Sylvan SKILLS Concentration: +5 Craft Arms/Armor: +5 Craft Leatherworking: +5 Craft Weaving: +5 Craft woodcarving: +5 Craft Jeweler: +5 Knowledge the planes: +5 Knowledge dungeoneering: +5 Knowledge religion: +5 Knowledge history: +5 Perform: wind instruments: +5 Perform: singing: +5 Perform: string instruments: +5 Hide: +5 Swim: +5 Tumble: +5 Search: +5 Listen: +5 Sense motive: +5 Ride: +5 FEATS Craft Wonderous Item Eschew materials Silent Spell Still spell Brew Potion Two weapon fighting Track SPELLS 0 lvl spells. The ones in Italics are memorized Create Water. Cure Minor Wounds . Detect Magic .Detect Poison. Guidance. Mending . Purify Food and Drink. Read Magic. Forget (2) 1st lvl spells Bless. Bless Water. Comprehend Languages. Cure Light Wounds (4). Detect Undead. Endure Elements. Magic Weapon. Summon Monster I (good creature only) (3). 2nd lvl spells Consecrate. Calm Emotions. Cure Moderate Wounds (3). Find Traps. Hold Person. Make Whole. Remove Paralysis. Restoration, Lesser. Summon Monster II (2). Zone of Truth. 3rd lvl spells Continual Flame. Create Food and Water. Cure Serious Wounds (2). Daylight. Dispel Magic. Invisibility Purge. Locate Object. Remove Curse. Remove Disease. Searing Light. Stone Shape. Summon Monster III (3). Water Breathing. Wind Wall. [/QUOTE]
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