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<blockquote data-quote="EricNoah" data-source="post: 4116079" data-attributes="member: 4"><p>Sweet, thanks. Here's my first go at a 3rd level half-elven cleric. </p><p>[CODE]</p><p>Class/Level: Cleric 3 </p><p>Race: Half-Elf </p><p>Alignment: Neutral Good </p><p>Deity: Sarenrae </p><p>Size/Type: Medium Humanoid </p><p>Favored Class: Cleric</p><p>Languages: Common, Elven</p><p>Senses: Low-Light Vision, Perception +10 vs. sight and sound</p><p> </p><p> </p><p>Ability Score Mod HP: 20 </p><p>Strength 13 +1 </p><p>Dexterity 10 +0 AC: [not worrying about this for the moment]</p><p>Constitution 12 +1 </p><p>Intelligence 10 +0 Speed: 30 </p><p>Wisdom 15 +2 </p><p>Charisma 14 +2 Init: 0 </p><p></p><p> Base Ability</p><p>Saving Throws Total = Save + Modifier</p><p>Fortitude 4 3 +1 </p><p>Reflex 1 1 +0 </p><p>Will 5 3 +2 </p><p></p><p>Resistances/Immunities:</p><p> +2 on saves vs. enchantment</p><p> immune to magical sleep effects </p><p></p><p>Base Attack Bonus: +2</p><p> Melee Attack Bonus: +3 (BAB plus STR)</p><p> Ranged Attack Bonus: +2 (BAB plus DEX)</p><p></p><p>Weapon proficiencies: </p><p> Simple weapons</p><p> Scimitar (deity's weapon)</p><p> Longbow (half-elf choice)</p><p></p><p>Combat Maneuver Bonus (CMB): +3 (BAB plus STR plus special Size Mod)</p><p>Combat Maneuver DC (CMDC): 18 (15 plus CMB) [this is the DC opponents need to hit to use </p><p> combat manuevers against this character]</p><p> </p><p> Key Total </p><p>Skill Ability Bonus </p><p>Diplomacy CHA +8 (3 plus lvl plus CHA)</p><p>Heal WIS +8 (3 plus lvl plus WIS)</p><p>Perception* WIS +10 (3 plus lvl plus WIS plus racial)</p><p> (+8 vs. anything other than Sight and Sound)</p><p> *Racial Skill Choice -- this is a class skill for this character</p><p></p><p>Feats</p><p> Extra Turning</p><p> Improved Turning</p><p></p><p>Spells:</p><p> 0 Level - prep 4, cast at will</p><p> 1st level - prep and cast 3</p><p> 2nd level - prep and cast 2</p><p></p><p>Domains: </p><p> Sun (sun's touch 1d8+1; light at will)</p><p> Healing (rebuke death 1d4+1; cure light wounds 1/day)</p><p></p><p>Turn Undead 7/day [normally 5 per day, plus 2 more from Extra Turning feat]</p><p> 30' burst, heals living and harms undead 2d6 hp, plus undead</p><p> must make DC 15 [normally 13, plus 2 for Improved Turning feat] Will </p><p> save or be frightened for d4+2 rounds</p><p></p><p> [/CODE]</p></blockquote><p></p>
[QUOTE="EricNoah, post: 4116079, member: 4"] Sweet, thanks. Here's my first go at a 3rd level half-elven cleric. [CODE] Class/Level: Cleric 3 Race: Half-Elf Alignment: Neutral Good Deity: Sarenrae Size/Type: Medium Humanoid Favored Class: Cleric Languages: Common, Elven Senses: Low-Light Vision, Perception +10 vs. sight and sound Ability Score Mod HP: 20 Strength 13 +1 Dexterity 10 +0 AC: [not worrying about this for the moment] Constitution 12 +1 Intelligence 10 +0 Speed: 30 Wisdom 15 +2 Charisma 14 +2 Init: 0 Base Ability Saving Throws Total = Save + Modifier Fortitude 4 3 +1 Reflex 1 1 +0 Will 5 3 +2 Resistances/Immunities: +2 on saves vs. enchantment immune to magical sleep effects Base Attack Bonus: +2 Melee Attack Bonus: +3 (BAB plus STR) Ranged Attack Bonus: +2 (BAB plus DEX) Weapon proficiencies: Simple weapons Scimitar (deity's weapon) Longbow (half-elf choice) Combat Maneuver Bonus (CMB): +3 (BAB plus STR plus special Size Mod) Combat Maneuver DC (CMDC): 18 (15 plus CMB) [this is the DC opponents need to hit to use combat manuevers against this character] Key Total Skill Ability Bonus Diplomacy CHA +8 (3 plus lvl plus CHA) Heal WIS +8 (3 plus lvl plus WIS) Perception* WIS +10 (3 plus lvl plus WIS plus racial) (+8 vs. anything other than Sight and Sound) *Racial Skill Choice -- this is a class skill for this character Feats Extra Turning Improved Turning Spells: 0 Level - prep 4, cast at will 1st level - prep and cast 3 2nd level - prep and cast 2 Domains: Sun (sun's touch 1d8+1; light at will) Healing (rebuke death 1d4+1; cure light wounds 1/day) Turn Undead 7/day [normally 5 per day, plus 2 more from Extra Turning feat] 30' burst, heals living and harms undead 2d6 hp, plus undead must make DC 15 [normally 13, plus 2 for Improved Turning feat] Will save or be frightened for d4+2 rounds [/CODE] [/QUOTE]
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