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PCs for Watermark's Temple of Mysteries
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<blockquote data-quote="Watermark12" data-source="post: 1998061" data-attributes="member: 28140"><p><strong>Thar the Hammer</strong></p><p></p><p>Half-Orc Cleric 3/Barbarian 1 (Chaotic Good) </p><p> </p><p>Strength 18 (+4) </p><p>Dexterity 12 (+1) </p><p>Constitution 14 (+2) </p><p>Intelligence 9 (–1) </p><p>Wisdom 13 (+1) </p><p>Charisma 8 (–1) </p><p> </p><p>AC: 16 (touch 11, flat-footed 15) </p><p>hp : 35 </p><p>Initiative: +1 </p><p>Speed: 40 feet </p><p> </p><p>Saves </p><p>Fortitude +7 </p><p>Reflex +2 </p><p>Will +4 </p><p> </p><p>Attacks </p><p>Base Attack +3 </p><p>Grapple +7 </p><p> </p><p>Weapon Attack Bonus Damage Critical </p><p>Masterwork greatsword +8 2d6+6 19–20/×2 </p><p>Throwing hammer +4 1d6+4 ×2 </p><p> </p><p>Armor: +1 chain shirt </p><p> </p><p>Special Abilities </p><p>Darkvision 60 feet </p><p>Luck Domain Ability: Once per day, reroll one die. </p><p>Strength Domain Ability: +3 bonus to Strength, 1/day for 1 round. </p><p>Turning: Turn undead 2/day. </p><p>Rage 1/day: +4 Strength, +4 Constitution, +2 on Will saves, –2 to </p><p>AC, lasts 7 rounds; fatigued after rage. </p><p> </p><p>Feats </p><p>Power Attack: Take penalty on attack rolls up to base attack </p><p>bonus, add to damage. </p><p>Improved Sunder: +4 bonus on attack rolls to sunder, no attack </p><p>of opportunity. </p><p> </p><p>Skills </p><p>Heal +5 </p><p>Listen +5 </p><p>Spot +2 </p><p> </p><p>Possessions </p><p>Masterwork greatsword </p><p>Throwing hammers (3) </p><p>+1 chain shirt </p><p>Pearl of power, 1st level (recast a 1st-level spell) </p><p>Wand of cure light wounds (30 charges) (cure 1d8+3 points of damage) </p><p>Necklace of fireballs (one 5d6 fireball, two 3d6 fireballs [DC 14]) </p><p>Potions of cure moderate wounds (2) (cure 2d8+4 points of damage) </p><p>Potion of lesser restoration (dispels magical ability penalty or repairs </p><p>1d4 ability damage, but not ability drain) </p><p>Flask of alchemist’s fire (throw as a splash weapon to deal 1d6 </p><p>points of fire damage, 1 point of splash damage, 1d6 points of fire </p><p>damage to primary target in following round [Reflex DC 15 to </p><p>extinguish]). </p><p>Torches (2) </p><p>Wooden holy symbol </p><p>Backpack </p><p>34 gp </p><p>100 gp gem </p><p>Food (1 day) </p><p>Water (2 days)</p><p> </p><p>Vial labeled 'For luck'...golden, sparkling liquid.</p><p> </p><p> </p><p>Spells </p><p>Cast 4/3+1*/1+1* 0-, 1st-, and 2nd-level spells per day, save DC 11 + spell level </p><p>0-Level </p><p>Detect Magic (2): Senses magic within 60 feet </p><p>Mending: Repairs one broken object </p><p>Read Magic: Reads magical writing </p><p>1st Level </p><p>Bless: You and allies gain +1 on attack rolls and saves against fear </p><p>Comprehend Languages [CAST]: Understand spoken and written languages </p><p>Divine Favor: +1 luck bonus on your attack and damage rolls </p><p>Enlarge Person*: Humanoid creature doubles in size.</p><p>2nd Level </p><p>Bull’s Strength*: Subject gains +4 to Str for 1 min./level. </p><p>Remove Paralysis: Frees one creature from any temporary paralysis.</p><p>*Domain Spells</p></blockquote><p></p>
[QUOTE="Watermark12, post: 1998061, member: 28140"] [b]Thar the Hammer[/b] Half-Orc Cleric 3/Barbarian 1 (Chaotic Good) Strength 18 (+4) Dexterity 12 (+1) Constitution 14 (+2) Intelligence 9 (–1) Wisdom 13 (+1) Charisma 8 (–1) AC: 16 (touch 11, flat-footed 15) hp : 35 Initiative: +1 Speed: 40 feet Saves Fortitude +7 Reflex +2 Will +4 Attacks Base Attack +3 Grapple +7 Weapon Attack Bonus Damage Critical Masterwork greatsword +8 2d6+6 19–20/×2 Throwing hammer +4 1d6+4 ×2 Armor: +1 chain shirt Special Abilities Darkvision 60 feet Luck Domain Ability: Once per day, reroll one die. Strength Domain Ability: +3 bonus to Strength, 1/day for 1 round. Turning: Turn undead 2/day. Rage 1/day: +4 Strength, +4 Constitution, +2 on Will saves, –2 to AC, lasts 7 rounds; fatigued after rage. Feats Power Attack: Take penalty on attack rolls up to base attack bonus, add to damage. Improved Sunder: +4 bonus on attack rolls to sunder, no attack of opportunity. Skills Heal +5 Listen +5 Spot +2 Possessions Masterwork greatsword Throwing hammers (3) +1 chain shirt Pearl of power, 1st level (recast a 1st-level spell) Wand of cure light wounds (30 charges) (cure 1d8+3 points of damage) Necklace of fireballs (one 5d6 fireball, two 3d6 fireballs [DC 14]) Potions of cure moderate wounds (2) (cure 2d8+4 points of damage) Potion of lesser restoration (dispels magical ability penalty or repairs 1d4 ability damage, but not ability drain) Flask of alchemist’s fire (throw as a splash weapon to deal 1d6 points of fire damage, 1 point of splash damage, 1d6 points of fire damage to primary target in following round [Reflex DC 15 to extinguish]). Torches (2) Wooden holy symbol Backpack 34 gp 100 gp gem Food (1 day) Water (2 days) Vial labeled 'For luck'...golden, sparkling liquid. Spells Cast 4/3+1*/1+1* 0-, 1st-, and 2nd-level spells per day, save DC 11 + spell level 0-Level Detect Magic (2): Senses magic within 60 feet Mending: Repairs one broken object Read Magic: Reads magical writing 1st Level Bless: You and allies gain +1 on attack rolls and saves against fear Comprehend Languages [CAST]: Understand spoken and written languages Divine Favor: +1 luck bonus on your attack and damage rolls Enlarge Person*: Humanoid creature doubles in size. 2nd Level Bull’s Strength*: Subject gains +4 to Str for 1 min./level. Remove Paralysis: Frees one creature from any temporary paralysis. *Domain Spells [/QUOTE]
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