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RG: Forge of Fury - Pathfinder System
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<blockquote data-quote="IronWolf" data-source="post: 5199322" data-attributes="member: 21076"><p><strong>Sabern Hutch, Human Cleric</strong></p><p></p><p>[sblock=Sabern Hutch, Human Cleric 5]</p><p>[sblock=Game Info]<strong>Race:</strong> Human</p><p><strong>Class:</strong> Cleric</p><p><strong>Level:</strong> 5</p><p><strong>Experience:</strong> 10296</p><p><strong>Alignment:</strong> NG</p><p><strong>Languages:</strong> Common, dwarven, elven</p><p><strong>Deity:</strong> Iomedae</p><p><strong>Favored Classes:</strong> Cleric[/sblock]</p><p>[sblock=Abilities]</p><p><strong>STR: 14</strong> +2 (5pts)</p><p><strong>DEX: 12</strong> +1 (2pts)</p><p><strong>CON: 14</strong> +2 (5pts)</p><p><strong>INT: 10</strong> +0 (0pts) </p><p><strong>WIS: 18</strong> +4 (10pts) (+2 Racial)</p><p><strong>CHA: 14</strong> +2 (3pts) + 4th level ability boost</p><p>[/sblock]</p><p></p><p>[sblock=Combat]<strong>HP: 50</strong> = [5d8 + 10]</p><p><strong>AC: 20</strong> = 10 + 7 (armor) + 2 (shield) + 1 (Dex)</p><p><strong>AC Touch: 11</strong> = 10 + 1 (Dex)</p><p><strong>AC Flatfooted: 19</strong> = 10 + 7 (armor) + 2 (shield)</p><p><strong>INIT: +1</strong> = +1 (Dex)</p><p><strong>BAB: +3</strong> = +3 (Cleric 4)</p><p><strong>CMB: +5</strong> = +3 (BAB) +2 (Str)</p><p><strong>CMD: 16</strong> = 10 +3 (BAB) +2 (Str) +1 (Dex)</p><p><strong>Fort: +6</strong> = +4 (base) + 2 (Con)</p><p><strong>Reflex: +2</strong> = +1 (base) + 1 (Dex)</p><p><strong>Will: +8</strong> = +4 (base) + 4 (Wis)</p><p><strong>Speed: 30'</strong> (6 squares) </p><p><strong>Speed (in armor): 20</strong> (4 squares)</p><p>[/sblock]</p><p></p><p>[sblock=Weapon Stats]</p><p><strong>Heavy Mace +1 (melee): +6</strong> = +3 BAB +2 (Str mod) + 1 (magic) <strong>DMG: 1d8+3</strong> (+2 Str, +1 magic) <strong>Crit:</strong></p><p><strong></strong></p><p><strong></strong> x2</p><p><strong>Light Crossbow (ranged): +4</strong> = +3 BAB +1 (Dex Mod) <strong>DMG 1d8</strong> <strong>Crit:</strong> 19-20/x2 <strong>Range incr:</strong> 80 </p><p></p><p>feet (16 squares)[/sblock]</p><p></p><p></p><p>[sblock=Racial Traits]</p><p><strong>+2 to One Ability Score:</strong> Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.</p><p><strong>Medium:</strong> Humans are Medium creatures and have no bonuses or penalties due to their size.</p><p><strong>Normal Speed:</strong> Humans have a base speed of 30 feet.</p><p><strong>Bonus Feat:</strong> Humans select one extra feat at 1st level.</p><p><strong>Skilled:</strong> Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.</p><p><strong>Languages:</strong> Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).</p><p>[/sblock]</p><p></p><p>[sblock=Background Traits]</p><p><strong>Dirty Fighter:</strong> When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.</p><p><strong>Sacred Conduit:</strong> Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.</p><p>[/sblock]</p><p></p><p>[sblock=Class Features]</p><p>Simple Weapon Proficiency</p><p>Light and Medium armor</p><p>Shields (except Tower)</p><p>Proficient with Favored Weapon of Deity (Longsword)</p><p>Aura (good)</p><p>Spells, divine spells from cleric spell list.</p><p>Orisons, 0-level spells</p><p>Spontaneous Casting</p><p>Domains (Sun, War)</p><p>Channel Energy 3d6</p><p></p><p>[/sblock]</p><p></p><p>[sblock=Feats]</p><p>Heavy Armor Proficiency (Human Bonus)</p><p>Selective Channeling (Lvl 1)</p><p>Combat Casting (Lvl 3)</p><p>Extra Channel (Lvl 3)</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Skills]<strong>Skill Points: 20</strong> = 8 (Cleric [2 points x 5 lvls]) + 5 (human bonus [1pt x 5 levels]) + 5 (favored class [1 pt x 5 lvls])</p><p><strong>Max Ranks: 5</strong> </p><p><strong>ACP: -0</strong></p><p>[code][u]Skills Total Rank CS Ability ACP Misc[/u]</p><p>Acrobatics 1 0 - 1 -6 </p><p>Appraise 1 0 0 1 0 </p><p>Bluff 2 0 - 2 0 </p><p>Climb 2 0 - 2 -6 </p><p>Diplomacy 2 0 0 2 0 </p><p>Disguise 2 0 - 2 0</p><p>Escape Artist 1 0 - 1 -6 </p><p>Fly 1 0 - 1 -6</p><p>Heal 12 5 3 4 0</p><p>Intimidate 2 0 0 2 0 </p><p>Knowledge (Religion) 8 5 3 0 0 </p><p>Linguistics 5 2 3 0 0 </p><p>Perception 5 1 - 4 0 </p><p>Ride 1 0 - 1 -6 </p><p>Sense Motive 9 2 3 4 0 </p><p>Spellcraft 8 5 3 0 0 </p><p>Stealth 1 0 - 1 -6 </p><p>Survival 4 0 - 4 0</p><p>Swim 2 0 - 2 -6</p><p>[/code][/sblock]</p><p></p><p>[sblock=Situational Bonuses]</p><p>- +1 trait bonus to save DC of channeled energy</p><p>- +1 damage when flanking (and is multiplied on a critical hit)</p><p>- War Domain: Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.</p><p>--- Battle Rage = standard action(AoO), +2 damage, for 1 round, 7 times/day</p><p>Channel Energy = standard action(no AoO), 3d6 (+5 to damage undead), 30'R, save DC = 15, 7 times/day (3 remaining for current day)</p><p>- Sun Domain: Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.</p><p>[/sblock]</p><p></p><p>[sblock=Equipment][code][u]Item Cost Weight[/u]</p><p>MW Banded Mail Armor 400.00 gp 35 lbs</p><p>MW Heavy Steel Shield 170.00 gp 15 lbs </p><p>Explorer's Outfit Free (8 lbs) </p><p>Heavy Mace +1 2312.00 gp 8 lbs </p><p>Crossbow, light 35.00 gp 4 lbs</p><p>Bolts, crossbow (20) 2.00 gp 2 lbs</p><p>Holy Symbol, Silver 25.00 gp 1 lbs </p><p>Belt Pouch 1.00 gp 0.5 lb</p><p>- 19pp 0.38 lbs</p><p>- 2441gp 1.90 lbs</p><p>- 7sp 0.14 lbs</p><p>Handy Haversack 2000.00 gp 5 lbs (contents weightless)</p><p>- Bedroll 0.10 gp (5 lbs)</p><p>- Rations (6 days) 3.00 gp (6 lbs)</p><p>- Rope (50 feet, silk) 10.00 gp (5 lbs)</p><p>- Waterskin, filled (2) 2.00 gp (8 lbs) </p><p>- [s]Oil (2 pints)[/s] 0.20 gp (2 lbs)</p><p>- sunrod (2) 4.00 gp (2 lbs)</p><p>- chalk (2) .02 gp (- lbs)</p><p>- candle (2) .02 gp (- lbs)</p><p>- Wand, Cure Light Wounds 1d8+1 (36) 750 gp (-) </p><p>- cure light wounds potion (1d8+1) (3) 150gp (1.5 lbs)</p><p>- pearl of power (1st level) 1000 gp</p><p>- scroll bless 25 gp (.01 lbs)</p><p>- scroll bless 25 gp (.01 lbs)</p><p>- scroll burning disarm 25 gp (.01 lbs)</p><p>- scroll remove fear 25 gp (.01 lbs)</p><p>- scroll obscuring mist 25 gp (.01 lbs)</p><p>- scroll shield of faith 25 gp (.01 lbs)</p><p>- scroll remove paralysis 150 gp (.01 lbs)</p><p>- scroll remove curse 375 gp (.01 lbs)</p><p>- scroll remove disease 375 gp (.01 lbs)</p><p>- scroll remove blindness/deafness375 gp (.01 lbs)</p><p></p><p></p><p>Gold Spent: 5714.32 gp have you at spent 5,714.32 which matches treasure below</p><p></p><p>Weight Carried: 72.92 lbs - (haversack at 29.54/100lbs) = medium load</p><p> Light Medium Heavy </p><p>Max Weight: 0-58 59-116 117-175</p><p></p><p>[b]Treasure:[/b] 0pp, 35gp, 6sp, 6cp</p><p>[/sblock]</p><p></p><p>[sblock=Spells]</p><p></p><p>Standard load of spells.</p><p></p><p>Domains: Sun, War</p><p></p><p>0-level: 4</p><p></p><p>Detect Magic</p><p>Purify Food and Drink</p><p>Stabilize</p><p>Light</p><p></p><p></p><p>1st-level 4 (3 class, 1 bonus) + 1 Domain</p><p></p><p>[s]Bless[/s]</p><p>Divine Favor</p><p>Protection from Evil</p><p>Shield of Faith</p><p>Domain(Sun): endure elements</p><p></p><p></p><p>2nd-level 2 (2 class, 1 bonus) +1 Domain</p><p></p><p>Bull's Strength</p><p>Lesser Restoration</p><p>Sound Burst</p><p>Domain(War): spiritual weapon</p><p></p><p>3rd-level (1 class, 1 bonus) +1 Domain</p><p></p><p>Prayer</p><p>Dispel Magic</p><p>Domain(Sun): Searling Light</p><p></p><p></p><p>[/sblock]</p><p></p><p>[sblock=Details][b]Size:[/b] Medium</p><p>[b]Gender:[/b] Male</p><p>[b]Age:[/b] 22</p><p>[b]Height:[/b] 6'2"</p><p>[b]Weight:[/b] 185 pounds</p><p>[b]Hair Color:[/b] Salt and Pepper</p><p>[b]Eye Color:[/b] Blue</p><p>[b]Skin Color:[/b] Tanned, weathered</p><p>[b]Appearance:[/b] serious, weather hardened, traveler</p><p>[b]Demeanor:[/b] serious, but with dry humor and friendly</p><p>[b]Background:[/b] </p><p></p><p>Sabern was born in the city of Absalom in Beldrin's Bluff, now known as Precipice Quarter since the earthquake of 4698. Sabern's birth was met with mixed feelings as his mother passed during birth. In fact it was with significant involvement of the temple of Iomedae priests that Sabern even managed to survive himself.</p><p></p><p>His father never really recovered from the passing of Sabern's mother. This left Sabern with a good amount of time to learn the way of the streets. He ran with some rough crowds growing up, often skirting the law as boys would do. When Sabern was sixteen his father was killed when the wood craftsman shop he ran was killed for a few gold coins.</p><p></p><p>While Sabern was not particularly close to his father, the relationship always detached to a degree, he found sorrow as the difference would never be reconciled. With debts owed by his father and no real income to pay them Sabern soon found himself without a home. </p><p></p><p>His early adult years continued with running with the wrong crowd in the streets of Absalom. Sometimes he and his group of friends would just be the hired thugs to rough some shopkeep up for money or sometimes they were to just transport some illicit product from point a to point b.</p><p></p><p>Eventually this caught up to him over the years until he found himself near dead in a gutter, head bleeding from the thugs who had beat him - likely for some deed he had done in the past. It was a clergy member from the Temple of Iomedae who again came to his aide. Dragged him back to the temple, cleaned him up, gave him some food and water and a clean place to stay.</p><p></p><p>Sabern saw this as a sign to get his life in order and began to learn more of the ways of the temple. This came easily to him as he grew in knowledge. He spent several years at the temple, his faith soon leading to the ability to call upon divine spells. Eventually Sabern became a cleric of the church itself as his training came to a close.</p><p></p><p>For the next several years he stuck close to Abasalom and the temple, but soon he sought to travel more and thus began his many years on the road as a wanderer as he spread the word of Iomedae to those that would listen. He would often travel with caravans and then stop in various villages - both remote and those near larger cities to help where he could. Often he helped those that needed assistance defending against some threat, he saw this as a way to help make retribution for all the shopkeeps he had roughed up over the years.</p><p></p><p>Sabern now continues the life of the road, the experience giving him a rugged, weathered look. He contributes a combination of skills to people that need him, whether it be to lend some muscle and tactical prowess to healing and help from the gods themselves.</p><p>[/sblock]</p><p></p><p>[sblock=Level Ups][b]Character Level 2:[/b]</p><p>Class: Cleric (favored) 2nd level</p><p>BAB: +0 to +1</p><p>Fort: +2 to +3</p><p>Will: +2 to +3</p><p>HP: 20 = +8 (Cleric) + 2 (Con) + 10 (old total)</p><p>Skill Points: 8 (new total) = +2 (class) + 1 (favored class) + 1 (human) + 4 (old total)</p><p></p><p></p><p>[b]Character Level 3:[/b]</p><p>Class: Cleric (favored) 3rd level</p><p>BAB: +1 to +2</p><p>Ref: +0 to +1</p><p>Channel energy 2d6</p><p>Feat: Combat Casting</p><p>HP: 30 = +8 (Cleric) + 2 (Con) + 20 (old total)</p><p>Skill Points: 12 (new total) = +2 (class) + 1 (favored class) + 1 (human) + 8 (old total)</p><p></p><p>[b]Character Level 4:[/b]</p><p>Class: Cleric (favored) 4th level</p><p>Chr 13 to 14</p><p>BAB: +2 to +3</p><p>Fort: +3 to +4</p><p>Will: +3 to +4</p><p>HP: 40 = +8 (Cleric) + 2 (Con) + 30 (old total)</p><p>Skill Points: 16 (new total) = +2 (class) + 1 (favored class) +1 (human) + 12 (old total)</p><p></p><p>[b]Character Level 5 (pending):[/b]</p><p>Class: Cleric (favored) 5th level</p><p>Channel Energy 3d6</p><p>Access to 3rd level spells (1 + 1 for ability bonus + 1 domain)</p><p>Feat: Extra Channel</p><p>HP: 50 = +8 (Cleric) + 2 (Con) + 40 (old total)</p><p>Skill Points: 20 (new total) = +2 (class) + 1 (favored class) +1 (human) + 16 (old total)</p><p></p><p></p><p>[/sblock]</p><p>[/sblock][/code]</p></blockquote><p></p>
[QUOTE="IronWolf, post: 5199322, member: 21076"] [b]Sabern Hutch, Human Cleric[/b] [sblock=Sabern Hutch, Human Cleric 5] [sblock=Game Info][b]Race:[/b] Human [b]Class:[/b] Cleric [b]Level:[/b] 5 [b]Experience:[/b] 10296 [b]Alignment:[/b] NG [b]Languages:[/b] Common, dwarven, elven [b]Deity:[/b] Iomedae [b]Favored Classes:[/b] Cleric[/sblock] [sblock=Abilities] [b]STR: 14[/b] +2 (5pts) [b]DEX: 12[/b] +1 (2pts) [b]CON: 14[/b] +2 (5pts) [b]INT: 10[/b] +0 (0pts) [b]WIS: 18[/b] +4 (10pts) (+2 Racial) [b]CHA: 14[/b] +2 (3pts) + 4th level ability boost [/sblock] [sblock=Combat][b]HP: 50[/b] = [5d8 + 10] [b]AC: 20[/b] = 10 + 7 (armor) + 2 (shield) + 1 (Dex) [b]AC Touch: 11[/b] = 10 + 1 (Dex) [b]AC Flatfooted: 19[/b] = 10 + 7 (armor) + 2 (shield) [b]INIT: +1[/b] = +1 (Dex) [b]BAB: +3[/b] = +3 (Cleric 4) [b]CMB: +5[/b] = +3 (BAB) +2 (Str) [b]CMD: 16[/b] = 10 +3 (BAB) +2 (Str) +1 (Dex) [b]Fort: +6[/b] = +4 (base) + 2 (Con) [b]Reflex: +2[/b] = +1 (base) + 1 (Dex) [b]Will: +8[/b] = +4 (base) + 4 (Wis) [b]Speed: 30'[/b] (6 squares) [b]Speed (in armor): 20[/b] (4 squares) [/sblock] [sblock=Weapon Stats] [b]Heavy Mace +1 (melee): +6[/b] = +3 BAB +2 (Str mod) + 1 (magic) [b]DMG: 1d8+3[/b] (+2 Str, +1 magic) [b]Crit: [/b] x2 [b]Light Crossbow (ranged): +4[/b] = +3 BAB +1 (Dex Mod) [b]DMG 1d8[/b] [b]Crit:[/b] 19-20/x2 [b]Range incr:[/b] 80 feet (16 squares)[/sblock] [sblock=Racial Traits] [b]+2 to One Ability Score:[/b] Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. [b]Medium:[/b] Humans are Medium creatures and have no bonuses or penalties due to their size. [b]Normal Speed:[/b] Humans have a base speed of 30 feet. [b]Bonus Feat:[/b] Humans select one extra feat at 1st level. [b]Skilled:[/b] Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. [b]Languages:[/b] Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). [/sblock] [sblock=Background Traits] [b]Dirty Fighter:[/b] When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus. [b]Sacred Conduit:[/b] Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy. [/sblock] [sblock=Class Features] Simple Weapon Proficiency Light and Medium armor Shields (except Tower) Proficient with Favored Weapon of Deity (Longsword) Aura (good) Spells, divine spells from cleric spell list. Orisons, 0-level spells Spontaneous Casting Domains (Sun, War) Channel Energy 3d6 [/sblock] [sblock=Feats] Heavy Armor Proficiency (Human Bonus) Selective Channeling (Lvl 1) Combat Casting (Lvl 3) Extra Channel (Lvl 3) [/sblock] [sblock=Skills][b]Skill Points: 20[/b] = 8 (Cleric [2 points x 5 lvls]) + 5 (human bonus [1pt x 5 levels]) + 5 (favored class [1 pt x 5 lvls]) [b]Max Ranks: 5[/b] [b]ACP: -0[/b] [code][u]Skills Total Rank CS Ability ACP Misc[/u] Acrobatics 1 0 - 1 -6 Appraise 1 0 0 1 0 Bluff 2 0 - 2 0 Climb 2 0 - 2 -6 Diplomacy 2 0 0 2 0 Disguise 2 0 - 2 0 Escape Artist 1 0 - 1 -6 Fly 1 0 - 1 -6 Heal 12 5 3 4 0 Intimidate 2 0 0 2 0 Knowledge (Religion) 8 5 3 0 0 Linguistics 5 2 3 0 0 Perception 5 1 - 4 0 Ride 1 0 - 1 -6 Sense Motive 9 2 3 4 0 Spellcraft 8 5 3 0 0 Stealth 1 0 - 1 -6 Survival 4 0 - 4 0 Swim 2 0 - 2 -6 [/code][/sblock] [sblock=Situational Bonuses] - +1 trait bonus to save DC of channeled energy - +1 damage when flanking (and is multiplied on a critical hit) - War Domain: Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier. --- Battle Rage = standard action(AoO), +2 damage, for 1 round, 7 times/day Channel Energy = standard action(no AoO), 3d6 (+5 to damage undead), 30'R, save DC = 15, 7 times/day (3 remaining for current day) - Sun Domain: Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy. [/sblock] [sblock=Equipment][code][u]Item Cost Weight[/u] MW Banded Mail Armor 400.00 gp 35 lbs MW Heavy Steel Shield 170.00 gp 15 lbs Explorer's Outfit Free (8 lbs) Heavy Mace +1 2312.00 gp 8 lbs Crossbow, light 35.00 gp 4 lbs Bolts, crossbow (20) 2.00 gp 2 lbs Holy Symbol, Silver 25.00 gp 1 lbs Belt Pouch 1.00 gp 0.5 lb - 19pp 0.38 lbs - 2441gp 1.90 lbs - 7sp 0.14 lbs Handy Haversack 2000.00 gp 5 lbs (contents weightless) - Bedroll 0.10 gp (5 lbs) - Rations (6 days) 3.00 gp (6 lbs) - Rope (50 feet, silk) 10.00 gp (5 lbs) - Waterskin, filled (2) 2.00 gp (8 lbs) - [s]Oil (2 pints)[/s] 0.20 gp (2 lbs) - sunrod (2) 4.00 gp (2 lbs) - chalk (2) .02 gp (- lbs) - candle (2) .02 gp (- lbs) - Wand, Cure Light Wounds 1d8+1 (36) 750 gp (-) - cure light wounds potion (1d8+1) (3) 150gp (1.5 lbs) - pearl of power (1st level) 1000 gp - scroll bless 25 gp (.01 lbs) - scroll bless 25 gp (.01 lbs) - scroll burning disarm 25 gp (.01 lbs) - scroll remove fear 25 gp (.01 lbs) - scroll obscuring mist 25 gp (.01 lbs) - scroll shield of faith 25 gp (.01 lbs) - scroll remove paralysis 150 gp (.01 lbs) - scroll remove curse 375 gp (.01 lbs) - scroll remove disease 375 gp (.01 lbs) - scroll remove blindness/deafness375 gp (.01 lbs) Gold Spent: 5714.32 gp have you at spent 5,714.32 which matches treasure below Weight Carried: 72.92 lbs - (haversack at 29.54/100lbs) = medium load Light Medium Heavy Max Weight: 0-58 59-116 117-175 [b]Treasure:[/b] 0pp, 35gp, 6sp, 6cp [/sblock] [sblock=Spells] Standard load of spells. Domains: Sun, War 0-level: 4 Detect Magic Purify Food and Drink Stabilize Light 1st-level 4 (3 class, 1 bonus) + 1 Domain [s]Bless[/s] Divine Favor Protection from Evil Shield of Faith Domain(Sun): endure elements 2nd-level 2 (2 class, 1 bonus) +1 Domain Bull's Strength Lesser Restoration Sound Burst Domain(War): spiritual weapon 3rd-level (1 class, 1 bonus) +1 Domain Prayer Dispel Magic Domain(Sun): Searling Light [/sblock] [sblock=Details][b]Size:[/b] Medium [b]Gender:[/b] Male [b]Age:[/b] 22 [b]Height:[/b] 6'2" [b]Weight:[/b] 185 pounds [b]Hair Color:[/b] Salt and Pepper [b]Eye Color:[/b] Blue [b]Skin Color:[/b] Tanned, weathered [b]Appearance:[/b] serious, weather hardened, traveler [b]Demeanor:[/b] serious, but with dry humor and friendly [b]Background:[/b] Sabern was born in the city of Absalom in Beldrin's Bluff, now known as Precipice Quarter since the earthquake of 4698. Sabern's birth was met with mixed feelings as his mother passed during birth. In fact it was with significant involvement of the temple of Iomedae priests that Sabern even managed to survive himself. His father never really recovered from the passing of Sabern's mother. This left Sabern with a good amount of time to learn the way of the streets. He ran with some rough crowds growing up, often skirting the law as boys would do. When Sabern was sixteen his father was killed when the wood craftsman shop he ran was killed for a few gold coins. While Sabern was not particularly close to his father, the relationship always detached to a degree, he found sorrow as the difference would never be reconciled. With debts owed by his father and no real income to pay them Sabern soon found himself without a home. His early adult years continued with running with the wrong crowd in the streets of Absalom. Sometimes he and his group of friends would just be the hired thugs to rough some shopkeep up for money or sometimes they were to just transport some illicit product from point a to point b. Eventually this caught up to him over the years until he found himself near dead in a gutter, head bleeding from the thugs who had beat him - likely for some deed he had done in the past. It was a clergy member from the Temple of Iomedae who again came to his aide. Dragged him back to the temple, cleaned him up, gave him some food and water and a clean place to stay. Sabern saw this as a sign to get his life in order and began to learn more of the ways of the temple. This came easily to him as he grew in knowledge. He spent several years at the temple, his faith soon leading to the ability to call upon divine spells. Eventually Sabern became a cleric of the church itself as his training came to a close. For the next several years he stuck close to Abasalom and the temple, but soon he sought to travel more and thus began his many years on the road as a wanderer as he spread the word of Iomedae to those that would listen. He would often travel with caravans and then stop in various villages - both remote and those near larger cities to help where he could. Often he helped those that needed assistance defending against some threat, he saw this as a way to help make retribution for all the shopkeeps he had roughed up over the years. Sabern now continues the life of the road, the experience giving him a rugged, weathered look. He contributes a combination of skills to people that need him, whether it be to lend some muscle and tactical prowess to healing and help from the gods themselves. [/sblock] [sblock=Level Ups][b]Character Level 2:[/b] Class: Cleric (favored) 2nd level BAB: +0 to +1 Fort: +2 to +3 Will: +2 to +3 HP: 20 = +8 (Cleric) + 2 (Con) + 10 (old total) Skill Points: 8 (new total) = +2 (class) + 1 (favored class) + 1 (human) + 4 (old total) [b]Character Level 3:[/b] Class: Cleric (favored) 3rd level BAB: +1 to +2 Ref: +0 to +1 Channel energy 2d6 Feat: Combat Casting HP: 30 = +8 (Cleric) + 2 (Con) + 20 (old total) Skill Points: 12 (new total) = +2 (class) + 1 (favored class) + 1 (human) + 8 (old total) [b]Character Level 4:[/b] Class: Cleric (favored) 4th level Chr 13 to 14 BAB: +2 to +3 Fort: +3 to +4 Will: +3 to +4 HP: 40 = +8 (Cleric) + 2 (Con) + 30 (old total) Skill Points: 16 (new total) = +2 (class) + 1 (favored class) +1 (human) + 12 (old total) [b]Character Level 5 (pending):[/b] Class: Cleric (favored) 5th level Channel Energy 3d6 Access to 3rd level spells (1 + 1 for ability bonus + 1 domain) Feat: Extra Channel HP: 50 = +8 (Cleric) + 2 (Con) + 40 (old total) Skill Points: 20 (new total) = +2 (class) + 1 (favored class) +1 (human) + 16 (old total) [/sblock] [/sblock][/code] [/QUOTE]
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