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<blockquote data-quote="Rkhet" data-source="post: 2287367" data-attributes="member: 31318"><p>Name: Miraln Easthearth</p><p>Race: Human</p><p>Gender: Male</p><p>Alignment: CN</p><p>Class: Cleric 2</p><p> </p><p>Ability:</p><p>STR 14</p><p>DEX 11</p><p>CON 14</p><p>INT 10</p><p>WIS 16</p><p>CHA 14</p><p> </p><p>HD: 2d8+4 (18)</p><p>AC: 16 (Base 10, Armor 4, Shield 2)</p><p>Init: +4 (Base 0, Improved Initiative +4)</p><p> </p><p>Saves:</p><p>Fort +5 (+3 Class, +2 Con)</p><p>Ref +0</p><p>Will +5 (+3 Class, +3 Wis, -1 Madness Domain)</p><p> </p><p>BAB: +1</p><p>Grapple: +3</p><p>SR: -</p><p> </p><p>Skills:</p><p>Concentration: 5 +2 Con</p><p>Diplomacy: 5 +2 Cha</p><p>Knowledge(Religion): 5</p><p> </p><p>Languages:</p><p>Common</p><p> </p><p>Feats:</p><p>Power Attack</p><p>Improved Initiative</p><p> </p><p>Domains:</p><p>Madness The character gains an Insanity score equal to half his or her class level. For spellcasting (determining bonus spells and DCs), the character uses his or her Wisdom score plus his or her Insanity score in place of Wisdom alone. For all other purposes, such as skills and saves, use Wisdom minus Insanity in place of Wisdom. Once per day, the character can see and act with the clarity of true madness. Use the character's Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made.</p><p> </p><p>Luck You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it's worse than the original roll.</p><p> </p><p> </p><p>Spells/day:</p><p>4/3+1</p><p> </p><p>Spells Memorized:</p><p>lvl 0: Create Water, Detect Magic, Light, Read Magic</p><p>lvl 1: Summon Monster 1 x 2, Command, Confusion, Lesser (domain)</p><p> </p><p>Misc:</p><p>+2 to Turn Undead checks (syn).</p><p> </p><p>Possessions:</p><p>Mace, heavy</p><p>Dagger</p><p>Shield, large, steel</p><p>Crossbow, light</p><p>Bolts (50)</p><p>Scale mail</p><p>Backpack</p><p>Pouch, belt</p><p>Holy symbol, wooden x2</p><p>Spell components pouch</p><p>Trail rations (2 days)</p><p>65 gp</p></blockquote><p></p>
[QUOTE="Rkhet, post: 2287367, member: 31318"] Name: Miraln Easthearth Race: Human Gender: Male Alignment: CN Class: Cleric 2 Ability: STR 14 DEX 11 CON 14 INT 10 WIS 16 CHA 14 HD: 2d8+4 (18) AC: 16 (Base 10, Armor 4, Shield 2) Init: +4 (Base 0, Improved Initiative +4) Saves: Fort +5 (+3 Class, +2 Con) Ref +0 Will +5 (+3 Class, +3 Wis, -1 Madness Domain) BAB: +1 Grapple: +3 SR: - Skills: Concentration: 5 +2 Con Diplomacy: 5 +2 Cha Knowledge(Religion): 5 Languages: Common Feats: Power Attack Improved Initiative Domains: Madness The character gains an Insanity score equal to half his or her class level. For spellcasting (determining bonus spells and DCs), the character uses his or her Wisdom score plus his or her Insanity score in place of Wisdom alone. For all other purposes, such as skills and saves, use Wisdom minus Insanity in place of Wisdom. Once per day, the character can see and act with the clarity of true madness. Use the character's Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made. Luck You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it's worse than the original roll. Spells/day: 4/3+1 Spells Memorized: lvl 0: Create Water, Detect Magic, Light, Read Magic lvl 1: Summon Monster 1 x 2, Command, Confusion, Lesser (domain) Misc: +2 to Turn Undead checks (syn). Possessions: Mace, heavy Dagger Shield, large, steel Crossbow, light Bolts (50) Scale mail Backpack Pouch, belt Holy symbol, wooden x2 Spell components pouch Trail rations (2 days) 65 gp [/QUOTE]
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