Wandering cleric of Pelor feedback/reviews welcome

kirinke

First Post
Amathia Ruan
Female Aasimar age 20
Cleric 5th/Ranger 5th
ALIGNMENT: NG
PATRON DEITY: Pelor
HOME: Unther
HEIGHT: 6ft
WGT: 160
BUILD: medium, slender.
EYES: Brilliant topaz
HAIR: Silver
SKIN: golden brown

STR: 19 (+4)
DEX: 18 (+4)
CON: 18 (+4)
INT: 20 (+5)
WIS: 18 (+4)
CHA: 17 (+3)

MELEE/RANGED: +12/+12
HIT POINTS: 90
BAB/GRAPPLE: +8/+4
FORT: 12. REFLEX: 9. WILL: 9. INIT: 4
AC: 15 (10 BASE +4 DEX + 1 NATURAL)
TOUCH: 14
FLAT-FOOTED: 10

CLASS SKILLS
Turn undead
Aura (Ex): Particularly strong CG aura, even for a cleric of Pelor.
Spontaneous Casting: can channel stored spell energy into healing spells that she did not prepare ahead of time. She 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).
Brew potion (house rule)
Scribe scroll (house rule)
Track
Wild empathy
1st favored enemy: corporeal undead
Combat style: Archery, Rapid Shot feat
Endurance
Ambidexterity
Animal companion
2nd favored enemy: incorporeal undead

RACIAL QUALITIES
+2 Wisdom, +2 Charisma.
Medium size.
base land speed is 30 feet.
can see in the dark up to 60 feet.
Aasimars have a +2 racial bonus on Spot and Listen checks.
Special Attacks (see above): Daylight
Resistance to acid 5, cold 5, and electricity 5.
+1 additional feat due to basic human nature


FEATS
Improved turning
Craft wand
Craft wondrous item
Craft magic arms/armor
Celestial Bloodline (can cast protection from evil and bless 3x a day

SKILLS
+9 Concentration (+5 base +4 abil bonus)
+10 Craft (+5 base +5 abil)
+13 handle animal (+10 base +3 abil bonus)
+13 Heal (+09 base +4 abil bonus)
+13 Hide (+09 base +4 abil bonus)
+10 knowledge dungeoneering (+5 base +5 abil bonus)
+10 knowledge geography (+5 base +5 abil bonus)
+10 knowledge history (+5 base +5 abil bonus)
+10 knowledge nature (+5 base +5 abil bonus)
+10 knowledge religion (+5 base +5 abil bonus)
+15 knowledge planes (+10 base +5 abil bonus)
+15 Listen (+09 base +2 racial +4 abil bonus)
+13 move silently (+ 09 base +4 abil bonus)
+9 Ride (+5 base +4 abil bonus)
+14 Search (+09 base +5 abil bonus)
+11 Spot (+5 base +2 racial +4 abil bonus)
+9 Survival (+5 base +4 abil bonus)
+9 Swim (+5 base +4 abil bonus)

LANGUAGES
Common, Untheric. Celestial, Abyssal, infernal, Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.

DOMAINS (SUN, HEALING)
Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
Granted Power: You cast healing spells at +1 caster level.

RACIAL SPELLS
Protection from evil 3x a day
Bless 3x a day

RANGER SPELLS
*Speak with animals

DOMAIN SPELLS (3)
Endure Elements
Heat Metal
Searing light

ORISONS (5)
**Create Water
***Detect Magic
Detect Poison
Light
Purify Food and Drink

1ST LVL SPELLS (3)
*Bless Water
Comprehend Languages
Hide from Undead
Divine Favor
Protection from evil
**Summon Monster I
Sanctuary
Obscuring Mist

2ND LVL SPELLS (2)
Calm Emotions
Cure Moderate Wounds
Find Traps
Gentle Repose
Remove Paralysis
Restoration, Lesser
Shatter
Sound Burst
**Summon Monster II
Undetectable Alignment
Zone of Truth

3RD LVL SPELLS (1)
Continual Flame
Continual light
Create Food and Water
Cure Serious Wounds
Daylight
Dispel Magic
Invisibility Purge
Locate Object
Remove Blindness/Deafness
Remove Curse
Remove Disease
Searing Light
Stone Shape
*Summon Monster III
Water Breathing
*indicates memorized.

APPEARANCE
Amathia appears as a beautiful 6ft tall woman with a slender, graceful build. Her eyes are brilliant topaz that seem to glow with an inner light. Her flawless skin is light golden brown. Her hair is silvery white and normally braided into a single, wrist thick braid. She normally favors green and yellow clothing.

BACKGROUND
Amathia is the first born daughter of a very high-ranking noble family. Amathia fled her home on her fifteenth birthday, after her parents told her she was to wed an ally. Though her parents didn’t realize it, her ’betrothed’ was a very cruel and evil necromancer who had already duped several other nobles to part with their daughters and all of these daughters died under very unusual circumstances.

The authorities couldn’t pin anything on the necromancer and her parents were convinced he was innocent. Amathia felt otherwise and on the eve of her wedding she fled to the temple of Pelor. The priests were well aware of the man’s depraved actions and granted her sanctuary. Despite this, the necromancer sent outriders to bring her back, in irons if necessary.

Amathia foiled him, by swearing vows to Pelor. As his priest, both she and her family was protected. The priesthood smuggled her out, taking her far away from the city and her vengeful ex-suitor. Now at age 20, Amathia is a dedicated priestess of Pelor and ranger, wandering the wastes between cities, rarely staying in one place for long.

****

ANIMALS
LYNX
Animal Companion

Medium animal
Name: Auryn
Hit Dice: 60 (10d8)
Initiative: +4
Speed: 30ft.
Armor Class: 14 (+4 Dex), touch 14, flat-footed 10
Base Attack/Grapple: +0/+3
Attack: Bite +3
Full Attack: Bite 1d6+3
Face/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d3+1
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +12, Climb +11, Hide +8*, Jump +11, Listen +6, Move Silently +8, Spot +6
Feats: Alertness, Weapon Finesse
Tricks: Fighting. Guarding. Hunting. Performing

Share Spells (Ex): At her option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to her side before the duration expires.
Link (Ex): she can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. She gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Auryn snuck into a bar during a hail-storm as a small kitten, having been orphaned a week earlier when her parents fell to a poacher’s arrows. Sheltering in the barn was a very strange looking human, who smelled nice and friendly. The human dried her off, healed her many bruises and fed her. To her surprise, the human could communicate with her and she agreed to become Amathia’s pet and companion. Now an adult, Auryn is fiercely protective of her friend.
Auryn looks like a typical lynx.

MEDIUM WARHORSE
Name: Angeni

Hit Dice: 10d8 (70)
Initiative: +1
Speed: 60ft.
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +0/+3
Attack: Hoof 1d6 +3 x2, bite 1d4.
Full Attack: Hoof 1d6 +3 x2, bite 1d4.
Face/Reach: 10 ft./5 ft.
Special Attacks: ---
Special Qualities: low light vision, scent
Saves: Fort +5, Ref +3, Will +1
Abilities: Str 17, Dex 13, Con 16, Int 2, Wis 13, Cha 6
Skills: listen +4, spot +4.
Feats: endurance, run

PACK MULE
Name: Butterfly

Hit Dice: 5d8 (30)
Initiative: +1
Speed: 60ft.
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +0/+4
Attack: Bite +4 melee +1 ranged
Full Attack: Bite 1d6+4
Face/Reach: 10 ft./5 ft.
Special Attacks:
Special Qualities: low light vision, scent
Saves: Fort +3, Ref +1, Will +4
Abilities: Str 19, Dex 13, Con 17, Int 2, Wis 15, Cha 6
Skills: listen +6, spot +6

ARMS/ARMOR​

ELVEN CHAINMAIL OF AERDRIE FAENYA +3
This finely crafted elven-chain-mail can be worn under clothing without betraying it’s presence. It has been enchanted to gain a +3 bonus and has also been spelled so that it is lighter than normal. Amathia found this in a ruined elvish temple.
Armor/Shield Bonus: +8. Maximum Dex Bonus: +4. Armor Check Penalty: -2. Weight: 1 lbs Arcane Spell Failure Chance: 20%. Speed medium creatures: 30. Speed small creatures: 20.

Composite longbow Holy
A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of evil alignment. It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the holy power upon their ammunition.
This was a gift after helping a town slay some vampires.
Dmg (S) 1d6. Dmg (M) 1d8. Critical x3. Range 110 ft.. WGT: 3 lbs. TYPE Peircing


Scimitar Ghost Touch +3
A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creature’s 50% chance to avoid damage does not apply to attacks with ghost touch weapons.) The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder. Amathia found this scimitar and it’s twin in an abandoned castle riddled with ghosts and wraiths.
Dmg (S): 1d4 +3
Dmg (M): 1d6 +3
Critical: 18–20/x2
Weight: 4 lb.
Type: Slashing

Scimitar of disruption +3
A weapon of disruption is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. A weapon of disruption must be a bludgeoning weapon. Amathia found this scimitar and it’s twin in an abandoned castle riddled with ghosts and wraiths.
Strong conjuration; CL 14th; Craft Magic Arms and Armor, heal; Price +2 bonus.
Dmg (S): 1d4 +3
Dmg (M): 1d6 +3
Critical: 18–20/x2
Weight: 4 lb.
Type: Slashing

MAGICAL ITEMS
Bag of Holding 1,000 lbs, 250 cubic feet, weighs 35 pounds
Boots of woodland striding (from arms and equipment)
Cloak of shelter (from arms and equipment)
Everlasting feed-bag
Wand of cure moderate wounds (2)
Wand of neutralize poison (1)
Saddle of weather protection
Quiver of Elhonna

TREASURE
PP: 10. GP: 100. SP: 100. CP: 100
Silver holy symbol on a silver link necklace
5 diamonds worth 1000gp each
5 emeralds worth 1000gp each
5 wooden holy symbols

EQUIPMENT
01 lbs Percolator
01 lbs Pestle and mortar
01 lbs Folding saw
------ Snow goggles
01 lbs Sparker
01 lbs Sprayer
------- Signet ring
------- 5 vials of holy water
------- 5 vials of anti-toxin
01 lbs Crowbar
01 lbs 3 belt pouches
------- Inkpot, inkpen
01 lbs Diary
01 lbs Tolietry kit
01 lbs of soap
01 lbs Healers kit
04 lbs Grappling hook
20 lbs 60ft of elven rope
Climbing gear
Fishing tackle/pole
Mess kit
Cooking kit
2 bedrolls/blankets
2 winter bedrolls/blankets

08 lbs each 4 saddle bags
20 lbs Pack saddle
02 lbs 2 saddle blankets
02 lbs 2 horse blankets
1 lbs Grooming equipment

1 lbs of jerked buffalo meat
1 lbs of smoked beef
1 lbs of salted pork
1 lbs of oats (for oatmeal)
1 lbs of rice
1 lbs of chickpeas
1 lbs of barley
1 pint of safflower oil
1 pint of honey
1 lbs of sugar
1 lbs of various cheap herbs
1 lbs of pepper
1 lbs of salt
1 lbs of dried apples
1 lbs of dried cherries
1 lbs of dried mushrooms

3 sets of clerical vestments
3 sets of explorer outfits
3 sets of winter outfits
3 sets of noble outfits/complete with jewelry
 
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Some comments:

Mechanics:
----------
1. Impossibly good stats. This is a 82 point character, far beyond any normal character. And it's impossible to have 19 STR and 20 INT at level 10, you only get a total of 2 advances from your base 18's.

2. Aasimar's don't get the extra human feat.

3. Adding "Scribe scroll" and "Brew Potion" to the cleric as house rule makes an already very strong class even stronger. But YMMV.

4. You should have (6+4)*4+(6+4)*4+(2+4)*5 = 110 skills points if she started as a ranger, or (2+4)*4 + (2+4)*4 + (6+4)*5 = 98 if she started as a cleric. You got 120 skill point, maybe you added the human (only) skill points here as well ?

5. You need to specify Craft, e.g. Craft Alchemy or Weaponsmithing

6. You forgot some skill synergies. Handle animal gives you +2 on Ride, Knowledge dungeoneering/geography/nature/planes gives you +2 on Survival in some situations. Knowledge religion gives you +2 on turn checks. Finally Survival gives you a +5 on Knowledge Nature.

7. You got far too many languages, you only get Common + Homeland (Unther) + 4 for INT = 6. You've got 11 langauges.

8. Your animal companion is far more powerful than normal. A ranger is limited to these animal companions: badger, camel, dire rat, dog, riding dog, eagler, haek, horse, owl, pony, snaek or wolf. This functions as the animal companion of a druid, but you only count half you Ranger levels (in your case 2). Thus you are limited to the basic animals (another level of Ranger could give it more HD or another animal). Thus no 10 HD lynx, which BTW is tougher than a dire lion which only have 8 HD).

9. Similar arguments for your horse and mule. A light warhorse (with 60ft speed) only have 3 HD, the same with your mule. Your warhorse is tougher than a paladin's warhorse, it only has 8 HD at 10th level.

10. Your chainmail is impossibly light. A "normal" elven chain is 20 lbs, and even a mithral shirt is 10 lbs.

11. Your longbow must be a +1 Holy bow, you cannot add Holy without a basic +1 enhacement.

12. You have equipment for: Armor: 13.000 (+for abnormal weight), Longbow: 18.000, Scimitars: 32.000 + 50.000, Various: 42.000 (+ some special items). That is 155.000 GP. The Wealth tanle in the DMG (p.135) lists 66.000 as the normal limit for 11th level charachters. Thus you have 2.5 x the normal limit. And you cannot use your feats to make them cheaper, because you lach the necessary spells to make these items.

To sum it up, this is a charachter far more powerful than normal for her level. She got far better stats, better companions and more equipment. If she is to be used in a campaign she would totally overshadow any character made by the normal rules.

History:
-------

You've got a solid core here, but I lack an explanation of her Aasimar heritance. I would also like to see more why she is wandering, and how and when she became a ranger.

.Ziggy
 

i was using standard dice rolling. and she was just for fun. A dm once let me use her in a munchkin one-shot game a coupla years ago. (all of the other characters were similarly overpowered and the encounters were geared towards those characters)

and i'm planning on using the history in a more standard character eventually. ;)
 
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