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Onyx3173

NG Dwarven Cleric

Jul 30th, 2012
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  1. Neutral Good
  2. Dwarven Cleric
  3. Goddess: Sarenrae (NG) Goddess of the sun, redemption, honesty, healing. Domains: Fire, glory, good, healing, sun. Favored weapon: scimitar
  4.  
  5. str - 12 - 12 (+1)
  6. dex - 7 - 07 (-2)
  7. con - 11+2 - 13 (+1)
  8. int - 12 - 12 (+1)
  9. wis - 18+2 - 20 (+5)
  10. cha - 12-2 - 10 (+0)
  11.  
  12. 0
  13.  
  14. Domains: Fire, Healing
  15.  
  16. Fire:
  17. Fire Bolt (Sp) - Standard action. Scorching bolt of divine fire from outstretched hand. Single foe within 30ft, ranged touch attack. 1d6 points of fire damage +1 point per two cleric levels. 3+wis mod per day.
  18. Fire resistance (Ex) - Starting at 6th level, fire resist 10. Increases to 20 at 12th level and immunity at 20th.
  19.  
  20. Healing:
  21. Rebuke Death (Sp) - Touch a living creature at negative HP as a standard action. Heals 1d4 +1 point per two cleric levels of damage. 3+wis mod per day.
  22. Healer's Blessing (Su) - Starting at 6th level, all cure spells are treated as if they were empowered, increasing the amount healed by half (50%). Does not apply to damage dealt to undead with cure spells. Does not stack with Empower Magic.
  23.  
  24.  
  25. Hit die: d8
  26.  
  27. BAB = 0 + 1
  28.  
  29. Fort - 2 + 1 = +3
  30. Ref - 0 - 2 = -2
  31. Will - 2 + 5 = +7
  32.  
  33. Racial traits:
  34. Hardy - +2 racial bonus on svaing throws vs. poison, spells, and spell-like abilities.
  35. Slow and Steady - Base speed not modified by encumberment or armor.
  36. Darkvision - 60ft.
  37. Defensive Training - +4 dodge AC vs. giants.
  38. Greed - +2 racial bonus on appraise checks made to determine the price of nonmagical goods containing precious metals or gemstones.
  39. Hatred - +1 on attacks vs. humanoid (orc)and humanaoid (goblin) type foes.
  40. Stability - +4 racial bonus to CMD vs. bullrushes and trip attempts while standing on the ground.
  41. Stonecunning - +2 on perception checks to notice unusual stonework such as traps or hidden doors. Automatic checks when passing within 10 feet.
  42. Weapon familiarity - Battleaxes, heavy picks, warhammers, and any "dwarven" named weapon is treated as a martial weapon.
  43.  
  44. Class features:
  45. Simple weapons proficiency
  46. Light+Medium armor proficiency
  47. Shield proficiency
  48. Scimitar proficiency
  49. Good aura
  50. Channel energy (positive) - 30ft burst, heals 1d6+1d6 per two cleric levels beyond first, deals damage to undead. Will save for half damage. (DC = 10+1/2 cleric level + cha mod.) 3+cha mod. times per day. Grants spontaneous healing spells.
  51.  
  52. Languages - Common, Dwarven, Celestial
  53.  
  54. Skills: 2+int mod (3)
  55. Ranks - ability mod - misc. - total
  56. Appraise - 0 + 1 (int) + 1* = +1 (+2)
  57. Craft - 0 + 1 (int) + = +1
  58. Diplomacy - 0 + 0 (cha) + = +0
  59. Heal - 1 + 5 (wis) + = +6
  60. Knowledge (Arcana) - 1 + 1 (int) + = +2
  61. Knowledge (History) - 0 + 1 (int) + = +1
  62. Knowledge (nobility) - 0 + 1 (int) + = +1
  63. Knowledge (planes) - 1 + 1 (int) + = +2
  64. Knowledge (religion) - 0 + 1 (int) + = +1
  65. Linguistics - 0 + 1 (int) + = +1
  66. Profession - 0 + 5 (wis) + = +5
  67. Sense Motive - 0 + 5 (wis) + = +5
  68. Spellcraft - 0 + 1 (int) + = +1
  69.  
  70. Spells per day:
  71. Bonus spells - Normal spells - domain spells
  72.  
  73. 0th - 0 + 3
  74. 1st - 2 + 1 + 1
  75. 2nd - 1 + x
  76. 3rd - 1 + x
  77. 4th - 1 + x
  78. 5th - 1 + x
  79. 6th - 0 + x
  80. 7th - 0 + x
  81. 8th - 0 + x
  82. 9th - 0 + x
  83.  
  84. Domain spells:
  85. Fire:
  86. 1st - Burning hands
  87. 2nd - Produce flame
  88. 3rd - Fireball
  89. 4th - Wall of fire
  90. 5th - Fire shield
  91. 6th - Fire seeds
  92. 7th - Elemental body IV (fire only)
  93. 8th - Incendiary cloud
  94. 9th - Elemental swarm (fire spell only)
  95.  
  96. Healing:
  97. 1st - Cure light wounds
  98. 2nd - Cure moderate wounds
  99. 3rd - Cure serious wounds
  100. 4th - Cure critical wounds
  101. 5th - Breath of life
  102. 6th - Heal
  103. 7th - Regenerate
  104. 8th - Mass cure critical wounds
  105. 9th - Mass heal
  106.  
  107. Spells:
  108. 0th - Bleed, Create water, Detect magic, Detect poison, Guidance, Light, Mending, Purify food & drink, Read magic, Resistance, Stabilize, Virtue
  109.  
  110. 1st - Bless, Bless water, Comprehend languages, Cure light wounds, Deathwatch, Detect chaos/evil/good/law, Detect undead, Divine favor, Endure elements, Entropic shield, Hide from undead, Magic stone, Magic weapon, Obscuring mist, Protection from chaos, Protection from evil,Protection from law, Remove fear, Sanctuary, Shield of faith, Summon monster I
  111.  
  112. 2nd - Aid, Align weapon, Augury, Bear's endurance, Bull's strength, Calm emotions, Consecrate, Cure moderate wounds, Darkness, Delay poison,Eagle's splendor, Enthrall, Find traps, Gentle repose, Hold person, Make whole, Owl's wisdom, Remove paralysis, Resist energy, Restoration (lesser), Shatter, Shield other, Silence, Sound burst, Spritual weapon, Status, Summon monster II, Undetectable alignment, Zone of truth
  113.  
  114. 3rd - Continual flame, Create food & water, Cure serious wounds, Daylight, Deeper darkness, Dispel magic, Glyph of warding, Helping hand, Invisibility purge, Locate object, Magic circle against chaos/evil/law, Magic vestment, Meld into stone, Obscure object, Prayer, Protection from energy, Remove blindness/deafness, Remove curse, Remove disease, Searing light, Speak with dead, Stone shape, Summon monster III, Water breathing, Water walk, Wind wall
  115.  
  116. 4th - Air walk, Control water, Cure critical wounds, Death ward, Dimensional anchor, Discern lies, Dismissal, Divination, Divine power, Freedom of movement, Holy smite, Imbue with spell ability, Magic weapon, greater, Neutralize poison, Planar ally (lesser), Repel vermin, Restoration, Sending, Spell immunity, Summon monster IV, Tongues
  117.  
  118. 5th - Atonement, Break enchantment, Breath of life, Command (greater), Commune, Cure light wounds, mass, Dispel chaos/evil/law, Disrupting weapon, Flame strike, Hallow, Mark of justice, Plane shift, Raise dead, Righteous might, Scrying, Spell resistance, Summon monster V, Symbol of sleep, True seeing, Wall of stone
  119.  
  120. 6th - Animate objects, Banishment, Bear's endurance (mass), Blade barrier, Bull's strength (mass), Cure moderate wounds (mass), Dispel magic (greater), Eagle's splendor (mass), Find the path, Forbiddance, Geas/quest, Glyph of warding (greater), Heal, Heroe's feast, Owl's wisdom (mass), Planar ally, Summon monster VI, Symbol of fear, Symbol of persuasion, Undeath to death, Wind walk, Word of recall
  121.  
  122. 7th - Control weather, Cure serious wounds (mass), Ethereal jaunt, Holy word, Refuge, Regenerate, Repulsion, Restoration (greater), Ressurection, Scrying (greater), Summon monster VII, Symbol of stunning, Symbol of weakness
  123.  
  124. 8th - Antimagic field, Cure critical wounds (mass), Dimensional lock, Discern location, Earthquake, Fire storm, Holy aura, Planar ally (greater), Spell immunity, greater, Summon monster VIII
  125.  
  126. 9th - Astral projection, Energy drain, Etheralness, Gate, Heal (mass), Implosion, Miracle, Storm of vengeance, Summon monster IX, True ressurection
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