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- Neutral Good
- Dwarven Cleric
- Goddess: Sarenrae (NG) Goddess of the sun, redemption, honesty, healing. Domains: Fire, glory, good, healing, sun. Favored weapon: scimitar
- str - 12 - 12 (+1)
- dex - 7 - 07 (-2)
- con - 11+2 - 13 (+1)
- int - 12 - 12 (+1)
- wis - 18+2 - 20 (+5)
- cha - 12-2 - 10 (+0)
- 0
- Domains: Fire, Healing
- Fire:
- 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.
- Fire resistance (Ex) - Starting at 6th level, fire resist 10. Increases to 20 at 12th level and immunity at 20th.
- Healing:
- 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.
- 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.
- Hit die: d8
- BAB = 0 + 1
- Fort - 2 + 1 = +3
- Ref - 0 - 2 = -2
- Will - 2 + 5 = +7
- Racial traits:
- Hardy - +2 racial bonus on svaing throws vs. poison, spells, and spell-like abilities.
- Slow and Steady - Base speed not modified by encumberment or armor.
- Darkvision - 60ft.
- Defensive Training - +4 dodge AC vs. giants.
- Greed - +2 racial bonus on appraise checks made to determine the price of nonmagical goods containing precious metals or gemstones.
- Hatred - +1 on attacks vs. humanoid (orc)and humanaoid (goblin) type foes.
- Stability - +4 racial bonus to CMD vs. bullrushes and trip attempts while standing on the ground.
- Stonecunning - +2 on perception checks to notice unusual stonework such as traps or hidden doors. Automatic checks when passing within 10 feet.
- Weapon familiarity - Battleaxes, heavy picks, warhammers, and any "dwarven" named weapon is treated as a martial weapon.
- Class features:
- Simple weapons proficiency
- Light+Medium armor proficiency
- Shield proficiency
- Scimitar proficiency
- Good aura
- 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.
- Languages - Common, Dwarven, Celestial
- Skills: 2+int mod (3)
- Ranks - ability mod - misc. - total
- Appraise - 0 + 1 (int) + 1* = +1 (+2)
- Craft - 0 + 1 (int) + = +1
- Diplomacy - 0 + 0 (cha) + = +0
- Heal - 1 + 5 (wis) + = +6
- Knowledge (Arcana) - 1 + 1 (int) + = +2
- Knowledge (History) - 0 + 1 (int) + = +1
- Knowledge (nobility) - 0 + 1 (int) + = +1
- Knowledge (planes) - 1 + 1 (int) + = +2
- Knowledge (religion) - 0 + 1 (int) + = +1
- Linguistics - 0 + 1 (int) + = +1
- Profession - 0 + 5 (wis) + = +5
- Sense Motive - 0 + 5 (wis) + = +5
- Spellcraft - 0 + 1 (int) + = +1
- Spells per day:
- Bonus spells - Normal spells - domain spells
- 0th - 0 + 3
- 1st - 2 + 1 + 1
- 2nd - 1 + x
- 3rd - 1 + x
- 4th - 1 + x
- 5th - 1 + x
- 6th - 0 + x
- 7th - 0 + x
- 8th - 0 + x
- 9th - 0 + x
- Domain spells:
- Fire:
- 1st - Burning hands
- 2nd - Produce flame
- 3rd - Fireball
- 4th - Wall of fire
- 5th - Fire shield
- 6th - Fire seeds
- 7th - Elemental body IV (fire only)
- 8th - Incendiary cloud
- 9th - Elemental swarm (fire spell only)
- Healing:
- 1st - Cure light wounds
- 2nd - Cure moderate wounds
- 3rd - Cure serious wounds
- 4th - Cure critical wounds
- 5th - Breath of life
- 6th - Heal
- 7th - Regenerate
- 8th - Mass cure critical wounds
- 9th - Mass heal
- Spells:
- 0th - Bleed, Create water, Detect magic, Detect poison, Guidance, Light, Mending, Purify food & drink, Read magic, Resistance, Stabilize, Virtue
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 9th - Astral projection, Energy drain, Etheralness, Gate, Heal (mass), Implosion, Miracle, Storm of vengeance, Summon monster IX, True ressurection
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