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Ellada

Sample Character: Cleric

Jul 20th, 2024
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  1. Class: Cleric
  2. Race: Human
  3. Size: Medium
  4. Level: 1
  5. Speed: 30ft (20ft with Hide Armor)
  6.  
  7. Health: 9
  8. AC: 9 (14 with armor and shield)
  9. Base Attack: +0 (+0 melee/ -1 ranged)
  10. Initiative: -1
  11.  
  12. Strength: 11 (+0)
  13. Dexterity: 9 (-1)
  14. Constitution: 13 (+1)
  15. Wisdom: 15 (+2)
  16. Intelligence: 11 (+0)
  17. Charisma: 15 (+2)
  18.  
  19. Fortitude: +3
  20. Will: +4
  21. Reflex: -1
  22.  
  23. Skills: 4 ranks in Heal, Diplomacy
  24.  
  25. Abilities:
  26. >Turn undead (5/day, destroys undead or causes them to flee for 10 rounds, 1d20 +2 to determine the most powerful undead affected (see PH table 8-9), 2d6+3 for total number of hit die worth of undead affected)
  27. >Spontaneous Casting (can forfeit any prepared spell to instead cast a healing spell of the same level)
  28. >Servant of Christ (casts all spells in the Good and Healing domains as if the Cleric were 2nd level)
  29. >Blessing (1/day grant someone else a resistant bonus of +1 on next saving throw within next hour)
  30. >Extra Turning (can turn undead an additional 4/day)
  31. >Maximize spell (can select spell to treat die roll as maximum without rolling, but must use higher level spell slot)
  32.  
  33. Spells (3/day for level 0 spells, 2+1 /day for level 1; Domains are Good, Healing, Protection):
  34. >Domain Spells
  35. o Sanctuary (Prevents anyone from attacking for 2 rounds unless they make a Will save of DC 14)
  36. o Protection from Evil (+2 to AC and all saves for one person, demons cannot touch them, they cannot be mind controlled or
  37. possessed)
  38. >Prepared Spells
  39. o 0th level
  40. " Create Water (creates 2 gallons of water)
  41. " Purify Food and Drink
  42. " Virtue (gives someone else 1 temporary HP)
  43. o 1st level
  44. " Shield of Faith (gives +2 bonus to AC to creature touched)
  45. " Cause Fear (target 1 creature with less than 5 hit die; Will save of DC 13: failure causes them to flee for 1d4 rounds,
  46. success makes them lose a turn)
  47.  
  48. Equipment:
  49. Backpack, Waterskin, Rations (2 days), Bedroll, Sack, Flint and Steel, Crucifix, Torch (3), Fish hook, Fishing rod, Winter Blanket (2), Pot, Shovel, Oil, Wine (in second waterskin)
  50.  
  51. Heavy Mace (1d8 damage)
  52. Dagger (1d4 damage, 19-20 critical)
  53. Javelin (5 count, 1d6 damage, range 30ft)
  54.  
  55. Hide Armor (+3 AC, -3 Armor Check malus, -10ft speed reduction)
  56. Heavy Wooden Shield (+2 AC, -2 Armor Check malus)
  57.  
  58. Horse
  59.  
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