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- Class: Cleric
- Race: Human
- Size: Medium
- Level: 1
- Speed: 30ft (20ft with Hide Armor)
- Health: 9
- AC: 9 (14 with armor and shield)
- Base Attack: +0 (+0 melee/ -1 ranged)
- Initiative: -1
- Strength: 11 (+0)
- Dexterity: 9 (-1)
- Constitution: 13 (+1)
- Wisdom: 15 (+2)
- Intelligence: 11 (+0)
- Charisma: 15 (+2)
- Fortitude: +3
- Will: +4
- Reflex: -1
- Skills: 4 ranks in Heal, Diplomacy
- Abilities:
- >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)
- >Spontaneous Casting (can forfeit any prepared spell to instead cast a healing spell of the same level)
- >Servant of Christ (casts all spells in the Good and Healing domains as if the Cleric were 2nd level)
- >Blessing (1/day grant someone else a resistant bonus of +1 on next saving throw within next hour)
- >Extra Turning (can turn undead an additional 4/day)
- >Maximize spell (can select spell to treat die roll as maximum without rolling, but must use higher level spell slot)
- Spells (3/day for level 0 spells, 2+1 /day for level 1; Domains are Good, Healing, Protection):
- >Domain Spells
- o Sanctuary (Prevents anyone from attacking for 2 rounds unless they make a Will save of DC 14)
- o Protection from Evil (+2 to AC and all saves for one person, demons cannot touch them, they cannot be mind controlled or
- possessed)
- >Prepared Spells
- o 0th level
- " Create Water (creates 2 gallons of water)
- " Purify Food and Drink
- " Virtue (gives someone else 1 temporary HP)
- o 1st level
- " Shield of Faith (gives +2 bonus to AC to creature touched)
- " Cause Fear (target 1 creature with less than 5 hit die; Will save of DC 13: failure causes them to flee for 1d4 rounds,
- success makes them lose a turn)
- Equipment:
- 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)
- Heavy Mace (1d8 damage)
- Dagger (1d4 damage, 19-20 critical)
- Javelin (5 count, 1d6 damage, range 30ft)
- Hide Armor (+3 AC, -3 Armor Check malus, -10ft speed reduction)
- Heavy Wooden Shield (+2 AC, -2 Armor Check malus)
- Horse
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