User:Askewnotion/PCs/Gren: Difference between revisions
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'''Quick links'''<br /> | '''Quick links'''<br /> | ||
- [[User:Askewnotion/PCs/Gren/Logsheet|Logsheet]] - <br /> | - [[User:Askewnotion/PCs/Gren/Logsheet|Logsheet]] - <br /> |
Latest revision as of 13:47, 15 March 2009
Cleric 1 (ECL 1)
Race: Human
Alignment: LN | Size: M
Patron Deity:
Abilities
Str 14 +2 |
Dex 11 +0 |
Con 14 +2 |
Int 10 +0 |
Wis 16 +3 |
Cha 17 +3
Defense
AC: 18 / Touch: 10, Flatfooted: 18
(+6 armor, +2 shield)
HP: 10 / HD: 1d8+2
Initiative: +0 / Speed: 20'
Fort: 4 / Reflex: 0 / Will: 5
Attacks
- Morningstar +2 / 1d8+2 / 20x2 / pb
- Light Crossbow +0 / 1d8 / 19-20x2 / p
- Touch +2 / Ranged Touch +0
Space/Reach: 5 ft./5 ft. Base Attack: +0
Feats
|
Skills
Languages: Common |
Special Abilities
Cleric
- Domains: Each domain gives your cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. Your cleric gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list (page 183), a cleric can prepare it only in his domain spell slot.
- Nobility: Once per day as a standard action, you can inspire allies, giving them a +2 morale bonus on saving throws, attack rolls and damage rolls, ability checks, and skill checks. Allies must be able to hear you speak for 1 round. This effect lasts for a number of rounds equal to your Charisma bonus (minimum 1 round).
- Travel: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability. Add Survival to your list of cleric class skills.
- Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
- Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures (such as skeletons, zombies, ghosts, and vampires) by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead, page 159).
A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures, forcing them to cower in awe of his power. If your character is a neutral cleric of a neutral deity, you must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once you make this choice, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above). Exceptions: All lawful neutral clerics of Wee Jas (goddess of death and magic) rebuke or command undead. All clerics of St. Cuthbert (god of retribution) and all nonevil clerics of Obad-Hai (god of nature) turn of destroy undead.
A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.