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| <big>''I hear whispers, most of which come from a god that only I know about and worship.''</big> | | <big>''I hear whispers, most of which come from a god that only I know about and worship.''</big> |
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| {{13thIcon|GreatWyrm|25}} (Positive) | {{13thIcon|GreatWyrm|25}} (Positive) | {{13thIcon|TheThree|25}}(Negative) | {{13thIcon|Archmage|25}}(Complicated) | | {{13thIcon|Crusader|25}} (Complicated) | {{13thIcon|Diabolist|25}} (Positive) | {{13thIcon|Priestess|25}}(Complicated) |
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| Cleric {{#vardefine:level|3}}{{#var:level}}<br> | | Cleric {{#vardefine:level|3}}{{#var:level}}<br> |
Revision as of 11:01, 25 May 2019
Brooks
I hear whispers, most of which come from a god that only I know about and worship.
File:Icon-Crusader.svg (Complicated) | File:Icon-Diabolist.svg (Positive) | File:Icon-Priestess.svg(Complicated)
Cleric 3
Drow Male
Abilities Str 16 3 | Dex 10 0 | Con 14 2 | Int 10 0 | Wis 16 3 | Cha 12 1
Initiative: 3 (Dex + Level)
- Cruel [15 ongoing] (Racial Power)
- Once per battle, deal ongoing damage to a target you hit with a natural even attack roll as a free action. The ongoing damage equals 5 times your level. As usual, a normal save (11+) ends the damage. A critical hit doesn’t double this ongoing damage.
Defense
HP: 45 ([7+Con]*5) Staggered: 22
Recoveries: 8 (3d8[13]+Con[2]), 15 average
AC: 19/20 (10 + middle mod of Con/Dex/Wis [2/0/3] + Level) [20 with shield]
Physical Defense: 17 (11 + middle mod of Str/Con/Dex [3/2/0] + Level +1[cloak])
Mental Defense: 15 (11 + middle mod of Int/Wis/Cha [0/3/1] + Level)
Disengage: +0
Basic Attacks
Melee Attack
The Goddess Scorned (+1 scimitar) At-Will Effect: Attacker takes lower of the d6's Target: One enemy Attack: +6 vs. AC Hit: 3d8 + 2d6+ 3 holy damage Miss: 2d6 + 3 holy damage
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Melee Attack
Khopesh At-Will Target: One enemy Attack: +6 vs. AC Hit: 3d6 + 3 holy damage Miss: 3 holy damage
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Melee Attack
Dagger At-Will Target: One enemy Attack: +6 vs. AC Hit: 3d4 + 3 holy damage Miss: 3 holy damage
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Ranged Attack
Dagger At-Will Target: One nearby enemy Attack: +3 vs. AC Hit: 3d4 + 0 holy damage Miss: —
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Class Features
Ritual Magic
You can cast any spells you know as rituals.
Spell Types
There are certain abilities specific to the cleric that can affect their powers:
- Cast for power and cast for broad effect: The spell can be used one of two ways—either as a more powerful effect on one target (power) or as a weaker effect on multiple targets (broad). Spells cast for power cannot target the caster. Spells cast for broad effect can.
- Free recovery: The cleric can recover hit points as if they were using a recovery (without actually spending the recovery).
- Heal using a recovery: The character targeted with a healing effect uses one of their recoveries and rolls their own recovery dice.
- Invocation: A quick action that offers advantages in battle. It can be made once a day. More than one cleric in a party cannot use the same invocation during a battle.
Heal
Heal
Close-Quarters Spell Quick action to cast (1/round) Effect: The target can heal using a recovery and gains an additional +6 HP Target: You or one ally you are next to Special: You can use this spell twice per battle
Class Talents
Domain: Healing
When you cast a spell that lets you or an ally heal using a recovery, the target also adds hit points equal to double your level to the recovery.
Invocation of Healing
This battle, you gain an additional use of the heal spell (see Class Features, left). The first heal spell you cast after using this invocation allows the target to heal using a free recovery instead of spending a recovery.
Domain: Anti-Undead
Every attack you make deals holy damage instead of other types of damage unless you choose otherwise for a specific attack.
Invocation of Anti-Undead
When you cast a daily cleric spell this battle, roll a d6. If you roll less than or equal to the escalation die, you regain the use of that daily spell after the battle.
Domain: War
Once per turn when you make a melee attack against an enemy, hit or miss, your allies gain a +1 attack bonus against that enemy until the start of your next turn.
Invocation of War
Increase the escalation die by 1.
Feats
Domain Anti-Undead (Talent): Adventurer
If your attack already deals holy damage, it gains the following bonus damage—adventurer tier: +1 damage; champion tier: +2 damage; epic tier: +3 damage.
Domain War (Talent): Adventurer
The attack no longer has to be a melee attack, close and ranged attacks also work.
Turn Undead (Spell): Adventurer
You can expend your daily use of Turn Undead to gain an additional use of Heal in one battle.
Spells
At-Will
Combat Boon
Close-quarters Spell At will Effect: Make a basic melee attack. If the attack hits, you or one conscious nearby ally can roll a save against a save ends effect. Target: One engaged enemy
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Javelin of Faith
Ranged Spell At will Effect: Make a basic melee attack. If the attack hits, you or one conscious nearby ally can roll a save against a save ends effect. Target: One nearby enemy Attack: +6 vs. PD Hit: 3d6 + 4 holy damage Miss: 3 holy damage
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Once Per Battle
Spirit of the Righteous
Ranged Spell 1/battle Target: One nearby enemy Attack: +6 vs. MD Hit: 4d6 + 4 holy damage, and your nearby ally with the fewest hit points gains a +4 bonus to AC until the end of your next turn. Miss: Your nearby ally with the fewest hit points gains a +2 bonus to AC until the end of your next turn.
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Daily
Judgement
Ranged Spell Daily Target: All nearby staggered enemies Attack: +6 vs. MD Hit: 5d10 + 4 holy damage Miss: 3 holy damage
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Turn Undead
Close-quarters Spell Daily Target: 1d4 nearby undead creatures with 55 HP of fewer Attack: +7 vs. MD Hit: Hit by 12+ or Natural 20: Against non-mooks, the target is destroyed. Against mooks, deal 4d20 x 3 + 1 holy damage. Hit by 8+: Against non-mooks, holy damage equal to half the target’s maximum hit points +1, and the target is dazed (save ends). Against mooks, deal 4d10 x 3 + 1 holy damage. Hit by 4+: 1d10 x 3 + 1 holy damage, and the target is dazed until end of your next turn. Hit: The target is dazed until end of your next turn.
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Backgrounds
Statistic
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Bonus
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STR
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+6
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CON
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+5
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DEX
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+3
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INT
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+3
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WIS
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+6
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CHA
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+4
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- Doe's Eyes +1
- Background history
- I Hear Whispers +4
- Background history
- "Master" Appraiser +1
- Background history
- Shadowy Figure +2
- Background history
Possessions
0
Typical Arms
True Magic Items
- Heavy Armor of Poison Protection
- Body. '
- Resist Poison 16+
- Heavy armor composed of black dragon scales
- Jeweled Glove
- Hands. Alternately paranoid that people are looking too closely at your precious jeweled glove and upset that people aren’t paying enough attention to your amazing jeweled glove.
- Recharge: 6+
- When you cast a divine spell, allow one nearby ally to roll a save against one ongoing save ends effect as a free action.
- A long cloak lined with black raven feathers with a midnight blue interior
- The Goddess Scorned
- Weapon (Scimitar). Prone to self-sacrificing behavior
- +1 attack and damage
- When you hit or miss with the weapon, roll 2d6. You opponent takes that much damage, and you take damage equal to the smallest roll of the two dice.
- A scimitar adorned with barbed spikes and an unusual silver color.
Consumables
- Adventurers Healing Potion ×1
- Use on self or other as a standard action
- Spend a recovery and heal an additional 1d8 HP
- Maximum healing of 30 HP
Gear
- Woolen Blanket (+1 saves vs cold)
- Prayer Book
- Poor quality pipe
- Pipeweed ×43
- Large Tabby Cate
Story Bonuses
- Dreamscape Master
- When in a dream, all spells become quick actions. You may only cast the same spell once per round.
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