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User:Askewnotion/PCs/toee

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Cleric 4 / Marshal 1 (ECL 4)
Race: Human
Alignment: LN | Size: M
Patron Deity: St. Cuthbert
Abilities
Str 14 +2 | Dex 10 +0 | Con 14 +2 | Int 10 +0 | Wis 16 +3 | Cha 15 +2

Defense

AC: 20 / Touch: 10, Flatfooted: 20
(+8 armor, +2 shield)

HP: 38 / HD: 5d8+10

Initiative: +0 / Speed: 20'

Fort: 8 / Reflex: 1(3) / Will: 9

+2 on reflex saves from minor aura

Attacks

  • +1 Heavy Mace +6 / 1d8+3 / 20x2 / b
  • Battleaxe +5 / 1d8+2 / 20x3 / s and cold iron
  • Shield Slam +5/ 1d6+1 / 20x2 / p and silver
  • MW Composite Longbow [+2 str] +4 / 1d8+2 / 20x3 / p
  • Touch +4 / Ranged Touch +2

Space/Reach: 5 ft./5 ft. Base Attack: +3

Feats

  • H: Healing Devotion (CC, p59)
    Once per day, you can gain fast healing 1, +1 for every five character levels you possess (maximum fast healing 5 at 20th level). This effect lasts for 1 minute. You can activate this feat as an immediate action or, if you have a daily available, it automatically activates if you are reduced to 0 hit points or below (but not killed). As a full-round action, you can transfer this ability to a willing recipient as a touch spell. Doing so counts as one daily use of the ability. If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each daily turn or rebuke use you expend. [FH 2]
  • 1st: Augment Healing (CD, p79)
    Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you cast.
  • Mr1: Skill Focus: Diplomacy (PHB, p100)
    +3 bonus to diplomacy.
  • 3rd: Protection Devotion (cc, p61)
    Once per day as an immediate action, you can activate a protective aura. While it is active, you gain a +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to AC, as does every ally within 30 feet of you. This bonus increases by 1 for every four character levels you possess (maximum +7 at 20th level). This effect lasts for 1 minute. If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each three daily turn or rebuke uses you expend. [+3 sacred]

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.
    • Protection [+4]: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
    • Strength [+4]: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
  • 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) [5/day]: 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.

Marshal

  • Auras (Ex): The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 2nd level) one major aura at a time.

Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn.

Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.

Unless otherwise noted, a marshal’s aura affects all allies within 60 feet (including himself) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal’s language to gain the bonus.

A marshal’s aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.

All bonuses granted by a marshal’s auras are circumstance bonuses that do not stack with each other.

  • Minor Auras: A minor aura lets allies add the marshal’s Charisma bonus (+2) to certain rolls.
  • Watchful Eye: Bonus on Reflex saves.