Palladium / Cleric of Ilmater 3 / Church Inquisitor 3
Medium Sized Half-Elf Male (Humanoid)/Neutral Good
Hit Dice: 2d8 + 3d8 + 8 + 6 (34 hp)
Initiative: -1 (-1 Dex)
Speed: 30' (30' base, 20’ in heavy armour, triple speed if running)
AC: 17 (base 10, -1 Dex, +1 natural AC, +5 armour, +2 shield)
Base Attack Bonus: +4 (+4 base)
Base Grapple: +4 (+4 base)
Attacks: Masterwork Heavy Mace +5 (+4 base, +1 masterwork)
Damage: Masterwork Heavy Mace 1d8
Face/Reach: 5' x 5'/5'
Medium Sized Half-Elf Male (Humanoid)/Neutral Good
Hit Dice: 2d8 + 3d8 + 8 + 6 (34 hp)
Initiative: -1 (-1 Dex)
Speed: 30' (30' base, 20’ in heavy armour, triple speed if running)
AC: 17 (base 10, -1 Dex, +1 natural AC, +5 armour, +2 shield)
Base Attack Bonus: +4 (+4 base)
Base Grapple: +4 (+4 base)
Attacks: Masterwork Heavy Mace +5 (+4 base, +1 masterwork)
Damage: Masterwork Heavy Mace 1d8
Face/Reach: 5' x 5'/5'
Special Attacks: Divine Spells, Domain Spells (Suffering, Good, Inquisition), Pain Touch 1/day ( -2 Str & Dex for 1 min on melee touch)
Special Qualities: Racial Traits (Immunity to magic sleep effects, +2 to saves vs. enchantment spells or effects, +1 racial bonus to Listen, Search and Spot checks, find secret doors, Low-light vision), Cast Good spells as one level higher, + 4 on all dispel checks, Turn undead 12/day, Good Aura
Base Saves: Fort +4, Reflex +2, Will +6
Total Saves: Fort +5 (+1 Con), Reflex +1 (-1 Dex), Will +10 (+4 Wis)
Strength: 10 (+0)
Dexterity: 8 (-1)
Constitution: 12 (+1)
Intelligence: 14 (+2)
Wisdom: 19 (+4)
Charisma: 16 (+3)
Skills: Concentration +10 (9 ranks, 1 Con) , Knowledge (Arcana) +4 (2 ranks, 2 Int), Knowledge (Religion) +8 (6 ranks, 2 Int), Spellcraft +8 (6 ranks, 2 Int), Heal +8 (4 ranks, 4 Wis), Sense Motive +8 (4 ranks, 4 Wis), Gather Information +5 (2 ranks, 3 Cha), Spot +10 (5 ranks, 4 Wis, 1 racial), Search +7 (4 ranks, 2 Int, 1 racial)
Feats:
Special Qualities: Racial Traits (Immunity to magic sleep effects, +2 to saves vs. enchantment spells or effects, +1 racial bonus to Listen, Search and Spot checks, find secret doors, Low-light vision), Cast Good spells as one level higher, + 4 on all dispel checks, Turn undead 12/day, Good Aura
Base Saves: Fort +4, Reflex +2, Will +6
Total Saves: Fort +5 (+1 Con), Reflex +1 (-1 Dex), Will +10 (+4 Wis)
Strength: 10 (+0)
Dexterity: 8 (-1)
Constitution: 12 (+1)
Intelligence: 14 (+2)
Wisdom: 19 (+4)
Charisma: 16 (+3)
Skills: Concentration +10 (9 ranks, 1 Con) , Knowledge (Arcana) +4 (2 ranks, 2 Int), Knowledge (Religion) +8 (6 ranks, 2 Int), Spellcraft +8 (6 ranks, 2 Int), Heal +8 (4 ranks, 4 Wis), Sense Motive +8 (4 ranks, 4 Wis), Gather Information +5 (2 ranks, 3 Cha), Spot +10 (5 ranks, 4 Wis, 1 racial), Search +7 (4 ranks, 2 Int, 1 racial)
Feats:
1st : Extra Turning
3rd : Quicken Feat
6th : Divine Metamagic (Quicken)
Possessions (magic items are italicized):
Healing belt [standard] (750gp) +2 to Heal checks, 3/day heal 2d8,
Reliquary Holy Symbol (1k gp) +2 Turning/day,
Inquisitor Bracers [swift] (1.5k gp) 3/day CMW on melee attack,
Mithralmist Shirt [swift] (3460gp) 7/day concealment for 1 min , mithral shirt +1,
Rod of Frost [standard] (1.4k gp) 3/day 30ft line of frost (2d6 frost dmg, reflex DC14 half dmg),
Ephod of Authority (800 gp) +1 Cleric lvl while turning
Darkwood Shield (257gp) No armour check penalty
Acrobat Boots [swift] (900gp) +2 Tumble checks, 3/day to increase land speed,
Masterwork heavy mace (312gp) +1 to attack rolls,
Ring of Mystic Healing [swift] (3.5k gp) +1 Caster lvl when casting Cure spells, 3/day Add 2d6 to cure spell,
Adventuring sundries (100 g)
Gold and Treasure: 21 gp
Powers:
Divine Caster Level: 6th, +1 for Good spells
Spells Prepared: DC 14 + Spell level
0th (5) - Create Water ( ), Cure Minor Wounds ( ), Detect Magic ( ), Detect Poison ( ), Guidance ( ), Inflict Minor Wounds ( ), Light ( ), Mending ( ), Purify Food and Drink ( ), Read Magic: ( ), Resistance ( ), Virtue ( )
1st (3 + 1 + D) - Bane ( ), Bless ( ), Bless Water M ( ), Cause Fear ( ), Command ( ), Comprehend Languages ( ), Cure Light Wounds ( ), Curse Water M ( ), Deathwatch ( ), Detect Chaos/Evil/Good/Law ( ), Detect Undead ( ), Divine Favor ( ), Doom ( ), Endure Elements ( ), Entropic Shield ( ), Hide from Undead ( ), Inflict Light Wounds ( ), Magic Stone ( ), Magic Weapon ( ), Obscuring Mist ( ), Protection from Chaos/Evil/Good/Law ( ), Remove Fear ( ), Sanctuary ( ), Shield of Faith ( ), Summon Monster I ( ), Nimbus of Light* ( )Lesser Vigor* ( ), Impede# ( )
2nd (3 + 1 + D) - Aid ( ), Align Weapon ( ), Augury M F ( ), Bear’s Endurance ( ), Bull’s Strength ( ), Calm Emotions ( ), Consecrate M ( ), Cure Moderate Wounds ( ), Darkness ( ), Death Knell ( ), Delay Poison ( ), Desecrate M ( ), Eagle’s Splendor ( ), Enthrall ( ), Find Traps ( ), Gentle Repose ( ), Hold Person ( ), Inflict Moderate Wounds ( ), Make Whole ( ), Owl’s Wisdom ( ), Remove Paralysis ( ), Resist Energy ( ), Restoration, Lesser ( ), Shatter ( ), Shield Other F ( ), Silence ( ), Sound Burst ( ), Spiritual Weapon ( ), Status ( ), Summon Monster II ( ), Undetectable Alignment ( ), Zone of Truth ( ), Curse of Ill Fortune* ( ), Deific Vengeance* ( ) , Benediction others# ( ), Bewildering Substitution# ( ), Conduit of Life# ( ), Divine Presence# ( ), Turn Anathema# ( ), Quick March* ( )
3rd (2 + 1 + D) - Animate Dead M ( ), Bestow Curse ( ), Blindness/Deafness ( ), Contagion ( ), Continual Flame M ( ), Create Food and Water ( ), Cure Serious Wounds ( ), Daylight ( ), Deeper Darkness ( ), Dispel Magic ( ), Glyph of Warding M ( ), Helping Hand ( ), Inflict Serious Wounds ( ), Invisibility Purge ( ), Locate Object ( ), Magic Circle against Chaos/Evil/Good/Law ( ), Magic Vestment ( ), Meld into Stone ( ), Obscure Object ( ), Prayer ( ), Protection from Energy ( ), Remove Blindness/Deafness ( ), Remove Curse ( ), Remove Disease ( ), Searing Light ( ), Speak with Dead ( ), Stone Shape ( ), Summon Monster III ( ), Water Breathing ( ), Water Walk ( ), Wind Wall ( ), Chain of Eye* ( ), Telepathic Bond, Lessser* ( ), Vigor* ( ), Vigor, Mass Lesser* ( ), Visage of the Deity, Lesser* ( )
Domain Spells:
Suffering domain
Granted Powers: You may use pain touch as a spell-like ability once per day. To deliver a pain touch, you must succeed on a melee touch attack against a living creature (using the rules for touch spells). If you hit, your touch bestows a -2 penalty to Strength and Dexterity on the target for 1 minute. Creatures that are immune to critical hits are also immune to this effect.Suffering Domain Spells
1 Bane: Enemies take -1 on attack rolls and saves against fear.
2 Bear's Endurance: Subject gains +4 to Con for 1 min./level.
3 Bestow Curse: Subject takes a -6 penalty to an ability score; -4 penalty on attack rolls, saves, and checks; or 50% chance of losing each action.
Good domain
Granted Powers: You cast good spells at +1 caster level.Good Domain Spells
1 Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2 Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
Inquisition Domain
Granted Powers: Gain +4 bonus on all dispel checks 1 Detect Chaos: Reveals chaotic creatures, spells, or objects.
3 Detect Thoughts: Allows "listening" to surface thoughts.
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