Asharak the Storm-Touched

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Asharak the Storm-Touched: Character in the Shackled City campaign at Play by Web.

Character[edit]

  • Asharak the Storm-Touched
  • Chaotic Good Male Human Cleric 5/Stormlord 10
  • Experience:

Abilities[edit]

Ability Score Modifier
Strength 16 +3
Dexterity 14 +2
Constitution 16 +3
Intelligence 8 -1
Wisdom 26 +8
Charisma 15 +2

Combat[edit]

  • Hit points: 124
  • Initiative: +1
  • Speed: 30 ft (run x4)
  • AC 29 (+11 armor, +5 shield, +1 dex, +2 deflection), touch 13, flat-footed 28 AC
  • Fort +17, Ref +6, Will +19

Base Attack Bonus/Grapple: +10/+13

Melee[edit]

  • +1 Longspear: +16/+11 Two-handed Melee (1d8+6+1d6 Electricity)
  • +1 Shortspear: +15/+9 One-handed Melee (1d6+4+1d6 Electricity)


Ranged[edit]

  • Javelin: +14/+9 One-handed Ranged (1d6+6+1d6 Electricity;20/x2)

Skills[edit]

Skill Ranks Ability Modifier Misc Total
Concentration 8 Con +4 0 +12
Intimidate 8 Chr +2 0 +10
Knowledge(religion) 10 Int -1 0 +9
Survival 8 Wis +7 0 +15

Languages: Common

Feats[edit]

  • Endurance (1st Level)
  • Great Fortitude (1st Level bonus)
  • Martial Weapon Proficiency: Longspear (1st level bonus)
  • Weapon Focus: Longspear (1st level bonus)
  • Domain Spontaneity: War (3rd Level, CD 80)
  • Air Devotion (6th Level, CC 54).
  • Short Haft (9th level, PH2 82)
  • Touch of Healing (12th level, CC62)
  • Quicken Spell (15th level)

Class Features[edit]

  • Spontaneous Casting: Can spontaneously cast Cure spells, by sacrificing a pre-prepared spell of equal or higher level.
  • Restricted Spells: cannot cast Lawful or Evil spells.
  • Turn Undead(Su): Can turn undead 5 times per day. A turning check is made on 1d20+4; turning damage is equal to 2d6+7 on a successful check.
  • Enhanced Javelins: Any javelin thrown by you counts as a +3 magic weapon.
  • Electricity Resistance(Ex): You are immune to Electricty damage.
  • Shock Weapon(Su): Any spear or javelin used by you is treated as a shock weapon. The weapon loses this ability one round after leaving your hand.
  • Storm Walk(Ex): You and your mount can walk or ride through storms (natural or magical) at your regular movement rate, completely unaffected by high winds (including gust of wind), pounding precipitation or waves, objects driven by the wind (which always seem to miss you), great claps of thunder, natural bolts of lightning, or any other natural symptom of Talos's fury.
  • Thundering Weapon(Su): Any spear or javelin you use is treated as a thundering weapon. The weapon loses this ability 1 round after leaving your hand. Its effects stack with the shock weapon ability.
  • Storm Ride(Sp): You gain the ability to fly during any storm as if using the fly spell. Adverse wind conditions do not affect you.
  • Shocking Burst Weapon(Su): Any spear or javelin you use is treated as a shocking burst weapon. The weapon loses this ability 1 round after leaving your hand. Its effects stack with your thundering weapon ability.
  • Storm of Elemental Fury (Sp) : Once per day, you can cast "Storm of Elemental Fury (CD: 182)" as if you were a 17th-level cleric.

Spells[edit]

  • 0 Level (6)
  • 8th Level (2+1)

Storm Domain Spells

  • 1: Entropic Shield
  • 2: Gust of Wind
  • 3: Call Lightning
  • 4: Sleet Storm
  • 5: Ice Storm
  • 6: Summon Monster VI* (Air only)
  • 7: Control Weather
  • 8: Whirlwind

War Domain Spells

  • 1: Magic Weapon
  • 2: Spiritual Weapon
  • 3: Magic Vestment
  • 4: Divine Power
  • 5: Flame Strike
  • 6: Blade Barrier
  • 7: Power Word - Blind
  • 8: Power Word - Stun

Equipment[edit]

  • Full Plate of Easy Travel +3 (12,150 GP)
  • Masterwork Heavy Steel Shield (170 GP)
  • Gauntlets of Ogre Power (4,000 GP)
  • Periapt of Wisdom +6 (36,000 GP)
  • Changeling Spear +2 (8,305 GP)
  • Ring of Arming and Protection +2 (13,000 GP)
  • Eternal Wand of Mass Lesser Vigor (10,900 GP)
  • Boots of Striding and Springing (5,500 GP)
  • Scout’s Headband (3,400 GP)
  • Survival Pouch (3,300 GP)
  • Ring of Lightning Flashes and Mystic Lightning 22,750 GP)
    • +1 Caster level with electrical spells, 3 charges/day:
      • 1 charge: +2d6 electricity damage.
      • 2 charges: +3d6 electricity damage.
      • 3 charges: +4d6 electricity damage.
    • Also 3/day: 5d6 electricity damage(Ref DC13 half) to all creatures within 5 feet (other than yourself). Any creature that is in physical contact with you at the time (grappling, engulfing, swallowing, or the like) receives no save.
  • Rod of Bodily Restoration (3,100 GP)
    • 3 Charges/Day
      • 1 charge: Heal 4 points of Str, Dex, or Con damage, or 2 points of damage to all three ability scores.
      • 2 charges: Heal 6 points of Str, Dex, or Con damage, or 3 points of damage to all three ability scores.
      • 3 charges: Heal 8 points of Str, Dex, or Con damage, or 4 points of damage to all three ability scores.
  • Bag of Holding, Type 1 (2,500 GP)
  • Potion of cure moderate wounds
  • Scroll of greater dispel magic (CL 12)
  • Scroll of raise dead
  • Pearls of Power (2 x 1st lvl, 1 x 2nd lvl, 1 x 3rd lvl)
  • Greater Crystal of Fiendslaying
    • A weapon with this crystal deals an extra 1d6 points of damage to evil outsiders, is treated as good-aligned, and if the weapon scores a critical hit against an evil outsider, that creature can't use any tele­portation abilities or spells for 1 round. Any evil creature grasping a weapon that bears a fiendslayer crystal gains one negative level, which remains as long as it holds the weapon.
  • 10 Javelins
  • +1 Animated Steel Shield
  • IOUN stone (pink rhomboid, +2 Dex)

Description[edit]

  • Age: 26
  • Height: 6'4"
  • Weight: 240 lbs.
  • Patron Deity: Procan

History[edit]