Editing Priest of typhon the destroyer
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== Basics == | == Basics == | ||
− | *Cleric | + | *Cleric 1 |
− | *XP: 2000 | + | *XP: 250/2000 |
*Alignment: Chaotic Neutral | *Alignment: Chaotic Neutral | ||
*PC | *PC | ||
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*DEX 12 +1 | *DEX 12 +1 | ||
*CON 13 +1 | *CON 13 +1 | ||
− | *INT | + | *INT 15 +2 |
*WIS 18 +4 | *WIS 18 +4 | ||
*CHA 15 +2 | *CHA 15 +2 | ||
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'''Skills:''' | '''Skills:''' | ||
− | *Diplomacy | + | *Diplomacy 1-6 |
− | *Knowledge: Arcana | + | *Knowledge: Arcana 1-6 |
− | *Knowledge: Religion | + | *Knowledge: Religion 1-6 |
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*Perception 1-9 | *Perception 1-9 | ||
*Sense Motive 1-8 | *Sense Motive 1-8 | ||
− | *Spellcraft | + | *Spellcraft 1-6 |
'''Feats:''' | '''Feats:''' | ||
− | + | Combat Casting | |
− | You | + | You are adept at spellcasting when threatened or distracted. Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled. |
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− | Benefit: You | ||
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Channel Smite (Combat) | Channel Smite (Combat) | ||
You can channel your divine energy through a melee weapon you wield. | You can channel your divine energy through a melee weapon you wield. | ||
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Prerequisite: Channel energy class feature. | Prerequisite: Channel energy class feature. | ||
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Benefit: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect. | Benefit: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect. | ||
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'''Domain Abilities''' | '''Domain Abilities''' | ||
− | *Monster Domain Granted Powers: You have an innate understanding of all monstrous creatures an as such eventually bond with one. Dispel Monsters (Sp): The priest can rebuke any non-humanoid, non-giant monstrous creature, abberation, etc. as though they are undead. Once per day + wis mod. Monstrous Companion (Ex): At the 3rd level, you gain the service of a monstrous companion (venomous/constricting Snake, wolf, shark, alligator, Dire bat, Dire rat, Monitor lizard, Octopus, Giant frog, Roc). Your effective Druid level for this companion is your cleric level | + | *Monster Domain Granted Powers: You have an innate understanding of all monstrous creatures an as such eventually bond with one. Dispel Monsters (Sp): The priest can rebuke any non-humanoid, non-giant monstrous creature, abberation, etc. as though they are undead. Once per day + wis mod. Monstrous Companion (Ex): At the 3rd level, you gain the service of a monstrous companion (venomous/constricting Snake, wolf, shark, alligator, Dire bat, Dire rat, Monitor lizard, Octopus, Giant frog, Roc). Your effective Druid level for this companion is your cleric level-2 |
Domain spells. 1. Magic fang. 2. Summon swarm (snakes) 3.speak with animals 4. Hold monster 5. Animal Growth 6. Charm monster (mass?) 7. Creeping Doom (snakes?) 8. Beast Shape IV (non-humanoid, non-Giant) 9. Form of the dragon III | Domain spells. 1. Magic fang. 2. Summon swarm (snakes) 3.speak with animals 4. Hold monster 5. Animal Growth 6. Charm monster (mass?) 7. Creeping Doom (snakes?) 8. Beast Shape IV (non-humanoid, non-Giant) 9. Form of the dragon III | ||
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* Palace Script | * Palace Script | ||
* Typhonic | * Typhonic | ||
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== Combat == | == Combat == | ||
− | *AC | + | *AC 17 |
− | *HP | + | *HP 8 |
*Hit Dice 1 | *Hit Dice 1 | ||
*Movement Rate 30 | *Movement Rate 30 | ||
*Initiative Modifier +1 | *Initiative Modifier +1 | ||
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*Attacks | *Attacks | ||
− | **Primary Attack: Chained Spike | + | **Primary Attack: Chained Spike, +4, 2d4 |
**Secondary Melee Attack: Dagger, +3, 1d6 | **Secondary Melee Attack: Dagger, +3, 1d6 | ||
*Saves: | *Saves: | ||
− | *Fortitude | + | *Fortitude 3 |
*Reflex 1 | *Reflex 1 | ||
− | *Will | + | *Will 6 |
== Spells == | == Spells == | ||
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'''Spell Slots''' | '''Spell Slots''' | ||
− | + | 1+1 Cleric spells | |
− | + | 1 Domain spells | |
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− | +1 | ||
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'''Spells Prepared''' | '''Spells Prepared''' | ||
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'''Weapons''' | '''Weapons''' | ||
− | *Spiked Chain | + | *Spiked Chain |
*Dagger | *Dagger | ||
'''Magic Items''' | '''Magic Items''' | ||
− | + | None (yet!) | |
'''Other Equipment''' | '''Other Equipment''' |