Editing Priest of typhon the destroyer

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== Basics ==
 
== Basics ==
*Cleric 2
+
*Cleric 1
*XP: 2000/5000
+
*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 16 +3
+
*INT 15 +2
 
*WIS 18 +4
 
*WIS 18 +4
 
*CHA 15 +2
 
*CHA 15 +2
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'''Skills:'''  
 
'''Skills:'''  
*Diplomacy 2-7
+
*Diplomacy 1-6
*Knowledge: Arcana 2-7
+
*Knowledge: Arcana 1-6
*Knowledge: Religion 2-7
+
*Knowledge: Religion 1-6
*Knowledge: History 1-6
 
 
*Perception 1-9
 
*Perception 1-9
 
*Sense Motive 1-8
 
*Sense Motive 1-8
*Spellcraft 2-7
+
*Spellcraft 1-6
  
 
'''Feats:'''
 
'''Feats:'''
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Versatile Channeler
 
Versatile Channeler
 
You can choose to channel positive and negative energy.  
 
You can choose to channel positive and negative energy.  
 
 
Prerequisites: Channel energy class feature, necromancer or neutrally aligned cleric (see below).
 
Prerequisites: Channel energy class feature, necromancer or neutrally aligned cleric (see below).
 
 
Benefit: You may make a choice whenever you use your channel energy class feature. If you normally channel positive energy, you may choose to channel negative energy as if your effective cleric level were 2 levels lower than normal. If you normally channel negative energy, you may choose to channel positive energy as if your effective cleric level were 2 levels lower than normal. Having this feat means you qualify for feats and abilities that have “channel positive energy” or “channel negative energy” as a prerequisite (for example, you qualify for the Command Undead feat and the Turn Undead feat).
 
Benefit: You may make a choice whenever you use your channel energy class feature. If you normally channel positive energy, you may choose to channel negative energy as if your effective cleric level were 2 levels lower than normal. If you normally channel negative energy, you may choose to channel positive energy as if your effective cleric level were 2 levels lower than normal. Having this feat means you qualify for feats and abilities that have “channel positive energy” or “channel negative energy” as a prerequisite (for example, you qualify for the Command Undead feat and the Turn Undead feat).
 
 
Note: This feat only applies to necromancers, neutral clerics who worship neutral deities, or neutral clerics who do not worship a deity—characters who have the channel energy class ability and have to make a choice to channel positive or negative energy at 1st level. Clerics whose alignment or deity makes this choice for them cannot select this feat.
 
Note: This feat only applies to necromancers, neutral clerics who worship neutral deities, or neutral clerics who do not worship a deity—characters who have the channel energy class ability and have to make a choice to channel positive or negative energy at 1st level. Clerics whose alignment or deity makes this choice for them cannot select this feat.
  
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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.
 
 
Prerequisite: Channel energy class feature.
 
Prerequisite: Channel energy class feature.
 
 
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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== Combat ==
 
== Combat ==
*AC 19
+
*AC 17
*HP 12
+
*HP 8
 
*Hit Dice 1
 
*Hit Dice 1
 
*Movement Rate 30
 
*Movement Rate 30
 
*Initiative Modifier +1
 
*Initiative Modifier +1
*Base Attack Bonus +2
 
 
*Attacks  
 
*Attacks  
**Primary Attack: Chained Spike of striking, +4, 2d4 (+1+1d6)
+
**Primary Attack: Chained Spike, +4, 2d4
 
**Secondary Melee Attack: Dagger, +3, 1d6
 
**Secondary Melee Attack: Dagger, +3, 1d6
 
*Saves:  
 
*Saves:  
*Fortitude 4
+
*Fortitude 3
 
*Reflex 1
 
*Reflex 1
*Will 7
+
*Will 6
  
 
== Spells ==
 
== Spells ==
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'''Spell Slots'''  
 
'''Spell Slots'''  
 
+
1+1 Cleric spells
2+1 Level 1 Cleric spells
+
1 Domain spells
 
 
+1 Level 2 Cleric spells
 
 
 
1 Level 1 Domain spell
 
 
 
4 Orisons
 
 
 
 
 
5 channel energy charges
 
  
 
'''Spells Prepared'''  
 
'''Spells Prepared'''  
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'''Weapons'''
 
'''Weapons'''
*Spiked Chain + Magic snake skins -> Chain of striking
+
*Spiked Chain
 
*Dagger
 
*Dagger
  
 
'''Magic Items'''
 
'''Magic Items'''
*Bracers of Defense +2
+
None (yet!)
  
 
'''Other Equipment'''
 
'''Other Equipment'''

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